Brad Wardell's Blog


Odd motivations

Published on Friday, December 30, 2011 By Brad Wardell In PC Gaming

This whole Ocean Marketing thing has me flummoxed. Now, it’s certainly well known that I have no problem bringing down the hammer on customers who think their purchase entitles them to abuse me.  But the whole thing I got out of the Ocean Marketing thing was that this guy clearly didn’t like the people he was supposed to be serving. It doesn’t make sense to me.

People who make stuff inherently want customers to be happy. It’s not just a financial transactions, it’s important that they be happy. 

When it became clear that Elemental: War of Magic was a big disappointment to people, it wasn’t enough to just “make good” on it (i.e. fix it).  It was important to us that our customers like us and the only way to do that was to not just give away some freebies but deliver something that was good to the point that people would go “Woha, they did me right.” 

The motivation is that customer happiness matters.  If you’re just a stock holder, maybe you don’t care. But if you’re actually involved in producing, publishing, marketing, etc. the people you are doing that for matter a lot.  Otherwise, why bother?

Marketing fail at Ocean Marketing

Published on Wednesday, December 28, 2011 By Brad Wardell In PC Gaming

I’m not going to pile onto the events mentioned at PA today.  What really surprises me is how quickly the guy (Paul) got nasty to people.  I get abusive emails on a near daily basis (Ranging from “you suck” to “I hope you get cancer and die!”). It’s not a matter of having a “thick skin” even, it’s just a matter of picking your battles. What exactly was there to get mad about?

And on a side note, how do you get into gaming PR and not know about Penny Arcade???

AI vs. Tar Froglar Games: Episode 2

Published on Wednesday, December 28, 2011 By Brad Wardell In FE Sneak Peeks

Lots of changes have been put in the past day while I wait in my SWTOR queue (Kaas City, character: Talax, Sith Marauder)…

Anyway…

These are a series of 1 on 1 battles.  When the AI is sufficiently challenging on Normal, I’ll test our the harder difficulties and then go to multiple players.

Sufficiently challenging means being able to survive 100 turns consistently against me on a small map.

Game 40: 11:30am, 12.28.11

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Result:Victory in 96 turns. Nothing very interesting. Fixed some AI glitches, nerfed constitution bonuses.

Game 41:

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Wow. Started with two champions near, green valley with a river.

Unfortunately, monsters killed the NPC. That’s a problem. Will have to fix monster AI since that kind of defeats the purpose.

Aborted to fix.

Game 42:

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Found a second champion near by that only required “recruiting” to get. So I b-lined to that.

Foolishly went on a dangerous quest (really need these quests to have labels as I got my clock cleaned).

Heh, found a bug with the Administrator ability which, presently, reduces 25% from training/construction.  It stacks.

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Everything in 1 turn.  I’ll fix it…after this game…

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AI is starting to get pretty good at putting together defenses while expanding.

Now to see if I can still steam roll him. Note all the archers. Standing there waiting isn’t an option.

Tactical test

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Well not quite a steam roll. Took multiple armies led by champions but the deed is done.  That took 360 turns.

Will do one more to see if it was a fluke.

Game 43:

This time I’m playing as Kir-Talax (character I made up) who is Emperor of Magnar. Let’s see how I do as an Empire.

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Found Altar fast this time and took his first expansion city.

Relias is pissed. He came right at me.

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My sovereign and champion are really weak having just lost a battle to a spider related quest. This may be closer than it seems.

Hmm.

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Way closer than it seems. This is where computers have an advantage, they can calculate their odds of victory better than us.

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I do have some pretty decent spells and armor early on.

Rematch…

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This time he bit off more than he could chew.

Time to go for his capital…

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Little pigs, little pigs, let me come in. It’s just me and my apprentice.

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Casting time…this is how we were able to have really powerful magical spells without debalancing the game completely.

Casting a fireball

The town is mine but only after losing my Apprentice.

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After some back and forth, we’re down to his last town. There is an issue with champions dying too often still.

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Curse spell in what might be the final battle.

But I lose. Sad smile

On the other hand, there’s something…right about building a Slave Pen in Athica (former capital of Altar).

Lots of very close back and forth for that last city.

I recruit a new apprentice…

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Hopefully this time I’ll kill him.

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In this game, the big problem the AI is having is he’s now outclassed in weaponry and armor. It’ll be interesting to see the tech difference after this game.

In Fallen Enchantress, metal is a big deal. It’s out there, it’s not “rare” but you gotta have it to build the good stuff.

