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 2)
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on Nov 09, 2006
one question, why only 9 reaces to select from? i thought all 12 would be playable... or did this change somewhere along the line?
on Nov 09, 2006
All 12 are playable. Just not all at once.
on Nov 09, 2006
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.


I can't believe I'll be the 1st one to pick up on this! For the single player experience AI is more important than any other aspect of the game. Making the AI better able to utilise the computational power of our PCs is fantastic news.

Brad: Will there be a slider to how far into the future we are willing to let the AIs think? I'm guessing that this basically future proofs Galciv2 as with increasing PC computational power we can crank up the number of turns the AI think ahead.

Or we could crank it up so that it takes all night to work out its next move on the PCs of today

Will you be putting in a littlebenchmark program to have a recommended number of turns to look ahead so we can get advice on what to set this slider at?
on Nov 09, 2006
Brad: any word on having planetary armies separate from the civilian population?

From the IGN preview: "In terms of ground forces, barracks can be built on worlds and will pump out up to 10 military divisions for use in planet invasions."

What is IGN talking about here?
on Nov 09, 2006
The ability to increase and modify the enemy AI is by the far the most important feature.

This is the single most important issue to me.

The more difficult the better.
on Nov 09, 2006
Will there be a seperate option to choose how many minor races there are, or is their number still determined by some relationship between number of major civilizations and map size?

I love the little buggers but I hate having to lower the number of real opponents to get them to come out.
on Nov 10, 2006
Ok, been out of the loop for a while but a forum search didn't come up with anything. Whats this about super abilities that you can assign a race? Or are those basically the innate stat bonuses you get with some races?
on Nov 10, 2006
All 12 are playable. Just not all at once.


Why not? The more races in one epic game the better.

on Nov 10, 2006
Any chance the spies can assassinate enemy heroes?

Will the epic generate list what the saboteurs due to the target sites?

i.e. the Drengin Empire super factory recently had a spike in work safety accidents… production was slowed due to a killer bees… recent production models of the latest star fighter where recalled due the lack of an engine, the problem seems to be in the blue print having coffee stain on where the engine should have been… two hundred workers have come down with bushy eyebrow syndrome slowing work as the need to constantly shave to see…giant mutant space squid found in no 2 washroom 3rd floor to have been eating employees unknown as how it got there?

Will spies gain experience?

Will they have names/numbers or history?

i.e. Number 234 graduated the spy academy on Earth has been successful on two missions…

on Nov 10, 2006

One last question...

Are the asteroids all one type or will there be different types,i.e. some made of ice?
on Nov 10, 2006
Oi but this thread leaves a lad *wanting the beta NOW*

Not that I want the Stardockers to lower their standards one whit, but I'll need a Drooling Grin of Anticipation emoticon if this keeps up.
on Nov 10, 2006
On the Espionage tab there is a button called "Nullify". What is the cost to remove the effects of an enemy saboteur? The same as to place one? What is the mechanism? Do you nullify by placing one of yours on top of the enemy agent?

When removed/nullified, are they caught/sent to jail (or the dinner table) or is there a chance for them to escape and go out on another mission?

And do they gain experience, and if so, how is this expressed? Damage done, harder to nullify, something else?

Looks like a major complexity change (the more the better) - as well as a major potential money pit!   

Looks like Thankgiving weekend just got all of it's free time allocated.   
on Nov 10, 2006
Couldn't edit - is there going to be a 'manual' or some general notes available when the beta is released?
on Nov 11, 2006
Didnt have much free time at it was with GalCiv II, got a feeling this will blow away whats left - anyone know a good lawyer - I might need one, she'll go nuts   

Regards
Zy
on Nov 13, 2006

To expand on my comment earlier will any of the asteroids be graphically different? i.e ice asteroid etc...
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