ScottTykoski ScottTykoski

More Twilight Improvements

More Twilight Improvements

...Than you can shake something at.



Another fun week of Improvement creation! While I'm enjoying myself, making these race specific improvements is really starting to take it's creative toll on me. For GalCiv3 I'm going to fight for Improvements that are real-time 3D models and an 'Improvement Editor' where it's easy to crank them out (plus it'd open the door for more custom-created improvements).

But enough looking forward....let's dig through the past two weeks and see some new Twilight stuff!!!

(Starting at the upper left corner, going clockwise...)

Black Market: A fun way for Evil nations to bolster their planets economy.

Industrial Cluster: Thalans grow their factories. With a small seed, some building supplies, and a pinch of love, this mid-game improvement can adjust itself help the Thalans in multiple ways.

Flesh Incinerator: Yes, I know it looks like a BBQ grill, but what better way to combust the poor, sick, and useless than with a amped up foreman (that, may I add, it cuts fat in half)?

Diplomatic Brain Trust: I really just wanted an excuste to have an improvement that looked similar to a capitol building, but this Terran-specific wonder will boost their diplomatic ability.

Healing Pools: While under the rule of their Drengin overlords, one of the few pleasures Torian slavelings discovered was resting their whip-weary bodies in the non-lethal cooling pools of the Factories they worked in (unless they got caught....then it wasn't relaxing....cause they'd be dead). This practice became part of their culture, so Morale buildings for the Torians tend to reflect their hotspring-loving ways. The 'Healing Pools' is the first in this line of improvements.

So there's your sneak-peak at some of the improvements you'll be building on your planets once Twilight falls (ooh...going to have to send that Tagline over to marketing)!!!!!!! I hope they got you excited - but if not, here's a few more exclamaction points to seal the deal!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Have a fun weekend with 1.8a...cya on Thursday for Twilight: Beta 1!
103,618 views 74 replies
Reply #26 Top
Indeed! Sorry Boogie

Rad new buildings dude LOL

In all seriousness they do look good!
Reply #27 Top
Another idea for the devs re: Boogiebac's idea for prereq techs.

Perhaps such techs should be event driven. They will happen, but the tech would only become unlocked at a certain time based on a random die roll (weighed if you have lucky trait or creative trait) and tech rating to "Get the idea". Making having the prereq techs and certain other techs would modify this role positive.

Could the event engine handle all that?


Reply #28 Top
once Twilight falls (ooh...going to have to send that Tagline over to marketing)!!!!!!!


nice one!
Reply #29 Top
I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).


if i might be able to make another suggestion... it's not placing agents i find overwhelmingly tedious, not in itself... it's not fun, but it's not horrible. what gets me is when i've built up 20+ agents and i'm rotating civs i want intel on. having to remove them once i finish gathering the intel is a pain.

it's be great if you added shift and ctrl functionality to select multiple spies easily and then remove them all in one fell swoop (it'd be great functionality for a number of features, actually).
Reply #30 Top
The improvements look great. awesome.
Reply #31 Top

what gets me is when i've built up 20+ agents and i'm rotating civs i want intel on. having to remove them once i finish gathering the intel is a pain.

In the new system, when you place a spy on a civ (for intel purposes) it's there perminently. This should deal with the situation you just described, as well as the 'suspention of disbeleif' problem where you can have up-to-date on a civ you may not even be using spies on.

Reply #32 Top
This sounds drooling Gimme Gimme. I cant wait
Reply #33 Top
great stuff! i can't wait.
Reply #34 Top
This thread just made me pre-order TA. I usually wait till it's released but i want in...

Well done....now if i can just wipe the drool of my keyboard.

Reply #35 Top
neilo, you might consider one of these things  

Reply #36 Top
TA just sounds better and better and...um... better!   

I'll just do a practical suggestion here for the DA and DL 2.0s(I don't know if it has been suggested or not):

How about having a clock that shows real-time somewhere in the game?
Somewhere noticable but not obstructing.

How about letting us take an early joy ride and see what this thing can do?
Reply #37 Top
Yep a real time clock and an alarm (like in civ 4) who be a majoir help.

Dam being stopped playing GalCiv 2, by the alarm set to wake me up.




No, really, that has happened
Reply #38 Top

The clock should be do-able...we've talked about it in the past, but didn't want to seem pompus.

One of MOO3's first announced features was an 'alarm clock' to help gamers pry themselves away from the overwhelming addictiveness of the title. (I'm not one to insult another game...I'm just blasting the attitude of 'Oh yeah...our game is THAT great.')

But if you ASK for it, we can't be accused of arrogance, can we?

Reply #39 Top

The clock should be do-able...we've talked about it in the past, but didn't want to seem pompus.


One of MOO3's first announced features was an 'alarm clock' to help gamers pry themselves away from the overwhelming addictiveness of the title.