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Yea, that sucker punching him early on did him in. But he held on really well. I’d say it’s time to turn up the juice to…Challenging level AI.

But not until I do some tweaking. Gonna had some new functions for handling sucker punching and delivering them. Winking smile

My score: 28 points.

Game 44: 6:30pm CHALLENGING AI

So I’m pumping the computer AI to “challenging”. At this level, he’s identical to the human player still except there’s a few more APIs that get used (a little more CPU gets used).  Those APIs largely revolve around recruiting champions more aggressively and more intelligently handling quests. In the XML, these algorithms are based on  <AIIntelligenceFactor>1.5</AIIntelligenceFactor> which is my own voodoo I use to determine what functions I’ll use.  Go over 1.5 and it might include cheats so for future modders, never go over 1.5 if you don’t want the AI to potentially be “Cheating” (where cheating would include an imbalanced map, getting champions placed in slightly closer to AI starting locations, etc.).

Now, keep in mind that this doesn’t mean the AI is “done”. I’m focusing on algorithms but a lot of the XML isn’t even hooked up.  I can’t, for example, really have the AI use spells intelligently yet. When you see Relias hasting himself and others you’ll know it’s starting to get better in that area.

We’ll see how many turns it takes me to win.

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Relias must be nearby as he found me (he doesn’t know I’m here, just got lucky).

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Fun vs. Bastard: The AI could totally wreck me. My sovereign is out exploring and his champion and armed units is 2 tiles away from my capital. This is the kind of thing that game AI coding has to take into account.  Post-release, I can do what I did with GalCiv and let modders add in “Bastard AI” but there’s no way I’ll get to it prior to release. Or probably not anyway. And besides, would that be fun? Most people would just reload the game. What’s the point?

It isn’t until turn 125 that I feel confident in attacking him with 2 high level champions and my sovereign as my main force.

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This could be interesting.  We win, but only my sovereign survives. The champions do survive too (they’re revived) but they’re now injured.

Nevertheless I take my army to Relias.

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Relias casts Haste. Yay, good sign. It’s looking like it’ll just be he and I by the time we kill off all of each other’s units.

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Victory in 160 turns.

Score: 18.

You can see where the AI is blowing it in this graph. Ridiculously sloppy use of magic means that when he needs it, he doesn’t have it.

Time to tweak.

That’s all for tonight. Winking smile

AI: Testing Difficulty Levels

Published on Tuesday, December 27, 2011 By Brad Wardell In FE Sneak Peeks

Fallen Enchantress has several different levels of difficulty. The AI doesn’t “cheat” in the sense that it plays by a different set of rules. The difficulty rules have to do with what resources the players get.  At Normal, the AI is the same as the human player which is, arguably not fair to the AI (since humans tend to load saved games and have, one presumes, gotten familiar with quests, mob milling and other strategies. 

I tend to think “Challenging” is the fairest to the AI since all the AI really gets there is a little HP boost.

Anyway, today I’m testing out a series of 1 on 1 battles to see how easily I can cream the AI at different levels.  To make it fun for me, I usually try to minimize the number of turns it takes to crush it. 

My strategy:

Find a champion to join me, go monster hunting to raise level. Find AI and kill him.

Game 17: Normal AI 1 on 1, small map.

It is, admittedly, hard for the AI to deal with rushes. Not to mention, it’s hard strategically to decide when to attack an enemy city versus defending one of your own.  Each play through I end up adding new parameters to the various AI functions to have it spit out, I hope, more intelligent responses.

Game 17 is the result of many many hours of this kind of iteration.  I typically beat the AI within 50 turns (depending on starting locations – the AI had graduated to random maps at this point).

Result:

Victory in 36 turns.

(2 hours of coding later)

Game 18: Normal AI…

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This one took a lot longer to win because the AI managed to snag two champions early and bottled me up. So I had to build up more first.

It did still expose some dumb AI decision making in the sense that it over defended it city area at the cost of expanding its empire.

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So this would be the first real test of the tactical combat improvements.

So my strategy here was to stand back and cast haste on my units. Have my archers weaken them and then mop up.

Relias wasn’t in this battle (the enemy sovereign) which would be his doom. Without any champions in the city, it was easy. After that, whack.

In Fallen Enchantress, there aren’t many champions (I had none, just my sovereign in that game). But let me show you how powerful they are:

My sovereign is an army unto himself.

