Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Starting to bring the pieces together
Published on September 24, 2006 By Draginol In GalCiv Journals

There's a lot left to do in Galactic Civilizations II: Dark Avatar. But most of the core new features are implemented, they're just buggy. VERY buggy. And there's little AI yet to take advantage of it and there's a lot of polish missing and UI crumminess and tons of other things.

Today I worked on some of the mega events.  Coding a mega-event = Easy. Testing a mega event = Hard. They're a pain to make them balanced and feel right.

Take for example the Dread Lords event.  In Dark Avatar, the Dread Lords might show up as a major civilization.  Nice. But how tough should they be? How tough should they REALLY be?  Well you don't want them just wiping everyone out and be game ruiners. But you want them to be challenging. Which means that you'll have 20% of people on the forums screaming that the Dread Lords are "broken" because they wipe everyone out, 20% of people saying the Dread Lords are a joke, and the rest thinking they work fine. That's how it always is. You also have the inevitable crash bugs. There's quite a few of them right now and we're cleaning them up. Big pain.

See our bugs:

What are those blue dots around my ship? I dunno.

Why aren't my agents nullifying their production? Dunno.

Missing symetry in that hard point.

Why is my civilization one of the listed opponents?

We also have a lot of graphics to get in.  I have to implement the rest of the Mega events. There are quite a few and some of them will require more graphics than are currently present. The new soundtrack is really nice and the new intro video is probably going to be a lot better than the original.

I can say this, even at this rough stage, Galactic Civilizations II: Dark Avatar is a much funner game for me. Three things that make an immediate difference - the spies, the asteroids and the special planets. Not being able to colonize half the worlds until you get advanced technology - VERY big change to how the game is played.  Having agents to wack your opponents with keeps players from getting too powerful without having to actually go to war with them. And asteroid fields give players a LOT more control over their economy based on THEIR strategy as opposed to randomly placed good/bad planets because players can direct where the resources from asteroids go to (with diminishing returns as they get further away).

People I think are really going to like the streamlining of the economy. The numbers for everything will be much smaller. Much easier to deal with and more intuitive to work with.

So while the internal alpha is pretty buggy, it's already pretty fun (the mega events are pretty fun too -- mega events are different from the random events in that they are more intelligent in who they effect and why).  For example, a plague event that starts killing off the population requires players to research a tech to stop it. It's an expensive tech.  Do you research it yourself or trade someone for it when they get it? If you research it yourself, you can trade it to others and get a ton of stuff. And that's just one of many mega events that we have in. Almost all of them change the gameplay in some way but not by imbalancing it but by adding a new gameplay element.


Comments (Page 2)
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on Sep 25, 2006
I belive those blue dots are your ship's engines detatched from your ships!
Heres what it looks like in the current game:


And your screenshot,


I'd say they look awfully alike...

Also, I can tell symmatry is a big problem... You can see it in this peice too.
on Sep 26, 2006
You might be right, Cold. I've just found some red dots orbiting my ships and my engines are red
on Sep 26, 2006
Yeah, the lopsided components and hardpoints are annoying. There are a few problems with the ones in the original game too. The ones that stick in my mind are on one of the tiny hulls, and one of the collector's edition pylons. If you extend your hull with the pylon and put objects on either side, they'll be opposite each other, but not 'flat' against the horizon.
on Sep 27, 2006
I'm just excited to hear you decided to put in the mega-events. It seemed like a no-brainer to me...if you don't like 'em, turn 'em off. And I second that the symmetry bug that Cold_Illusion displays in his third photo is more than a little annoying.

Anyhow, keep up the good work all of you, all indications are that this expansion will make an already fantastic game even better!

I'm especially excited for those new ship parts I see in there...woohoo!! Now if the parts were able to be animated somehow...like the spinning engine on Serenity, for instance...THAT would add a TON of life to those ship models! You could add a set of three more spinners to the ship design screen, normally hidden but activated by a checkbox. Two spinners to set the rotational axis and a third for rotation frequency. Alternatively, the rotation axis could be fixed and you'd just have a rotation frequency spinner.

For the graphics-card-impaired you could have an option to turn it off so as not to kill framerates on the main screen. Now wouldn't that look cool...I can't imagine this feature being too hard to program given how ship models are already rotated and parts also are easily rotated in the design screen.
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