Sarcasm alert!!
Reply #41 Top
Yeah, so since everyone is making suggestions I would like to add a couple that are really just minor UI tweaks that are surely feasible.

1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager.

2. please make it so that the "Esc" button on the keyboard closes any in game window such as the planet/ship list, the civilisation manager or the research screen. Only from the main screen would the "Esc" button then bring you to the options screen.

3. In the "planet details" screen (i.e. where it shows starbase bonuses) please move the "Back to planet" button from the lower left corner of the screen to the lower right corner, next to the "Exit" button.

4. I don't know if this is as easy as the other ones but: in the civilisations manager > governors screen the minimap should be zoomable or at least much, much (four times?) bigger. The way it is now is pretty useless.

Thanks.
Reply #42 Top
1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager.


Agreed, and also, can you make it so that on the trade screen, when ever you add influence, it will automatically choose the maximum/minimum number of IP the AI will accept for the trade, like it does with BC already?

Also, I've said this before, but what about adding a little green "Earth-like" icon to all the Earth-like habitable planets? That way it remains consistent that habitable have an icon and uninhabitable planets do not...

Oh and... great looking improvements there, BoogieBac! Can't wait to see more in the beta on Thurs!
Reply #43 Top
The real-time clock is a nice idea!

Oh but please remember to set it to read the pc's clock and not EST

Oh and in the interest of this thread, yes i am asking for (not demanding) the clock!
Reply #44 Top
1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager.


We need some new issues in the UP. Some of these issues are pretty old and it just doesn't have any shock value anymore.

Something that's always bothered me: Why does everyone at the UP have to vote at one time?
Reply #45 Top
Something that's always bothered me: Why does everyone at the UP have to vote at one time?


A set order in which the vote is cast would be cool. And not highest to lowest or vice versa as that would be to easy to manipulate. Maybe the vote can go in the order of which you meet the races, just as long as the player is not first or last.
Reply #46 Top
Something that's always bothered me: Why does everyone at the UP have to vote at one time?


A set order in which the vote is cast would be cool. And not highest to lowest or vice versa as that would be to easy to manipulate. Maybe the vote can go in the order of which you meet the races, just as long as the player is not first or last.


I believe that is why they all vote at once.
Reply #47 Top
Agreed, and also, can you make it so that on the trade screen, when ever you add influence, it will automatically choose the maximum/minimum number of IP the AI will accept for the trade, like it does with BC already?

Also, I've said this before, but what about adding a little green "Earth-like" icon to all the Earth-like habitable planets? That way it remains consistent that habitable have an icon and uninhabitable planets do not...

Oh and... great looking improvements there, BoogieBac! Can't wait to see more in the beta on Thurs!


These two changes would be very useful and would keep the game consistent. Also, the green icon for non-extreme worlds would make it easier to see class 1 worlds. There have been a few times when I have failed to see low class worlds within my influence that the AI have then stolen from under my nose.

In-game time would also be good because I always play for 'just one more turn' when I don't know the time and sometimes that is not good.
Reply #48 Top
I believe that is why they all vote at once.


Oh, indeed and it works fine. But it would give the votes much more purpose if your vote would count one way or another, especially early game. By having a set voting order, one could decide which idea they wish to support based on the tally already presented to them.

It's an idea that would go quite well with an older idea of having fore knowledge of the topic and how other races will vote. I believe that suggestion surmised that you would know of the intentions of the races your are allied with or at least friendly.

All this could also have a bearing toward diplomatic relations especially if you went against an ally or friend.

Food for thought...GC3 maybe???
Reply #49 Top

The clock should be do-able...we've talked about it in the past, but didn't want to seem pompus.


One of MOO3's first announced features was an 'alarm clock' to help gamers pry themselves away from the overwhelming addictiveness of the title. (I'm not one to insult another game...I'm just blasting the attitude of 'Oh yeah...our game is THAT great.')


But if you ASK for it, we can't be accused of arrogance, can we?




Pleeeease do a clock! It's so hard to get up in the morning if you accidentally played to 4 am!
Reply #50 Top
Yey! My clock idea is popular!  

But please don't show it in the main interface, it gives a sort of fear feeling and brings distraction. "I don't want to get up now! No way! Those Drengin are still out there! Stupid clock! Why'd you tell me the time!?". Maybe somewhere the player would look but would not be distracted from the game.

It would be nice if the clock was not visible but just an in-game kill switch in which it would automatically save the game into "Killsave" and turn it off if you don't comply with the first time your game-clock rings. If you set a limit for 12:00 AM and you still want to keep playing then the game turns off by itself telling you, "Sorry but its beddy bye time. You have been playing for 6 hours 19 minutes and 32 seconds. Now time for rest. You and me both. Good night." without warning you(or you'd turn it off). That one last minute can go on forever...