 

More coding…

(game 19 aborted)

Game 20: Normal AI

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This game I got a particularly good spot.  4 grain, 4 materials. That’s really hitting the jackpot (a normal good city would be like 3 grain, 2 materials).

Victory in 65 turns.

…Iteration

(it’s a real challenge to tell the AI when it should expand and when it should hunker down without it requiring tons of work and CPU time).

Game 21: Normal AI

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Not quite as nice as my last game but still decent.

The problem, once again, is that it is very difficult for a 1 on 1 contest to end any other way when I’m intentionally mounting up for an attack.

However, the thing is, the game design should be such that it’s relatively easy, early on, to keep players from just doing this.

I think one problem is my use of an early game weapon enchantment (burning blade) that simply grants a numerical bonus to attack rather than a %.

On the other hand, what’s stopping the AI from using it?

coding coding coding…

Really REALLY need put some time into having the Spell data hooked up to the AI better. They’re all set at 5.

Game 24: Normal AI

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Victory in 70 turns.

Strategic spell coding…

25 aborted…

Game 26: Normal AI

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In this game, it took me 40 turns before I found the other player.

Victory in 46 turns. I think there’s a bug with faction prestige for AI players.

Coding…

Game 27: Normal AI

Win after 90 turns

AI still casting stupid strategic spells.

Sigh.

coding

Game 28: Normal AI

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Not a bad starting location except I’m right next to Wildlands.

Getting better.

Took 30 turns to find AI. AI had 2 cities and was effectively using them against me when I did my sneak attack.

Took 100 turns to win.

Fixed some bugs in the way spells are evaluated and distances evaluated.

 

[To be ccontinued…8:30pm]

Game 29: Normal AI

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Up against a mountain. But good resources.

This time, when I encounter Altar, very early on, they’re slightly ahead of me (power rating 6 to 5).

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This time, they can’t be just knocked over.

My concern now is that rushed for Civics to get Rush build and they spent their money.

I can’t take them though. So no riding rough shod this time. The question is, will they be able to expand faster than me?

The other thing the AI is struggling with is how much to be worried about monsters. On the one hand, you don’t want the monsters to take out the AI players enmasse but on the other, you need the AI to take some risk.

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This time, my attempt to rush them has cost me the lead. Altar (AI) has taken an early lead.

And worse, my champion died in battle (they can die, it’s just extremely rare).

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GRRR!

Monsters took out one of my towns.

 

Dangerous borders

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OK. This isn’t good for me.  I’ve never seen this before. I normally kill the AI before he gets horses.

My capital just got taken by monsters.

Getting placed near wildlands means more goodies but you gotta defend them better too. I didn’t.

This just get worse..

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Son of a bitch…

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And so where my capital is they sent in pioneers to take it.

I’ll take it back.

And I did.

Barely.

Relias (AI) vs. Me.

1 on 1.

Tactical.

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I win.

He hasn’t picked up as many good weapons as I have.

And he hasn’t shopped enough.

So he’s definitely not anywhere near perfect.

But right now…he is winning.

[10:50 PM]…

[Reminder: all tactical battles are on the same brown  map for now in my build]

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And here…come the archers. Sad smile

So it’s just me (and pioneers) against his small army.

He never had a chance.  I’m Sauron!

Unfortunately the damn Shrill Lord took out the city I had captgured earlier.

City destroying Shrill Lord

 

I started another city there…

Shrill Lord got it again.

I’m gonna kill that thing!

Quickie video of how powerful my sovereign is (too powerful?)

Sovereign vs. archer army

My opinion here is that my sovereign has too much HP. I like that he can mow down units, but it’s kind of crazy that he has over 120 HP (compared to just a few for others). Should probably be about half that with the player packing health potions and such.

[12:00am] TO be continued…

So there are 5 cities in the world at this point. I have 2, the AI has 3.

The problems with the AI that are affecting its play in this particular game include:

(1) Its researching isn’t very good. This is a known issue that is due to the AITraits not being hooked up yet. This means its armies aren’t as big as they could be.

(2) AI is too timid to send a major force around my strong point (I don’t have a choke hold) to attack my vulnerable rear city (I have a weak city and a strong city but the strong city is relatively close to their capital and they’re not sending units to attack the weak city because that would leave the capital city potentially vulnerable – but not really, they have a lot bigger army than I do).

