Brad Wardell's Blog


Elemental Beta 1G will be this week

Published on Monday, February 22, 2010 By Brad Wardell In Elemental Dev Journals

Last week we got bumped due to the ImpulseTV launch and the Sins of a Solar Empire update (both happened on Thursday which was our beta update).

So this Thursday we expect to release beta 1G.

Questions?

Q: Will it be fun?

A: No.

Q: Will it at least not cause my eyes to bleed?

A: No. It will still cause eye bleeding.

Q: What about the root kits? Does this beta get rid of the root kits?

A: No. Our malware requires the root kits to be installed.

Q: Does it at least quit uploading my .XLS files to a server in China?

A: Yes. It now only uploads .XLSX files and now it’s to “the cloud”.

Q: Okay then what IS new in this build?

A: Lots.

Q: Can you be more specific?

A: Yes.

Okay fine. Here are some high level details:

  • The Dynasty system framework is in. That is, you get married, have kids, and can arrange marries.
  • You can get spells.
  • The initial customization screens are in. So you now choose your sovereign or can create your own, choose your faction, or create your own, and can use points to customize your sovereign and facgtion.
  • The basic quest system is in.
  • All of the above are still very basic (i.e. the system is in but the assets will be continually added over the next several months).
  • Stability should be considerably better (I hope). Memory usage should be quite a bit better.
  • Altar tech tree is in (and they all use it).

Of course, the above involves hundreds of new small features and changes so it will seem quite a bit different.

Q: So when will it be fun?

A: It should be fun by Beta 3.  Buggy but fun.

Q: When is Beta 3 due?

A: April.

Q: What comes next?

A: Beta 2. The Multiplayer beta. That’s in March.

Unit design really demonstrates a key part of the economic system

Published on Saturday, February 20, 2010 By Brad Wardell In War of Magic

 

This Thursday we WILL have beta 1G of Elemental.

Anyway, one of the things that I am finding more enjoyable than I realized when we were designing it is the unit design because of the way it UN-abstracts what raising armies means.

In Elemental, when you design a unit, you literally grab a random peasant from your cities to train. That means that each guy will look a little different from the other.

So you take this guy and you then have to decide what you're going to equip him with. That equipment may be cheap in resources but high in training time or maybe it's cheap in training time but high in resources.  These two ingredients determines how quickly your unit is produced.

The reason I'm finding this really enjoyable in our internal betas is because now players get to see the sophistication of different civilizations in action.

The Romans, for instance, couldn't just crank out legions of troops because they had access to iron. Barbarians had access to iron too. They were able to produce legions because they had a sophisticated civilization capable of producing the various pieces of equipment and then training their soldiers how to use it.

And as we'll see later, other factors are equally important when talking about training: Leadership and the effects on morale in battle, effective use of weapons (combat speed), and so on. 

The point being, in Elemental, you really do have a clash of Kingdoms (and Empires) where it's not just about cranking out 50 of the same unit but having to make a lot of interesting choices on what types of units to build, how to equip them, etc.

How to make sure instant resolve doesn’t make us sad

Published on Saturday, February 20, 2010 By Brad Wardell In Elemental Dev Journals

image

This techie looking dialog will probably look nicer by release but it isn’t going to go away.

The reason? Transparency to players.

One of my big pet peeves in games that allow tactical battles is that even though they always promise you that you don’t HAVE to fight every tactical battle, you know, deep down, that if you don’t, you’re going to take losses you shouldn’t have.

As the AI guy on Elemental, I want to make sure that the AI handling is about as good as a human player at the auto-resolve stuff.  With the details dialog, we can see what actually happened after the battle.

Elemental: Modding

Published on Saturday, February 20, 2010 By Brad Wardell In Elemental Dev Journals

We get a lot of questions on how moddable Elemental is.  The best way I can answer that is to tell you what our objectives are.

Elemental is a game built on our new Kumquat engine.  Our previous games were developed using an engine we referred to as Pear.

Because it’s our engine, we are free to distribute it in whatever way we want.  Experienced modders can hopefully chime in the comments area to explain to others the importance (in terms of modding) that we own the whole engine and thus are under no constraints.

So let’s walk through some frequently asked questions:

Q: What kinds of mods would you expect modders to be able to make with Elemental (Kumquat)?

