Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on December 31, 2007 By Draginol In GalCiv Journals

Twilight of the Arnor raises the stakes.  I really don't like the concept of nerfing. If someone is too powerful, then I tend to like to correct this by making everyone else subsequently more powerful.

Those of you who have played the beta so far can attest that if the civilizations from Twilight were to go up against the same civs from Dread Lords that the Twilight civs would utterly destroy the Dark Avatar civs.

But what we're working on right now is just going to be so much fun in this next beta as we begin to get into serious balancing.

I am starting to think that we may not make the date we want. I really want to have adequate time to work over the AI.  I've learned a lot of new tricks and strategies over the last few months and it's going to take quite a bit of coding to incorporate these ideas into the game.

I will give you one spoiler: The base speed for ships is now 2 instead of 1. I did this so that some civilizations (notably the Arceans) could have a negative speed ability (so they move at the same speed as below).

I also wanted to move things along a little bit to support the Immense sized galaxies.

Also, when you're playing these betas, you absolutely, positively must let us know if you run into any out of memory issues.  In fact, if you really want to help us, play the game in a window and keep the task manager open (ctrl-shift-esc) and look at the galciv process.  If it grows beyond 1.5 gigs then we have a BIG problem and you should look to sending us your saved game so that we can profile it.  The whole 2 gigabyte limit on process memory is going to be a big deal in PC gaming.  As someone who desperately wants to play games in which there might be 10,000 ships and 10,000 planets, it annoys me to have to deal with these kinds of limitations. 

Anyway though, there's just so much cool stuff in this expansion pack to play with. We're having a really fun time with it.  I'm working on the Thalans tonight (yea, New Year's Eve but I'm partied out ). 

The Thalans are the most interesting civilization in the game. If you get Twilight, you absolutely must spend some quality time with the Thalans (especially since they're going to be a major factor in GalCiv III someday).  They have significant unique tech trees that depend on your choice of good, neutral or evil (i.e. xeno ethics is really important with them).  It also means that a lot of their techs won't show up by default on the tech tree until after you pick a ethical path.

Incidentally, be sure to read a lot of the back story on the Altarians which are slipped into the tech descriptions.  There's preview info on our fantasy strategy game that's in development in there. (I am dying to talk about the fantasy strategy game, it has, and I kid you not, the most advanced 3D engine for strategy games that has ever been developed. Smooth transition from a whole world down to an individual leaf. And while it uses lots of DirectX 10 goodies, we're doing a lot of special coding so that it looks amazing on DirectX 9 and the whole game brings new meaning to the concept of modding -- the modding engine is PART of the game and we are using it to build the game ourselves and we use it to submit content into the master database which the game then uses -- and so will players who want to come up with really cool stuff).  The fantasy strategy game is really the kind of thing that strategy gamers usually don't see because only an insane indie game company would make a turn based strategy game like this -- i.e. the kind of technology and budget usually only seen in high end RPGs or first person shooters but instead used to cater specifically to strategy gamers. You'll see what I mean when the time gets closer.

Anyway, good times ahead. I think Twilight of the Arnor is the work I'm most proud of since getting into game development.  I just hope people enjoy all the next text and subtle tweaks.  12 unique civilizations to play with mean 12 different cultures to explore.


Comments (Page 1)
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on Dec 31, 2007
I am starting to think that we may not make the date we want. I really want to have adequate time to work over the AI. I've learned a lot of new tricks and strategies over the last few months and it's going to take quite a bit of coding to incorporate these ideas into the game.

as we said before we want a real good Job done on this not a rush job so if it take more time,.. it takes more time !!!
on Dec 31, 2007
I agree with the above poster. The launch date is irrelevant to me. Keep up the great work SD
on Dec 31, 2007
Oh, and I should mention that I am very excited regarding your next game. Let us hear/see it soon please!
on Dec 31, 2007
I seriously can't decide which I should be drooling more about: The next Twilight beta, or the not-MoM fantasy game...

Lately I'm playing Civ4's 'Fall from Heaven 2' as a substitute drug, but I have the feeling that you might as well put me on the preorder list already.
on Dec 31, 2007

I am dying to talk about the fantasy strategy game,


And we're dying to hear about it, so talk!

I have a feeling you're deliberately holding off on the official announcement until TotA is released, so the announcement doesn't steal the spotlight from the expansion pack. Oh well, I'll live... I think...

The little info you've dropped on the Quarter To Three forums over the past year has managed to increase my interest in it even more, if that's even possible. All of the things I imagined and feared you might "get wrong" (personal opinion of course) it's now clear you're getting "very right" so I'm pretty psyched to learn more info (and see a screenshot!).

Wait, I guess this thread was supposed to be about TotA. Oh well.
on Dec 31, 2007

I am starting to think that we may not make the date we want. I really want to have adequate time to work over the AI. I've learned a lot of new tricks and strategies over the last few months and it's going to take quite a bit of coding to incorporate these ideas into the game.

as we said before we want a real good Job done on this not a rush job so if it take more time,.. it takes more time !!!



Well said.
on Dec 31, 2007
Brad, when you say
Incidentally, be sure to read a lot of the back story on the Altarians which are slipped into the tech descriptions. There's preview info on our fantasy strategy game that's in development in there.
and I read your Altarian post from yesterday where you say
The evolutionary history of the Altarians is a story on its own. The Altarians name for their own planet is loosely translated as "World". But how they evolved on this world is something of a mystery.