 

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I probably shouldn’t quibble too much since it’s not looking very good for me.  The issue here is that players don’t usually have the opportunity to build up overwhelming force like this.  If the monsters hadn’t taken out my capital, I’d not have let them get this far.

..

OK, I’m completely surrounded with only 1 town. It’s a bit of a stalemate because my sovereign is just so powerful.

OK, the AI finally won. 

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The AI is getting better but the monsters were as much the AI’s helper. You can see where we were neck and neck right until one of my cities got taken down by the Shrill Lord.  So really it wasn’t a 1 on 1 battle, it was AI + Shrill Lord vs. me.  Still, progress.

Now to spend the next couple of hours implementing fixes and additions to the AI based on what I saw.

Good night!

1:42 am, signing off.

December 26: Threshold

Published on Monday, December 26, 2011 By Brad Wardell In FE Sneak Peeks

imageIt was on December 26th that Fallen Enchantress reached a place where I wanted to play it (over playing SWTOR) rather than having to play it.  This is something that never occurred for me in War of Magic (it was always “must work on this”). And in fact, the last time I got to that point was with Dark Avatar (Galactic Civilizations II series).

I must admit, one of the things I’m enjoying the most is how easy it is to mod and tweak things.  You think having access to the source code means you have full control. That’s nonsense. Pouring through millions of lines of code to find out what determines say how fast a unit swings in tactical battles is non trivial.  By contrast, in FE, all that kind of stuff is in XML so I could speed up everything to suit my preferences (which I hope will become the default because I prefer fun speed animations over “realistic” speed animation).

Another area of fun has been tactical battles. Because they were so terrible to start with (imo) I get to see big improvements with relatively little effort.  For example, units would get focused on their initial target no matter what. I fixed that with 1 line of code.  The AI not using spells in combat was caused by a rand()% design rather than a calculation on what the best move would be. I’m a very lazy person so I prefer to hand things off to the machines to tell me what should be done rather than trying to hard code it (i.e. feed a function all the conditions you think are relevant, have it crunch it and come back with what it should do).  As a result, tactical battles are much better already even if they still need a ton of work AI-wise.

That said, for NON-Brads of the world, assume this game will suck and make you get a horrible disease rand()%DiseaseTypes.size();

Fallen Enchantress: Where we stand at Christmas

Published on Friday, December 23, 2011 By Brad Wardell In Elemental Dev Journals

Fallen Enchantress has been a long road, but rewarding road for us.  A year and a half after the release of War of Magic, Fallen Enchantress is Stardock’s largest game endeavor in its history. My part in its tale includes the new computer AI and complaining – my traditional role on game development here.

In recent years, the number of hours I could dedicate to those endeavors got smaller and smaller. That changed when we sold Impulse to Gamestop this year. Impulse had slowly come to take most of my day to day time in recent years.

And so, Fallen Enchantress has been a real joy to work on. And I apologize to all of you for the long wait as we have…indulged ourselves a bit with it. Free from any sort of economic constraints, we’ve been able to do things that, from a business point of view, ridiculous from a turn-based PC strategy game point of view.  But the end result is that we’ve made something that we’re really proud of.  I hope players see what we see – a strategy game unlike any other.

That said, you should assume it’ll be horrible. Keep those expectations low. LOW I say!

A general overview: Bringing Game Design to Stardock

Lead Designer and Producer Derek Paxton has combined both his Fall from Heaven experience and his years of professional project management experience into our game design philosophy – starting with having a game design philosophy. 

Designing games is something that I always disliked quite intensely.  I much prefer to work with other people’s designs and take them to what (to me anyway) seems to be their logical conclusion. 

The basic requirements of Fallen Enchantress are as follows:

  1. It is a strategy game that takes place in a very very hostile magical world
  2. That magical world has a rich history but also wants to kill you.
  3. There are several other factions who want to dominate this world but are also struggling against the world.
  4. Your tools are magic, technology, diplomacy, and questing.

Derek’s leadership on the project has ensured that the team has been focused on these 4 things.

To support Derek’s mission, I have been helping enforce 4 engineering requirements:

  1. Stability. At all times, the game must be rock solid. No “fixing later”. Beta != crashy.
  2. Performance. Games that are slow aren’t fun. Coding should be looking at being as efficient as possible.
  3. Memory. Where is every byte of memory going? Can those running 64-bit get more? (answer: Yes)

Now, these points are a gross over simplification but they cover many logical sub-components to make these things work (game balance, good AI, lots of in-game lore, an interesting campaign, a tutorial, etc.).

