Brad Wardell's Blog


Elemental Civilizations: 12 of them

Published on Friday, November 7, 2008 By Brad Wardell In Elemental Dev Journals

While Elemental comes with two races -- Men and Fallen, each of these races are split into 6 factions each (12 total). Each of these factions has its own technology tree and own spell book to make each faction play very very differently.

The thing to remember here, these are groups that have been split off from each other for a long time now and they have evolved in very different directions.

Design elements of Elemental discussed

Published on Thursday, November 6, 2008 By Brad Wardell In Elemental Dev Journals

From around the net I've gotten a lot of questions regarding Elemental. Here are some of the questions and answers that have come up:

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I understand if some stuff is being kept internal, but here are the things Im wondering about:

1. Are there non-military victory conditions?

2. Does the game include a campaign? If so do you think the story of the campaign will attract gamers?

3. How are you addressing the steamroller issue of TBS games (ie: spending the first half of the game building a massive army and the last half rolling it over all opponents as a repeatable strategy to every game)?
1. Yes. Most of the victory conditions are non-military. Some of the previews may cover this so I won't say anything until after the previews hit.

2. Yes. I think the story is compelling but I'm highly biased.

3. The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.
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Can we build walls? Us turtelers need to know.


Yes. One of the key game mechanics of Elemental is how cities are built. In Elemental, when a city grows, it gains a new tile which can be placed where the player wants it to go (as long as it's adjacent to an existing tile). So cities are a multi-tile affair in the game. Now, how you choose to build up your city heavily determines how defensible or productive, or rich it is. Cities are only conquered when the keep tile is taken which could be in the utter center of the city or could be at the end of a peninsula.
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Most important question: what version of SecuROM will be used?
It's using a combination of SecuROM and Starforce so that the game will require a CD in the drive, a USB key to be inserted and the reading of a particular word on a particular page of the user manual (which won't be hard since it'll only have a 2 page manual naturally).

The docs, which we expect to be written by fans, will be online only which will be fine since the game will require players to be on-line at all times due to the by-the-hour activation checks the game makes to the single player mode.

Also, the game won't work if you have any CD-ROM burning software including the built in media player software (users will naturally need to uninstall any media players including iTunes in order to play).

All of this will be integrated into the game by our eastern-european CD manufacturer (the copy we send there will be completely clean of course) so we're confident that no pirates will get it...

(incidentally, this Q and A was a joke)

 

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It will always be Not Master of Magic for me

I have some questions, if there is something that can be answered at this moment, thanks in advance.

How many single players modes it will have? You mention at the webpage a campaign telling the story of Elemental, but will you offer non story driven campaign too?
There will be single-player skirmishes ala GalCiv or Civ4.

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What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort).
There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want.

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I guess it will have random maps, what is the target for sizes?
From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds.

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What type of feedback are you looking for the beta process?
Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game.

On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place.

I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part.

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Any extra payment for the MMO part? what is the general idea of this?
No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends.

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How will you organize the generated content and make it work as part of a balanced strategy experience? What limits can we expect from the creation side?
What users submit we moderate and categorize. Players can then choose what kinds of user created content they want to make use of.
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The "Pollination" works like Spore?, where I start a single player campaign and I don't know exactly what I'm going to find?
It's somewhat different than Spore. The idea is that the worlds you get will slowly evolve based on what players make. New races, new types of buildings, new technologies, new spells, new units, etc. will alowly find their way into the game if users choose to the option to allow user submitted content.

The moderation will categorize it and rate it on quality and then users can choose what kinds of content (and of what quality threshold) they want. We do this to a large degree today with WindowBlinds and our other non-game stuff.

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What about diplomacy? will you try to improve the achivements of GalCiv on that? Will you be able to be influential to other civilizations, develop trade routes or work in resources?
We plan to overhaul the diplomacy engine we had in GalCiv so that there's a lot more options in Elemental. The beta testers will have a lot of influence on this part.

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What type of players are you looking the most for the beta process? 4x experienced players? people who played MoM and AoW:SW? What is the type of things you need more intensive testing?
People who would buy this type of game.
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Brad - will there be any way to quick-resolve combat? Playing out tactical combat is fun when the sides are at all matched, but it's just a drag on my patience when you're going to steamroll the other side or whatever. And sometimes you just want to get combat over with because you're focusing on the bigger picture or a "technology win" or something.
Totally. There's instant-resolve (i.e. two armies meet, one dies), there's auto-resolve where the game zooms in and shows a tactical battle but it's all handled by the AI (ala GalCiv II fleet battles) and then there's full tactical battles where both sides play.

One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.
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What's your combat system going to be built around? Master of Magic-style tactical combat, or Civilization-style randomized abstraction? Or will both be options?
It's tactical but it can be made to play like Civ if you have instant-resolve enabled.

I will likely play with auto-resolve as I'm not a huge fan of playing out tactical battles but I enjoy seeing the carnage.

If anyone has ever seen Fellowship of the Ring where Sauron is whacking out tons of elves and men around, that's the look we're going for.

