Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Getting started..
Published on November 8, 2006 By Brad Wardell In GalCiv Journals

The first public beta of Galactic Civilizations II: Dark Avatar is nearly ready to go out. Now we're in the final testing phases for getting something that functions. It's not done but it's definitely playable.

A good portion of the challenge has to do with packaging. There's a LOT of stuff in there and we have to make sure that you can play Dark Avatar or Dread Lords together which means making sure the directory structure is in place.

What I'm about to show you is a brief walkthru of the game from the new screen on. I'm in the debugger while doing this so you're going to see uglier graphics, frame rate counters, and  more.   Here we go...

The new title screen. It has a grimmer look to reflect the darker nature of the backstory.

This is the new choose opponent screen. It's much simpler (I think) and yet more powerful since it supports user-designed players.  I'm going to create a quickie custom opponent now.

So first I set up the basics.

Now, on the customize opponent screen on appearance I can choose a custom ship style. This screen still needs work because it's hard to find the custom button, it's way too small for such an important feature.

On the custom ship style screen, I can actually tell what ships the AI will use visually. This screen still needs some work. It needs icons or thumbnails for one thing. Secondly, the available ship templates are based on the chosen style which I'm not sure is a good thing or not.  In essence, players can design the ships that the different computer players actually use -- even modded ones.

Now, on the customize opponent screen, is something we're still working on and will be worked on more (along with the repercussions of it) for months. The different settings are pretty self explanatory.  But the ones that we think gamers will find interesting are:

  1. The Natural Abilities.  The AI in GalCiv gets more difficult baesd both on amount of resources it gets (like most games) but also on which algorithms it gets to use. So we've split the amount of money they get from the "smartness" of it.  We still have more work to do on this because we need to display what "Difficulty" the AI is now at based on these settings which will be a combination of Natural Abilities plus Financial Resources.
  2. The CPU Usage is going to require a lot more work.  Basically, for many functions I'm writing a "HCPU_" function equivalent that lets the AI project further into the future. This will be a big deal for players who want to see the AI perform better tactically since a lot of "smartness" of computer players boils down to raw CPU -- how much analysis should the AI do about strategies?  But it does mean re-writing a lot of AI code which I've only started to do.  What's a bummer is that this is really a BIG feature for players but I'm not sure how many people other than the people who actually play the game ongoing will really see the benefit. This feature costs as much as say a full cut scene or two.
  3. The Super Ability. Players can choose which kind of super ability your custom race has.

And so we have the civilizations set up.

Now you might say, well big deal that Dark Avatar has two new civilizations. But the real work is in the AI personality -- the coding behind the AI.  The custom created opponents still have to borrow the AI algorithms and they still have to rely on the text written for others. So it's not a trivial matter creating new races (not even counting all the artwork involved).  But still, I think most gamers will find it pretty cool that they can set themselves up with opponents of their own design.

So now I'm in the game. The selected ship is my colony ship. The other ship is a space miner which is used to construct mining outposts on asteroids.

On the finance management screen, there's a new slider -- Espionage spending. You can spend up to 25% of your economy on Espionage.

The constructor has been improved graphically. That's one of the things gamers are going to notice pretty quickly is that we went back through all the graphics and re-did them to look nicer. And they actually use less memory.

Diplomacy has been enhanced and will continue to be enhanced with better dialog and more options.  For instance, there are now Economic and Research treaties. You can only hand this out to one player (and them the same way). But the result is that 10% of your economy or research is shared with them. The key words -- shared. You lose nothing from these treaties, they're basically a way of helping civilizations you like.

Here's a bug in my code. But what you are seeing here that the dialog is trying to find a response for the treaty being too early.  One of the annoyances I have with GalCiv II is that you aren't given very much information as to why they reject a given offering.  So we're going through and trying to improve this.

Here's a bug -- the Snarthi didn't remember what image I assigned them.

Meanwhile, I've gotten my first agent. See the red button over on the left. That's my quick link to place the agent. If I press it, the mouse cursor changes and then I select what world I want to put him on. Let's do bad things to Iconia.

The ugly agent graphic is still in this build. But basically I just assigned an agent to the factory on New Iconia. Now, their production is weakened significantly. I can use agents to really slow down my opponents early on if I want.

Since UI is so key in a TBS game, you can in the espionage tab quickly manage all your agents in the field as well as see if your planets have agents on them.

And so now I can see there's an agent on the planet. As a side note, you can't really see in this shot but ships in orbit now actually orbit the planet, you see them flying around.. it's kind of a cool effect.

I've also found an asteroid field to mine. But I have competition for it.

The Altarians are in Dark Avatar but now they're the Altarian Resistance due to the events in GalCiv II: Dread Lords.

My mining base is now in. But I'm only getting 1 industrial point from it since Earth is so far away. There's a secondary problem, because it is so much in the Snarthi sphere of influence, it is likely to end up rebelling and working for the Snarth.

So that's all for now.  Lots of work still cut out to do. I didn't even touch on custom environments or tons of other features...that's for later!