Long ago, a sentient species evolved from warm blooded lizard-like beings that became known as the Drath. And yet, multiple humanoid species evolved in a short amount of time despite the lack of any primate species on the planet.

There are many theories on how so many different sentient species could arise on the planet. But the various myths and religions on Altaria insist that it was the result of the presence of the dark Mithrilar Draginol whose influence caused a single humanoid species to evolve alongside the Drath. This attracted the Precursors whose conflict had not matured.

The Precursors fought a series of proxy wars using the fledgling Altarians as their clients. Different Precursors modified the young Altarians in different way resulting in a series of subspecies and early nations. The Drath found themselves in the middle of this conflict and eventually was forced to flee the world with the help of sympathetic Precursors.

In the meantime, a series of incredible wars were fought out on Altaria with different factions laying claim to the world. At the end of one particularly brutal war, the planet is nearly destroyed in what becomes known as the cataclysm. Nearly all life on the world is wiped out.
it makes me wonder . . .

on Dec 31, 2007

I'm seriously considering moving the date back quite a bit actually in order to concentrate on this more.

The rest of the team would still move onto the fantasy strategy game but the fleshing out of the civilizations and the AI is the part I do on the game and I wouldn't be doing on the new game for awhile.

With Sins of a Solar Empire coming out in February, it would mean moving the date back to March, however if we decided to do that.

on Dec 31, 2007
To put it bluntly, games of this sort (4X TBS) are exceedingly rare these days. GalCiv2/TotA is the only option on the horizon for me to play, so I want it to be as good as it can be. It's not like I can say "Nah, ship it now, I'm sure some of the 4X TBS games coming out next month will pick up the slack where this one falls short." This isn't the RTS or FPS genre we're talking about here.

When one realizes that the next potential 4X TBS game from whatever developer may be a year or two away, suddenly waiting an extra 2 months to improve the one we have in hand right now seems like a no-brainer.

That's the sad state of the 4X TBS genre, and space-based 4X TBS games are only outdone by fantasy-based ones in terms of rarity. (Thanks Stardock!)
on Dec 31, 2007

I'm seriously considering moving the date back quite a bit actually in order to concentrate on this more.


The rest of the team would still move onto the fantasy strategy game but the fleshing out of the civilizations and the AI is the part I do on the game and I wouldn't be doing on the new game for awhile.


With Sins of a Solar Empire coming out in February, it would mean moving the date back to March, however if we decided to do that.




Yay! My birthday. I'll be very sad to hear that it's too months later... wait, no I won't, not at all. If you keep releasing betas, like once a week or something, then I can still play.

And, the shiny new box will come on my birthday!

Er, when in March?

Ah well, early or belated presents are A-OK too.

Best present you can give me, Stardock, is another 2 months of work on TA. If you were any other company, I'd be worried of 'slacking off', but knowing Stardock: two months of work is... two solid months of incredible work.

As long as you can get it out by 2008!
on Dec 31, 2007
It takes as long as it takes ....

Too often in the game industry releases are rushed out due to commercial pressures. That usually ends in grief over the following 12 months as retro action is taken to stabalise what was in reality an early BETA, not a final build. Personally, I am sick and tired of that set of events, and I am at the stage where I will not buy any game that has bad quality predecessors and indifferent post release support from the Gaming House. No matter the hype level.

For me Stardock stand head and shoulders above the rest in terms of final build quality, innovation and User support. I dont care about release dates. I do care about build quality and personal passion from a dev team committed to long term excellence, not short term "smash and grab" raids on my wallet. Stardock is a commercial Enterprise, for sure, people work there to earn a living, for sure - but above all else I really do believe all concerned at Stardock put their "Soul" into it. The latter shows in the final product and post release support. In addition, the close - vertually inseparable - ties with its gaming community, puts other Games Houses to shame as far as I am concerned.

Its ready when its ready ...

Regards
Zy
on Dec 31, 2007
on Jan 01, 2008
The release date is, really, quite irrelevant. Technically, from my perspective, the game is already out, I've shelled out the money, I'm playing it, I'm loving it... but there's an active development team adding new features and making it even more awesome. Absolutely no complaints from me.

Question: with this base speed increase, does that apply to Terror Stars?
on Jan 01, 2008
Taking an extra two months to polish seems like a fine plan. The way you guys handle betas and pre-orders makes this a fairly painless decision on the fan side, I think.
on Jan 01, 2008
Incidentally, be sure to read a lot of the back story on the Altarians which are slipped into the tech descriptions. There's preview info on our fantasy strategy game that's in development in there. (I am dying to talk about the fantasy strategy game, it has, and I kid you not, the most advanced 3D engine for strategy games that has ever been developed. Smooth transition from a whole world down to an individual leaf. And while it uses lots of DirectX 10 goodies, we're doing a lot of special coding so that it looks amazing on DirectX 9 and the whole game brings new meaning to the concept of modding -- the modding engine is PART of the game and we are using it to build the game ourselves and we use it to submit content into the master database which the game then uses -- and so will players who want to come up with really cool stuff)

I did not want to go there because i wanted my focus to be on TA BUT....


Actually I`m dying to here all about it what might be better then a space game from Stardock!!! maybe and I say that not to lightly maybe a fantasy game by Stardock !!! which I`m sure it will be Good.
One of my mom`s Golden rules !! If it is worth while it is worth waiting on( no matter how long the wait!!!)
So i can Imagine Stardock keeping us hook for years to come and what better way then out doing what was though to be the best thing yet!!!
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