Stardock’s much anticipated PC fantasy strategy game, Elemental: Fallen Enchantress is about to go “gold” and its official release date has been set as Tuesday, October 23rd. The development team at Stardock, led by Derek Paxton (Fall from Heaven) with a campaign designed by Jon Shafer (Civ V), unveil Fallen Enchantress, a strategy game that brings the kind of detail and richness normally only seen in RPGs.

The world of Elemental was once 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 – all magnificent, and vastly different, civilizations. Then came the Titans, immortal beings who sought control of Elemental, and the magic contained within it. They waged war amongst the people, the land, and themselves – and in the process turned men into their vassals. Seeking control of the world’s enchantment, in the end they destroyed it. At the last great battle, the land itself was broken. Civilization perished, and the Titans vanished from the world entirely. There were survivors. This is their story…

Fallen Enchantress brings the story to players in this rich, story driven strategy game. Create a sovereign with unique talents and abilities along with a faction to align yourself with in an effort to bring the world under your control. Experience a challenging start as you attempt to conquer the land you intend to claim: monsters, bandits and other beings of dread await you as you set out to explore your territory. Other factions are pursuing similar objectives, raising the stakes and deciding the ultimate outcome: who wins, and who dies.

Fantasy strategy gaming on a massive scale, Fallen Enchantress hosts unique factions, unlockable unit designs, unforgettable quests and with randomly generated worlds and multiple paths to victory, you will never play the same game twice.

To learn more about Fallen Enchantress, please visit www.elementalgame.com.


Comments (Page 8)
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on Oct 10, 2012

As of which version, Frogboy?  I have seen, in .982 Altar place three outposts within a 3x3 square, and it certainly looked simultaneous to me.  If it had not been, they would have realized that there was an outpost close by.

Also in .982 I have seen an enemy (I think it was neutral, but may have been AI) move on the new turn to get out of range of my army.

on Oct 10, 2012

Simultaneous doesn't mean threaded. 

The AI is threaded and the underlying world engine is threaded.  But the drawing is not in order to synchronize movement and animation together.

on Oct 10, 2012

Whatever is going on under the hood it is definetly interesting and unique my hat is off to you guys for even attempting to really integrate multithreading more into the game. I would love to hear some elaboration on how ai is threaded but the unit movement isn't, I would think unit movement would be an integral component of the ai itself. I really hope you can nail all this down before release.

on Oct 10, 2012

Tuidjy
As of which version, Frogboy?  I have seen, in .982 Altar place three outposts within a 3x3 square, and it certainly looked simultaneous to me.  If it had not been, they would have realized that there was an outpost close by.

Also in .982 I have seen an enemy (I think it was neutral, but may have been AI) move on the new turn to get out of range of my army.

 

Yeah I don't know if wires are getting crossed in the wording but this is the type of thing I was thinking about when I thought it was related to multi-threading the ai's actual decision to move, not the movement render itself. It seems like the seperate pioneers all have their own "brain" (ai thread) and those "brains" are not communicating with one another.

 

If any of you have any interest and want to geek out on this stuff I would start here.

http://en.wikipedia.org/wiki/Mutex

on Oct 10, 2012

Ironically, if I could make the movement (actual in game movement, not the destination decision making) multithreaded it would be much easier.  I'm a lot more comfortable dealing with threads than I am with gameloops.

on Oct 11, 2012


Are u guys using anything other than pure xml for data access like maybe SQLite, I would think and good lightweight rdbms could kinda sit on top of the single and multhreaded space and add a kind of faux shared memory space and handle locking and provide the atomicity it appears is needed.

 

Sorry if I am way off base with all of this.

on Oct 11, 2012

Wow, you stayed up pretty late, Frogboy!  I hope you have a good sleep.

on Oct 11, 2012

So after the release how long will it be before the Boat/sea update comes out (if it does?) And what is the time table for full blown (single player game but with other humans with no gimping of the single player expereance) come out?

on Oct 11, 2012

There's boats in the campaign

 

yea, I wanted to get the monster thing nailed down before the last public update. I'm still up. 

on Oct 11, 2012

Frogboy
yea, I wanted to get the monster thing nailed down before the last public update. I'm still up.

Thats cool, I am familiar with the "... I just need to finish this last bit... (6 hours later)... This laaast little bit!"

Sincerely
~ Kongdej

on Oct 11, 2012

Frogboy
There's boats in the campaign

Yes! Hopefully this means I can do something with mods. 

on Oct 11, 2012

DsRaider

Quoting Frogboy, reply 115There's boats in the campaign

Yes! Hopefully this means I can do something with mods. 

Sorry, hardcoded boats with hidden graphics

Sincerely
~ Kongdej

on Oct 11, 2012

Do we get to play the campaign before release? You are going to be mostly judged on how fun the campaign is by reviewers. To not have it thoroughly tested could be a huge problem. Yes, I want to play with the boats!

on Oct 11, 2012

seanw3
Do we get to play the campaign before release? You are going to be mostly judged on how fun the campaign is by reviewers. To not have it thoroughly tested could be a huge problem. Yes, I want to play with the boats!

 

Seconded.

on Oct 11, 2012

Looking forward to the campaign here as well.

To be honest I think I'm done with vanilla FE sandbox after all this beta testing.

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