A: I would expect someone to be able to create pretty much any type of game with it. More specifically (more realistically) I would imagine there being mods that let people make total conversions to games of the same genre (i.e. A space strategy game, a Civilization type game, a Master of Orion type game). 

Q: What kinds of mods do YOU, Brad Wardell, plan to make?

A: I want to make a Temple of Apshai type mod.

Q: What are the tools we would need to know to mod?

A: We have chosen Python as our scripting language.  Post release we plan to keep full time developers to be dedicated to exporting more and more APIs from Kumquat to expose them to Python. 

In terms of UI, we use DesktopX.  All the .dxpacks in Elemental (and Galactic Civilizations) are made using DesktopX.  It’s a free download. DesktopX version 4 is in development presently. You can find the .dxpacks in the screens directory.

In terms of graphics, we use .PNG files for static images (the game literally reads in .PNG files from the gfx directory).

In terms of models and animation, we use Intel’s Havok. We also have a tool we’ll be releasing that makes Havok files work with Elemental.  These are all free. What you make your models and other 3D assets in is up to you. We use Maya and 3D Studio (depending on artist preference).

To organize all these pieces together, we use XML which tells the game what .dxpack to use or what .PNG file to use or what Havok files to use.  We do not hard code any paths into the engine so you could put them wherever you want.

Q: When should we start modding?

A: That would be Beta 5 which is scheduled for this Summer.  It will be during that time that we start to release our own example mods.

Q: What are some example mods you would make?

A: We would try to cover the full range with our samples.  Here are some specifics of what we plan to provide during Beta 5 and after release.

1. Adding your own maps to Elemental to share via the metaverse (ImpulseReactor’s virtual shared drive system)

2. Adding your own items, spells, technologies, buildings, city improvements and share via the Metaverse.

3. Adding your own races (our example will probably be elves or dwarves or something based on player feedback).

4. Creating your own 3D assets and putting them into Elemental.

5. Using your copy of Elemental to make a totally new TBS game (GalCiv like or MOO like or Civilization like or HOMM like or MOM like or whatever).

6. Using your copy of Elemental to make a totally new type of game TBS (my sample, which will be public domain when released, is the aforementioned Temple of Apshai).

7. Using your copy of Elemental to make an action or RTS game.

Obviously, how much is done here depends on how successful Elemental is commercially so these aren’t promises as much as what we are planning to do.  We used Pear from 1997 through 2007.  Kumquat will be with us probably for the next decade at least.

Relevant Screenshots:

image
DesktopX is our tool of choice for creating screens. Powerful, easy to use (once you get used to it) and battle tested. You can even export your creation as gadgets.

image
Elemental will include the Kumquat Tile editor for letting people create their own 3D scenes using 3D assets made by others. For modders, it means that the “pipeline” organization is provided by the tools. You don’t have to coordinate lots of different people to get a mod done, you can each contribute to a pipeline and use as you wish.

 

image 
Modders can create their own 3D models in whatever program they want and then export it to Havok’s format.

image
Artists use either Corel Draw or Adobe Illustrator to create as many assets as possible in vector format. This way, as hardware improves, we can update our games years later with free new, better graphics. This was most obviously seen in GalCiv II: Twilight of the Arnor. It’s a technique we highly recommend.

 

Hope this helps.  We’ll be talking a lot more about modding this Summer.

Turbo-charging my X-40 with a SSD.

Published on Friday, February 19, 2010 By Brad Wardell In Personal Computing

Six hears ago, IBM released the best portable laptop I’ve ever used. The ThinkPad X40.

It was only about 2 and a half pounds, quite fast (especially at the time), had a full sized keyboard with a 12.1 inch display.

It had only one weakness. Its pathetic 4200RPM HDD. A drive that has definitely not aged well.

I benchmarked it the other day:

x40drive
ThinkPad X40’s original 4200 RPM drive.

Ignore the burst speed. Look at the average read speed. 6.6 MB/sec.  Let me put that in perspective, a desktop PC from the same era could expect to do around 40 MB/sec.  That’s 6X faster.

Obviously, today, that speed is really embarrassing and more specifically, it makes an otherwise highly useful laptop useless because if you want to use even remotely new software, it just takes forever to deal with (not to mention, picture dealing with virtual memory on such a machine).

So I’m putting in my new SSD drive tonight.

Update....