With that out of the way, let me show you where things stand today. Below you will see what would have been in the public beta had it gone out as originally planned as well as some discussion of what will be changed prior to Beta 1 in January.

Part 1: The Tutorial

Besides a campaign and the sandbox mode, there is an interactive tutorial.  Having a tutorial allows us to justify having a bit more depth to the game since not all of it can be “self explanatory” and not everyone will read the manual.

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The tutorial also includes optional video demos for each step of the way.

 

Part 2: Character Creation

When you create a sovereign, you can either assign it over to an existing faction or create your own custom faction on the spot.

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Your character has magical proficiencies that set them on the path to become more powerful in a particular path of magic.

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Look out for Tar-Froglar. In future games, I can play against him too which is kind of fun.

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I don’t know what the limit is on the number of players. I do know it’s enjoyable putting a dozen or so on a tiny map and watching mayhem. The maps do have a default # of suggested players. But we don’t force people to abide by that.

Part 3: Early Game & Economics

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When you enter the world of Elemental, a backstory is generated based on your sovereign and faction choices.

Early in the game

 

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The economics are deceptively simple. There are only two local resources: Grain and Materials.  Grain becomes food. Materials aid in production. People need food and provide taxes, research, and to a lesser extent, some production. 

You can set your tax rate which in turn will affect your tax income at the expense of productivity in the form of unrest:

Tax rate set to none:

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Unrest is only 10% so I’m getting 1.1 research per turn, 138 food and 37 production (but no gildar).

Set taxes to oppressive and you get this:

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Ouch. But I’m making money.

 

Part 4: Other players

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This is where fantasy author Dave Stern has come in. Woe be it to anyone who wants to translate this game. There’s a book’s worth of material stuffed in here with combinations for every faction vs. every faction with multiple displays based on game states.

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Diplomacy comes in the form of treaties and trade.  The trading part is fairly straight forward.  The treaties, by contrast, is something we’re hoping to keep adding lots of because they’re pretty cool. A treaty is just a contract. A treaty can be that for N gold Umber will attack Capitar. Or for both parties to share 1% of their research or to have a N% chance that loot will be shared – basically they’d get a copy of the same loot, these aren’t zero sum treaties).   How many we’ll get in by the beta versus release versus 3 years from now remains to be seen.

Part 5: Champions

Champions are central to success in Fallen Enchantress.  By late game, a Champion is an army unto themselves.

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Champions can be found in their own encampments. They’ve already allied themselves either with the Kingdom or the Empire. The only question left is which faction of the Kingdom or Empire they’ll sign on with.  The more powerful the champion, the higher your recruiting ability must be.

Champions almost never die, even when they fall in battle. If they are defeated, they are brought back to the nearest city where they recover and typically have a permanent effect placed on them (limp, lost eye, fear, etc.) that will haunt them for the rest of the game.  It is not uncommon – and in fact typical – for a late game champion to have several scars and old wounds from battle.

Part 6: Combat

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The combat system in Fallen Enchantress centers around the concept of initiative. Initiative determines how often that unit will be able to take a turn.  In tactical battles, the left side of the screen shows what’s coming up (a unit or a spell to be cast).  A really really fast unit may get to take several turns before a slow unit gets to take a turn.  As a result, few units get to “Retaliate” when hit (though some units do have this ability, it’s exceedingly rare).

Magic duels come in the form of both sides trying their best to overcome the other with spells and counter spells flung back and forth. The more powerful spells may take 3 turns for that unit to cast giving ample time for their opponent to cast a counter on it.

Ranged units are also very crucial (as well as countering them) since they can do a great deal of damage from afar. The typical counter here is Cavalry who move fast and are hard for archers to hit.

 

Part 7: User Interface

Often unappreciated, a good UI is crucial to this type of game.  This was an area where myself, Derek (Fall from Heaven), and Jon Shafer (Civilization V) spent a lot of time thinking about.  A good UI is a gateway to having greater depth in the game because it lets us explain the game to players in bite sized chunks.

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Players can manage their kingdom from a single screen if they want to.

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Everything here has a friendly tooltip.

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Example of a tool tip.

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Another tooltip.

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And another tooltip.

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And another…

 

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When players zoom out, a cloth map is displayed.  Players can optionally display the HUD icons on here or not.