Comments (Page 1)
3 Pages1 2 3 
on Nov 08, 2006
Looks good, I can't wait to see how the graphics have been improved. Crossing fingers for a bit of touch ups to the ground combat graphics
on Nov 08, 2006
Cool!

Financial Resources:
This value determines how much additional taxes the AI collects in comparison to the player.

I think you intent here is for a value of 100% to mean the AI is on a par with the human player but the word "additional" implies a bonus. Try instead, "This value determines how much taxes the AI collects relative to the player."
on Nov 08, 2006
Just wondering Brad/Draginol how much of an affect will the agent/spys have. Will they just provide an annoyance to enemy empires (eg production problems) or will they literally be able to cripple an enemy empire (eg rebellions and such like).


Lenius.
on Nov 08, 2006

Just wondering Brad/Draginol how much of an affect will the agent/spys have. Will they just provide an annoyance to enemy empires (eg production problems) or will they literally be able to cripple an enemy empire (eg rebellions and such like).

They don't do rebellions. But you can really cripple someone with them.  Think about galactic achievements and super projects being hit.

That Manufacturing capital world of yours with a few spies on it becomes a very sad place.

on Nov 08, 2006
There's a secondary problem, because it is so much in the Snarthi sphere of influence, it is likely to end up rebelling and working for the Snarth.


Huh, that's interesting. Is this going to apply to Starbases too, I wonder?

One of the annoyances I have with GalCiv II is that you aren't given very much information as to why they reject a given offering. So we're going through and trying to improve this.
Thank the lord!

This always bugged me too, but to be honest, I never really thought too much about it either.

So now I'm in the game. The selected ship is my colony ship. The other ship is a space miner which is used to construct mining outposts on asteroids.


No starting out with a Flagship anymore, then? Wow, that's really going to change my beginning game a lot. I always relied on the money anamolies... plus, it does go a long way to making it actually useful to build a survey ship
on Nov 08, 2006
No starting out with a Flagship anymore, then? Wow, that's really going to change my beginning game a lot. I always relied on the money anamolies... plus, it does go a long way to making it actually useful to build a survey ship


The flagship is still there, he just moved it away before he took the screenshot. If you look at the map you can make out a blue spot to the right of the view-box.
on Nov 09, 2006
Speaking of survey ships, Does the game really need that galactic achievement that gives all of your ships the survey ability. I mean, by the time you actually research (and build) that achievement it seems like there's nothing left to survey anymore.
on Nov 09, 2006
Speaking of survey ships, Does the game really need that galactic achievement that gives all of your ships the survey ability. I mean, by the time you actually research (and build) that achievement it seems like there's nothing left to survey anymore.


It doesn't give them the ability, it just reduces the cost of the module to 0bc.

Regardless, I agree, it's currently pointless to build it (or other survey ships, for that matter, ihmo)...


The flagship is still there, he just moved it away before he took the screenshot. If you look at the map you can make out a blue spot to the right of the view-box.


Ah, so there is... mk. Shame too, it never made sense to me why every race had a medium sized ship with a survey module (of which no race starts out with tech in the beginning) to me. If it was based on the cargo hull at least, I could see it... *shrugs*

on Nov 09, 2006
Regardless, I agree, it's currently pointless to build it (or other survey ships, for that matter, ihmo)...

Are you kidding me?
If you build a couple additional survey ships, you can easily take 30-50% of all anomalies on a large map. That usually includes a couple of money alignments that make it very much worth it.
on Nov 09, 2006
Hi!
On the finance management screen, there's a new slider -- Espionage spending.

There's also a writing above sliders: "Where should indistrial spending go?" Does that mean research spending is now independent of industrial spending? Now that would be great!!  

NR, Iztok
on Nov 09, 2006
It's looking pretty good so far! I think my pre-order was a wise decision.
on Nov 09, 2006
There's also a writing above sliders: "Where should indistrial spending go?" Does that mean research spending is now independent of industrial spending? Now that would be great!!

NR, Iztok


Look at the screenshot again .... the research bar is under that heading. So... I'm guessing it's considered a part of the industry.
on Nov 09, 2006
I hope the developers intend to give us more information on the Krynn Consulate soon. I am quite interested in finding out more about the second new race in the game.

On designing new races -- we can use the standard races, will we be able to use these new ones as player races as well? They seem to have a lot more options than the current Custom Race (such as alignment). Also, how would this effect Metaverse games? Could you have nine custom opponents and still post the game?

on Espionage ... the computer players are going to SO regret that I'm getting this ability.    (Blast, there doesn't seem to be an 'evil grin' smilie available here.)

On mining bases: it's interesting news that mining bases can be affected by Influence. How can they be, if they have no population?
on Nov 09, 2006
I'm sure mining bases do have population: The Miners. I believe that the astroid bases should have a higher influence, because they will not interact with the races that much.
on Nov 09, 2006
Good stuff I like the spys and agents . Sabotage is the way to go especially if a enemy is strong militarily you can use agents to cripple or slow them down or down right weaken them so as not to be a threat until you can muster a effective force to fight them. With economy and goverment agents can cause alot of problems. Alot more to work with is better and i am glad i preordered the game. Good luck
3 Pages1 2 3