Here is the ThinkPad X40 updated with a SSD:

 

53 MB/sec.

Now, that may not seem that fast but remember, the limiting factor here (Besides the fact that it's not even SATA but rather PATA) is the CPU. 

We're talking an instant 8X faster experience.  So instead of taking 240 seconds to boot (4 minutes) it would boot in 30 seconds.

Except it's actually better than that because of the random access time of 0.2ms vs 61ms.  Or put another way, random seek went form being nearly a 10th of a second to instantly. 

Net result, instead of it taking 5 minutes to boot it now takes 10 seconds in real world conditions. It's now a very usable netbook type device except the upgrade only cost $100 or so.

Are consoles d0med?

Published on Friday, February 19, 2010 By Brad Wardell In PC Gaming

I couldn’t help to poke a little fun at the people who are always claiming that PC gaming is dying.

Elemental, PC only.

Starcraft 2, PC only.

Civilization 5, likely PC only.

WoW: Cataclysm, PC only.

That’s just a quick sampling of course.  But a pretty good year to be a PC gamer.

Sins of a Solar Empire: Trinity updated!

Published on Thursday, February 18, 2010 By Brad Wardell In Sins News

Stardock and Ironclad are pleased to announce the first post-release update to Sins of a Solar Empire: Trinity (in the Diplomacy expansion).

The new update tweaks the behavior of pirates, improves diplomatic relations handling and provides dozens of small game balancing changes based on player suggestions.

Below is a change log:

 

Diplomacy 1.01

-------------------

Gameplay

- Pirates will now prefer planets with 2 or more modules (rather than dead asteroids and the like).

- AI players will offer pacts regardless of their feelings towards the player, as long as the other relationship requirements are met.

- When on a player mission the pirates will no longer stop at the first target owned planet they come across. When on a raid the pirates will try to stop at a sufficiently occupied planet instead of any planet.

- Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure.

- Relationship penalties have been changed to make them more stable.

- Initial pirate raids are less powerful.

- Pirate gauss guns are less powerful.

- Lowered the rate at which AI players gain diplomatic points.

- Lowered the rate at which the AI relationship bonus increases.

- The various AI difficulties will now gain the AI relationship bonus at different rates.

- Lowered the cooldown on Diplomatic Immunity by 30 seconds.

- You should now be able to target any ally in a free-for-all match for pirate/regular missions, and for pirate bounty.

- Locked teams games will no longer have a diplomatic victory option.

- Increased the penalty for breaking a peace treaty.

- Experience for killing pirates has gone down.

- AI players are now more likely to send pirate missions.

- The pirates now have a unique armor type that will allow them to take less damage from all weapon types.

- Military actions now have a negative cap of -20.

Interface

- The quick bounty button will now let you increase the bounty on allies. It will prefer non-allies if any exist;

- Fixed a text placement issue on the game over screen.

- Relationship displays can now be negative.

Misc

- Added a data value to game constants (juicy planet threshold) to set the number of modules pirates look for when stopping to attack.

- Fixed an old bug that resulted in AI players offering alliances more often than they should.

- Fixed an issue with some autocast use times.

- Fixed an issue where certain pacts were not functioning properly (most notably the supply pact).

- Fixed a possible crash within the mission system.

- Fixed a bug that might cause the AI to not offer pirate missions.

- Fixed a sync bug related to Pirates.

Sins of a Solar Empire: Trinity is available at most retail outlets in North America.  It can be purchase digitally for $39.95 via Impulse.  Users who already have the original Sins of a Solar Empire and Entrenchment expansion can upgrade by purchasing the Diplomacy expansion pack.

Links:

 

Screenshots:

2010-02-08_1913 2010-02-08_1907_001

Sins of a Solar Empire: Trinity updated

Published on Thursday, February 18, 2010 By Brad Wardell In Sins Developer Journals

Stardock and Ironclad are pleased to announce the first post-release update to Sins of a Solar Empire: Trinity (in the Diplomacy expansion).

The new update tweaks the behavior of pirates, improves diplomatic relations handling and provides dozens of small game balancing changes based on player suggestions.

Below is a change log:

 

Diplomacy 1.01

-------------------

Gameplay

- Pirates will now prefer planets with 2 or more modules (rather than dead asteroids and the like).