Though, in Elemental, the creatures are much more powerful than a lone Maiar up agonst a bunch of punks. Dragons in Elemental are incredibly powerful and each of the channelers are equivalent (by late game) to Valar. Enough Tolkien geedkom.
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The few available screenshots look great. Hopefully we'll get a look at the spells soon.
The spells are going to be intentionally de-balancing in late game. I.e. by late game, you'll be able to do Populous level damage to the world. A lot of the reason we had to create a new engine was because we needed one where the world could be truly wrecked.

 

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64-bit native edition?

Exactly how large a world are we talking here, Brad?
Yea, certainly most people will be playing it 32-bit but the 64-bit version lets us have much larger maps because we aren't fighting with the 2 gig limit of 32-bit.

We've had a number of years to think about the game mechanics and learn from GalCiv. What we want is a game where the "winner" isn't decided early on with the rest being just mopping up.

The key to that is to have distinct paths to victory that are truly unique (far more so than in GalCiv) that are action-driven (and by action I mean the player is doing "stuff" on the map and not just making treaties or whatever).

By doing that, you can then open the way to have extremely large maps in which players are viable for a long period of time with different paths to victory.

Object Desktop 2009 Preview: Theme Manager 3

Published on Thursday, November 6, 2008 By Brad Wardell In OS Customization

Long ago, Stardock has the idea to create a program that would combine all the major customization programs into a single entity.  It became known as WinStyles. One program to rule them all and all that. 

Over time, we renamed it to Theme Manager.  The idea was that customization on Windows had become pretty hard for casual users so let's create a new format (.suite) and let people press a button to do it.

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WinStyles 1.0

The problem with WinStyles/Theme Manager 1 is that it was still pretty complicated  to use and in our quest to support lots of third party apps, we ended up being a power user tool.

So we made Theme Manager 2.

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Theme Manager 2

Theme Manager 2 was a big improvement in many respects and made possible for people to create virtual .suite files. That is, suites where the actual files were on WinCustomize.com. This would let people submit their desktops without having to re-distribute other people's skins and icons.

The problem, once again, was that it very complicated and supporting so much "stuff" made it hard to use for casual users.

So then we worked on MyColors, a specialized theme manager that simply applied very specific types of themes.  In that process, the technology really matured.  We also partnered with a lot of companies in creating it and took away a lot of good UI feedback.

This has led to Theme Manager 3:

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Theme Manager 3 for Object Desktop 2009

 

Using the same user interface guidelines established with WindowBlinds 6 and IconPackager 4, Theme Manager presents a much simpler user experience. MyColors themes are supported as well as third-party suites.

It also fulfills the original promise of allowing users to manage all their skins, themes, and icons from a single application:

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Lead developer, Brian Harper, who developed WinStyles, Theme Managers 1 and 2 has really outdone himself this time.  His work on IconPackager 4, Stardock Central and WinCustomize browser have really come together here.

Moreover, users can now take a quick and simple snapshot of their desktop:

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Like your desktop? Save it.

For power users though, the create new theme option is incredibly powerful:

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Users can still create virtual suites if they want as well as make use of third-party applications to create your ultimate suite. It integrates into WinCustomize.com to automatically find skins based on your search terms.

 

Theme Manager 3 is one of the highlights of the upcoming release of Object Desktop 2009. Along with a Vista version of Bootskin and an XP version of DeskScapes (animated wallpaper), we are hoping that this new release will help reacquaint casual users with the fun of desktop customization.

Initially, Theme Manager 3 will only be available to Object Desktop users. 

Galactic Civilizations II v2.0 Change Log

Published on Wednesday, November 5, 2008 By Brad Wardell In GalCiv Journals

+ NEW: Ship design screen available from the main menu

+ NEW: Old Campaigns now available in Twilight using new Tech trees

+ NEW: Campaign mods will now show up in the screen from the mods folder

+ NEW: Updated Twilight Manual

+ NEW: Galaxy setup options

    + Frequency of Extreme Planets

    + Frequency of Random Events

    + Option to disable tech brokering

    + Option to disable surrenders

+ NEW: Can now trade entire fleets

+ NEW: Planetary Governors allow you to queue improvements and automate contruction of improvements

   +  Accessible from the civilization manager's planetary governor tab.

   + Queues auto-update when a better version of an improvement is unlocked

   + Hotkey for bringing up the planetary governor popup for a selected planet (ctrl+P).

+ NEW: Can now place spies to gather information without needing to sabotage

  You should only be able to reach the level of spy that you have placed on a race, where, once that level is reached, no more 'spying' is being done on that race.

  1 spy: Low Espionage

  2 spies: Medium

  3 Spies: High

  4 Spies: Advanced

+ NEW: Can now spy on minor races

+ NEW: Can now prioritize types of modules to build first (per-Starbase)

  + As constructors arrive to a starbase with auto build option set to ON, they will automatically add modules according to the priority

  + If your treasury is negative and the next module has a cost to build, it will skip that module until there is money in the treasury.