 

Part 8: Magic

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Magic is arguably the most potent tool at a player’s disposal to win the game. Generally speaking, you don’t learn spells from spell books (though there are spell books out there that you can get from quests, notable locations, and loot from monsters).  You learn them as your characters level up.  There is only one master spell book for your kingdom and it is the composite of all your spell casting units combined (strategically).

There are enough spells hidden away that even I haven’t seen all of them yet. Each time I play, I find a new one depending on who I’m playing as, what strategy I took, what quests I found, what technologies I researched, what proficiencies I chose and what perks I chose when I leveled up.

Part 9: Technology

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One of the challenges in a fantasy, turn-based, civilization-style strategy game is the tech tree. First, we wanted there to be two very different tech trees – one for the Empires and one for the Kingdoms.  And we wanted players to very easily see the difference in them and this led to some…interesting choices that I would never have thought of without Derek and Jon.

Anyone who’s ever played GalCiv knows my view on techs: More is more.  In FE, however, Derek and Jon showed that less is more.  Don’t get me wrong, there’s a lot of techs here. But each one gives you a lot of stuff but they also take a long time to get to.

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The number to the right of a tech is how many turns it would take your current kingdom to research.  The result is that players come to really appreciate the tech they have rather than blowing through techs to get to the ultimate.  The other effect, which was what Derek and Jon were going for, was to make “mop up” for whoever was winning much easier.  The players who can get good stuff will wipe the floor with those who simply can’t.

 

Part 10: AI

Nobody talks about AI stuff anymore. I challenge you – find a game where the media (or most players even) talk about AI.  It’s like our industry has given up on it.

AI coding is a bit of an arcane art.  It’s the part of the game I care about the most. But I don’t usually get to spend much time on it because I am supposed to be running a business allegedly.  On GalCiv for OS/2, I got months and months to write AI. It was great. Each AI player got multiple background threads. One dedicated to near term issues and one for long-term strategy along with writing data to the drive that would let it learn from human players.

But as Stardock grew, the number of hours I could put on a single product declined.  By the time of Elemental, I got about 30 days of AI coding in (for GalCiv II I got almost 4 months until Twilight when I handed it off to others).

For FE, I’ll get almost 4 months of AI time. That means I get to write both the strategic and the tactical AI. This has had the secondary effect of making the game much for multithreaded. There is no “Turn” screen in Fallen Enchantress. There is no stop in the action between turns because all the work is happening in the background.

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Look closely at the moves left. I’m going to hit the turn button.

While the player is doing their thing, the AI and the general data work of the game happens in the background. So when you hit turn, it’s really just a matter of resetting the UI.  Now, if you sit there and pound on the turn button, you’ll have to wait (though it’ll still be smooth UI-wise) but generally, the AI will move faster than you.

The BETA

In early January, every person who bought Elemental: War of Magic will be getting an email from us telling them about the beta. 

If they bought War of Magic in 2010, they get Fallen Enchantress for free.  War of Magic had great potential and I think most people would agree that v1.4 of War of Magic is a pretty good game.  But it is still not the game we had planned on making and frankly, it was not acceptable at release. It was too ambitious for us at the time to make and combine that with a health dose of cogitative dissonance and you have a real problem. We just didn’t have the project management process down to make such a large game (and by project management, I mean we didn’t actually have project management, we were just a bunch of guys/gals making games – that doesn’t scale well).   Now, for people who bought WOM this year, you will still get a discount on FE. We just haven’t come up with a specific policy yet.

The BETA of FE will be released on January 19th to those who were part of the original WOM beta and January 26 to everyone else (we’re doing a tiered release because we’ve never rolled out this many betas at once before – you should assume that the process will cause your PC to catch fire and your pets to suffer).

 

See ya next year!

So that’s all for now. Hopefully you found this information helpful!

Catassing in SWTOR

Published on Friday, December 23, 2011 By Brad Wardell In PC Gaming

It’s been a long time since I got so addicted to a game that I found myself playing it long after I knew I should have gone to bed or eaten…or bathed.

But SWTOR is such a game.  My sons have left the lands of Skyrim and joined me and our guild (Lords of Hyperon on Kaas City server – I’m Talax there) where we have been playing together.  God, it’s good to have sons.

The last game that held my attention like this was Planetscape Torment which was a very very long time ago.  SWTOR as a single player game is outstanding.  Other than partying up with my fellow guildmates and my sons (mostly my sons) I’ve played it alone and the story is compelling.

My poor wife.  She says all she wants for Christmas now is for husband and sons to bathe.  Some wishes just can’t be fulfilled.