- AI players will offer pacts regardless of their feelings towards the player, as long as the other relationship requirements are met.

- When on a player mission the pirates will no longer stop at the first target owned planet they come across. When on a raid the pirates will try to stop at a sufficiently occupied planet instead of any planet.

- Pirates will always try their best to nuke a planet before leaving. It's the only way to be sure.

- Relationship penalties have been changed to make them more stable.

- Initial pirate raids are less powerful.

- Pirate gauss guns are less powerful.

- Lowered the rate at which AI players gain diplomatic points.

- Lowered the rate at which the AI relationship bonus increases.

- The various AI difficulties will now gain the AI relationship bonus at different rates.

- Lowered the cooldown on Diplomatic Immunity by 30 seconds.

- You should now be able to target any ally in a free-for-all match for pirate/regular missions, and for pirate bounty.

- Locked teams games will no longer have a diplomatic victory option.

- Increased the penalty for breaking a peace treaty.

- Experience for killing pirates has gone down.

- AI players are now more likely to send pirate missions.

- The pirates now have a unique armor type that will allow them to take less damage from all weapon types.

- Military actions now have a negative cap of -20.

Interface

- The quick bounty button will now let you increase the bounty on allies. It will prefer non-allies if any exist;

- Fixed a text placement issue on the game over screen.

- Relationship displays can now be negative.

Misc

- Added a data value to game constants (juicy planet threshold) to set the number of modules pirates look for when stopping to attack.

- Fixed an old bug that resulted in AI players offering alliances more often than they should.

- Fixed an issue with some autocast use times.

- Fixed an issue where certain pacts were not functioning properly (most notably the supply pact).

- Fixed a possible crash within the mission system.

- Fixed a bug that might cause the AI to not offer pirate missions.

 

Sins of a Solar Empire: Trinity is available at most retail outlets in North America.  It can be purchase digitally for $39.95 via Impulse.  Users who already have the original Sins of a Solar Empire and Entrenchment expansion can upgrade by purchasing the Diplomacy expansion pack.

Links:

 

Screenshots:

2010-02-08_1913 2010-02-08_1907_001

The Lore of Elemental

Published on Thursday, February 18, 2010 By Brad Wardell In Elemental Dev Journals

Elemental_Logo_10-22-08_BlackandWhite

LORE

EducationOnce, legend says, the world of Elemental was filled with magic.

All peoples made use of this sorcery; with it, they built great kingdoms – Malaya in the south, Hallas in the west, fabled Al-Ashteroth in the East – raised splendid palaces, magnificent civilizations.

Then came the Titans, immortal beings who sought control of Elemental, and the magic contained within it. They waged war amongst themselves, and in the process turned men into their vassals - and worse. Seeking control of the world’s enchantment, in the end, they all but destroyed it. At the last of the great battles they waged, the land itself was broken. Civilization perished, and the Titans vanished from the world entirely.

There were survivors. This is their story.

 

Excerpts from The Hiergamenon

 

EarthCrystal_Medallion The Titans & The Cataclysm
For thousands of years, immortal beings of great power dominated the mortal races of Elemental. Their wars with one another led to the cataclysm which brought their reign to an end. Read More…

 

Keep_Medallion The Kingdoms of Elemental
The five kingdoms of men maintain an uneasy alliances as they attempt to resist the growing power of the Empires of the East.  Read more…

 

CityWalls The Empires of Elemental
The Empires see themselves as the natural inheritors of the Titans. Dominated by races of the Fallen, they believe their time has come. Read more…

 

Magic Of Magic
The 4 schools of magic are based on ones understanding of the shards – earth, air, fire, water. Magic is accessed via mastery of spell books. While much of the great lore has been lost, more and more of it is being recovered with the return of civilization. (more coming soon)

 

CreatureTame Of Dragons
Before the mortal men and their fallen adversaries spread across the world, the lands were the domain of the dragons. These sentient beings are rare but incredibly powerful; even the titans feared them. (more coming soon)

 

EbbenWolf_Medallion The Beasts of Elemental
The beasts of Elemental come in all shapes and sizes. Some are sentient, most are not. The mixing of natural and Fallen beasts has to a never ending stream of new creatures. Read more…

 

StudySpells Tales of The Hiergamenon
Passed down and added to over generations, The Hiergamenon is the source of all that we know of the world. (more coming soon).