+ NEW: Launching a ship in orbit will select it

+ TWEAK: AI demonstrates more variance in techs

+ TWEAK: Tourism revenue doubled

+ TWEAK: Constructor Maintenance increased

+ TWEAK: Military ship maintenance decreased

+ TWEAK: Weapon technologies are more expensive

+ TWEAK: Overall technology expenses decreased over time

+ FIXED: Crash bug that caused crash in fleet battles (rare)

+ FIXED:  Bug where AI did not build starbases correctly from a constructor in a fleet, which eventually caused a crash

+ FIXED: Bug where victory by wiping out all remaining (multiple) races with a single terror star attack was not calculated as a military victory

Galactic Civilizations II: v2.0: A Guided Tour...

Published on Wednesday, November 5, 2008 By Brad Wardell In GalCiv Journals

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Playing at very high resolution...

Note that the ship designer can now be accessed from the main menu.

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Nothing really new here, I just think it's cool.

 

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Here's one of those ironies. The feature of being able to randomly pick races and randomize intelligence came out in a post-release update which, I think you guys would agree vastly increases the replayability of the game. This is precisely why games should always have a post-release budget.  On Demigod, incidentally, Stardock has a budget for post-release updates as part of the project development cycle.  So it's not just some thing we do, it's a big deal to us.

 

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2.0 continues to improve on the graphics of the game such as the new star port graphic.

 

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If you look back at the original release of Galactic Civilizations II from 2006 and how it looks in v2.0, it's a night and day difference.  Even without updating the engine, this shows how important it is to not abandon a game after release or shortly after release because you can really help a game become timeless by just updating the graphics.  These graphics should remain pretty good for quite a long time (at least until 64-bit gaming becomes common).

 

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Asteroid fields, introduced in Dark Avatar, how did we ever imagine GalCiv without them?

 

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This is what wide screen was invented for.

 

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Super Abilities were introduced in Dark Avatar which gave us Spore ships. Whohaha!

 

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New in 2.0: more explicit listing of costs. Seems obvious in hindsight.

 

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2.0 expands the espionage features based on player requests. Dark Avatar users also get this feature as part of 2.0 (though we hope they all upgrade to Twilight of the Arnor!).

 

 

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This is something that was introduced in Twilight of the Arnor. Instant detailed access to  what a given tech gives. THIS is why we have open beta programs. Kudos to GalCiv players for not just thinking of this but designing this.

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Thanks to I-Mod productions, a group formed of GalCiv players, the battle effects of the game got better and better.  People might wonder what the difference is between an "indie" developer and a non-indie developer. Here's one difference: The indie developer has the flexibility to integrate the best and coolest stuff into the game regardless of where it came from.

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New in Galactic Civilizations II v2.0 is the Governor creator. Players can now create their own governors who will automatically place particular planetary improvements.

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Then on the details screen on the planet screen you can assign whatever governor you want.  This feature alone makes 2.0 pretty killer. 

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The governors in 2.0 have gotten a lot of attention to make late game automation a snap.

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The AI is just as much of a sore loser now as always. But a bit smarter now.

Ohio Exit Polls are interesting

Published on Tuesday, November 4, 2008 By Brad Wardell In Politics

Vote by Income
 
                                Obama         McCain
Under $15,000 (9%)
74%
24%
2%
 
 
$15-30,000 (14%)
61%
34%
5%
 
 
$30-50,000 (21%)
55%
44%
1%
 
 
$50-75,000 (23%)
54%
45%
1%
 
 
$75-100,000 (13%)
52%
47%
1%
 
 
$100-150,000 (12%)
41%
59%
N/A
 
 
$150-200,000 (4%)
42%
57%
1%
 
 
$200,000 or More
44%
55%
1%
 
 
I have been talking about this for a bit now but with the exit polls still fresh, here are the results from the key state of Ohio (which has been called for Obama).
You'll note that the people who don't pay taxes voted for the guy who is promising to give them goodies paid for by the people who do pay taxes. Look at those margins at the $30k and less, it's extreme. 
As you work your way up the income brackets (i.e. to people who actually produce stuff) the margin narrows and eventually turns in favor of McCain -- mind you, this is a state McCain LOST.
It's pretty clear, even this early on, that Americans are quite willing to vote for people who promise to give them stuff paid for by other people.  Clearly, it's a whole new "everyone for themself" world. I hope in the coming months and years people remember this.
I think one of the first things that will change as soon as taxes go up is that JU will stop being a free site other than for people I decide to give free premium accounts.  The rest should probably find another blog site if they object to paying for a service. There's plenty of free blog sites still.  There's plenty of time as I doubt taxes will go up until the end of next year.

Obama wins

Published on Tuesday, November 4, 2008 By Brad Wardell In Democrat

As I get ready to simmer down for the evening for a hectic day tomorrow, it appears Obama has it in the bag. They've just called Ohio for Obama which means it's over.  Congratulations to Obama on his historic victory.  It will be interesting to see how things progress from here.

Fun with exit polls part 1

Published on Tuesday, November 4, 2008 By Brad Wardell In Politics

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I had to take a screenshot before this gets buried. Last time (2004) they buried their exit polls after it became clear they were ridiculous biased for Democrats (no bias in the media eh?).

So according to this, Ohio whouls end up roughly 53% for Obama and 45% for McCain.  Let's wait and see how the actual results show up.  Obviously if Obama wins Ohio McCain is toast.