Goblins of Elderstone

Goblins of Elderstone

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Retro Jan 5, 2018 @ 6:25pm
AI intelligence / breeding genetics
Hi devs,

2 questions

Has there been something in the game that has blown you away about the goblins AI, something you found fascinating that might of been a bug and kept it in the game, or the AI just did something in general that blew the team away?

2. can you breed different colored goblins? can you sort of form a pack with another more efficient goblin tribe and breed children that might be stronger then the previous generation?
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Showing 1-9 of 9 comments
Retro Jan 8, 2018 @ 2:53pm 
devs aren't active here :( not sure if good sign
andyapolis Jan 8, 2018 @ 4:44pm 
Originally posted by IheartPie:
devs aren't active here :( not sure if good sign

They might not realize the forums are live. It happened with Machiavillain, another game I'm following. The devs didn't know the forums were open because the game wasn't released yet.
Retro Jan 8, 2018 @ 9:38pm 
True well I hope they see it i would love to know the difference between this game and YMIR - especially the economy area.

http://store.steampowered.com/app/378360/Ymir/

andyapolis Jan 11, 2018 @ 6:53pm 
To answer your original question, it seems like the different color goblins have affinities for different jobs/factions, although I'm not sure if this feature is relevant yet since internal politics isn't active yet.

When you click on a goblin in their info panel there are colored bars for each color of goblin. Orange is trade, red is war, white is spiritual or religious (I can't remeber which). Goblins of that color have an affinity of 2 in their corresponding color and 1 in everything else. Green goblins just seem to have 1 for all three. I'm not sure what - if anything - this does in the game right now, but it seems like it either has something to do with the internal politics (different factions within the goblins) and maybe how good they are at certain jobs.
fennad Jan 11, 2018 @ 7:00pm 
Devs aware. However, they're trying to finish a patch. Testing it for deployment is taking longer than expected. Stability + graphics patch.
goblin  [developer] Jan 11, 2018 @ 7:49pm 
hey guys! @andyapolis is 100% right about his insights to the goblin's skin colour as well as the silence on the forums before the game went live - well done sir :D
andyapolis Jan 11, 2018 @ 8:30pm 
Originally posted by Lost Goblin:
hey guys! @andyapolis is 100% right about his insights to the goblin's skin colour as well as the silence on the forums before the game went live - well done sir :D

Ah, thank you. Can't wait to see how it plays out later on.
Retro Jan 12, 2018 @ 11:29pm 
Not sure how deep the economy will be or military system will be but the things ymir have would be fitting for this game to i think --- just suggestions

"Economy:
* No direct control over population and economy: They breed, age, work and buy things according to the simulation.
* Population divided in social classes with specific incomes, purchasing power and revenues.
* Dynamic resources prices based on supply/demand, rarity and production costs.
* Even player consumed resources are taken into account: materials for buildings have to be bough at their market prices, generating incomes to the producers and affecting the economy.
* A simulator instead of a set of independent game rules : all variables and actions influence each other in sometimes unpredictable ways that makes things frustratingly challenging.
* Producing too much of something can be as damaging as not enough making the logic of the game quite different from classic management games. ( ex: instead of having positive effects, distributing a new resource can actually destabilize your economy if you're not careful )

Military:
* Real-time battles are not instantiated and actually take place in your cities.
* Build and customize your fortifications with walls, bridges, gates, stairs, towers and battlements.
* With the terrain tools, modify the terrain heights to take maximum advantage of natural defenses like cliffs and hill tops.
* Water forces troops to embark and cross with slow vulnerable rafts: dig canals around your forts, secure your bridges or build a citadel on a river-island with fortified bridges.
* A Strategic-tool allows players to design their local defensive strategy in each one of their cities in case of attack: creating defensive zones, setting troops initial deployment positions and setting their behavior in battle.
* Battles are not instantaneous and belligerents can send reinforcements while a battle is still in progress.
* Battles can include unlimited 'teams' at the same time, each one fighting according to its allegiances.
* Battle troops during a battle are all AI controlled ( so that battles can happen independently of the player's presence ).
* Dozens of unit types including mounted camels, elephants and mammoths."


(only bringing this up because YMIR has no single player and im dying for a game with all those features and this game seems to have a few of them in it already)
Last edited by Retro; Jan 12, 2018 @ 11:30pm
goblin  [developer] Jan 13, 2018 @ 1:09pm 
Originally posted by IheartPie:
Not sure how deep the economy will be or military system will be but the things ymir have would be fitting for this game to i think --- just suggestions

"Economy:
* No direct control over population and economy: They breed, age, work and buy things according to the simulation.
* Population divided in social classes with specific incomes, purchasing power and revenues.
* Dynamic resources prices based on supply/demand, rarity and production costs.
* Even player consumed resources are taken into account: materials for buildings have to be bough at their market prices, generating incomes to the producers and affecting the economy.
* A simulator instead of a set of independent game rules : all variables and actions influence each other in sometimes unpredictable ways that makes things frustratingly challenging.
* Producing too much of something can be as damaging as not enough making the logic of the game quite different from classic management games. ( ex: instead of having positive effects, distributing a new resource can actually destabilize your economy if you're not careful )

Military:
* Real-time battles are not instantiated and actually take place in your cities.
* Build and customize your fortifications with walls, bridges, gates, stairs, towers and battlements.
* With the terrain tools, modify the terrain heights to take maximum advantage of natural defenses like cliffs and hill tops.
* Water forces troops to embark and cross with slow vulnerable rafts: dig canals around your forts, secure your bridges or build a citadel on a river-island with fortified bridges.
* A Strategic-tool allows players to design their local defensive strategy in each one of their cities in case of attack: creating defensive zones, setting troops initial deployment positions and setting their behavior in battle.
* Battles are not instantaneous and belligerents can send reinforcements while a battle is still in progress.
* Battles can include unlimited 'teams' at the same time, each one fighting according to its allegiances.
* Battle troops during a battle are all AI controlled ( so that battles can happen independently of the player's presence ).
* Dozens of unit types including mounted camels, elephants and mammoths."


(only bringing this up because YMIR has no single player and im dying for a game with all those features and this game seems to have a few of them in it already)

Hi there, these are really cool suggestions, I better check out YMIR in a bit more detail :D
We still have a long development ahead of us and will be influenced by our players. The Military suggestions you make are very far outside of our scope or ambitions however. We will not have real time battles or manipulation of the terrain. We're a very small team and the scope of our game is already extremely ambitious for us. Maybe in a sequel of future game we might have these sorts of elements because I also like those ideas and designs but not for this one ;)
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