Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Friday night fun at the office
Published on March 18, 2006 By Draginol In GalCiv Journals

The team is busily working on v1.1.  I thought I'd show you some screenshots of what we've got done so far.  Probably a beta of this will be made public next week.

March 18, 2006:

The 3 features here we think will make people happy. Still tweaking the wording.

But basically you'll have control over whether tech trading is allowed. Blind exploration means you don't get to see the influence of a civilization until you've explored sectors that they're in. And minor races control whether they're in the game or not.

 

A couple things new on the ship design screen. First, you can now rotate components on the fly in the X, Y, and Z axis.  Pretty excited about that. You can even resize components after the fact once they're on. You can also rotate them after the fact.

What you can't see in the screenshot is that you can now pan with the left-click drag so managing much larger ships is much easier now. It should really free up how ships are made.

Sick of messing with what's in a given tile? The Fleet Manager is a whole new screen designed to let you organize what's in a particular tile. Still a work in progress.


Comments (Page 6)
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on Mar 21, 2006
I also give a big vote for the Upgrade option in the shipyard retaining all the components. I usually only want to swap out parts for more efficient variants, not rebuild the whole ship from the ground up.
on Mar 21, 2006
I have to say, other than the odd frustrating moment this is the best 4x game I've played (and I was a MoO junkie up until MoO3 sucked so bad)...

I would like to add my voice to those crying for minor race emacipation...I want to see the squirrel empire...

And as for tech trading, depending on whether you are playing a research savy race or not would determine whether it unbalanced the game for you... besides I find that whether or not I trade tech with races I only give them suff that I can defeat anyways... I personally like the option to shut it off, unique races that make their tech beds and lay in them...
on Mar 21, 2006
I have noticed that the "new ship creator" removes all primary components. Yes I know they did this on purpose.

Its just so annoying to upgrade your ship 5 turns later just to re-add everything that was on it!!!

Some people like it some people dont so please make it an optional feature. Thanks
on Mar 21, 2006
Thank you so much for changing 'stack' management. I really, really don't like the way it works now.

One ship/fleet in a square = The UI is GREAT! Nice info. Well laid out, expecially for a single ship.

Having a stack of ships/fleets = BAD UI !! Information is obscured. Like, why can't I see the remaining movement points? And why is it impossible to decommission a starbase if anything else is in the square????

I was so frustrated yesterday that i yelled at the game. GRRRRRRR.
on Mar 21, 2006
Please hurry and fix alot of bugs tha I have been hearing about! Then I will buy Galciv2.
on Mar 21, 2006
Just read about all the updates planned for 1.1 and am psyched about it. How to make a great game even better.
on Mar 23, 2006
Actually I think the no tech trading is going to make it harder on the human player down the line unless they play of course the YOR or Iconians. If it weren't for tech trading now I wouldn't have such a magnificant lead in technology and have 10's of thousands of credits to buy whatever I please. I will be forced to build up armaments and just go take those techs 1 by 1 from each planet that I conquer. Maybe you should disable that as well or give an option so people don't exploit tech another way by just conquering planets and stealing the techs. hehe Make me earn every tech they get the old fashioned way, they have to earn it.
on Mar 23, 2006
When you disable Tech Trading, then please please please disable capturing techs by invasion, as well. Otherwise that will be completely overwhelming in such games.
on Mar 23, 2006
Someone (Archimagus) asked what the problems the problems with tech trading are, I think they are
1) that it allows (almost forces) civs and players to fuel their economy by getting tons of cash from selling tech (so there is no, or little, money managment required) and
2) it means that all races tend to have the same weapons/defenses which reduces the ability of civs (including you) to design counters to the other civs choice of weapon/defense tech line and reduces the "flavour" of a particular game.
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