Another week another journal entry

A Bunch of Art that You'll Never Seen in the Game

This week was all about bugs, as you'll be able to tell from Mudflap's journal. After all the activation crap players had to put up with with the original Beta2, we figured a good ol' fashioned "Bug Fixes" build would be much more appreciated.  If you've played 0.21 it you should notice a stabilization of saved games as well as a lack of crashing when dealing with enemy invasions.  All good stuff that gets us closer to game game that can actually be completed!  ;)

As for the art side, I got the ball rolling on some pre-starbase and trade route stuff...

On the bottom left and top right you'll see the proposed module designs for the Trade Module and the Constructor Module, respectivly. The other two images are the proposed Harvesting (Resourse) Starbase and the Military Starbase.  The plan this time around is to force the player to make the choice early on what purpose the starbase will serve.  This will prevent a significant amount of cheese (traveling culture starbases, anyone?) and finally allow the alien opponents to properly deal with and build Terror Stars (at least, that's the plan).

In other art news I got the Brad thumbs up on my colored design for the Dreadlords...

So that's good news.  I'm hoping to get approved designs for all the aliens before they get officially tweaked, so be on the lookout for those as well!

That's all from me on a fairly easy-going week...hopefully everything stays on track and we can keep stressful weeks to a minimum (God knows there'll be enough of those after Beta 4)  ;)

22,405 views 9 replies
Reply #2 Top
Neato...

... but I missed my Cultural Terror Star... it made so much sense to me... rather than those planets getting blow up they surrenderd... its the smart thing to do! Mabey as a feature planets should be given the option to surrender before being blow up. and then the play can choose the acept the surrender or not
Reply #3 Top
Awesome conception art. is it just me or does the starbase on the bottom right look lke a go'uld mothership from stargate. thats awesome. stargate rules
Reply #4 Top
the starbase on the bottom right look lke a go'uld mothership from stargate.


That's exactly what I thought! Go Stargate! *Wishes for a Stargate Mod for Galciv 2*
Reply #5 Top
is it just me or does the starbase on the bottom right look lke a go'uld mothership from stargate


Is it me or does the Starbase top Left look like a Cardassian Space Station from Star Trek:DS9.
Reply #6 Top
Is it me or does the Starbase top Left look like a Cardassian Space Station from Star Trek:DS9


And does the image of the Dreadlord look as much like a Cardassian as I thihk it does?
Reply #7 Top
The dread lords are made of pure energy aren't they. Or is the red lightening stuff just some sort of high tech suit.
Reply #8 Top
It was actually a pretty cool bug*cough*feature*cough* to be able to max out a culture resource and then max out all the other moduels and then stick it in enemy territory.

I think its about a +500% influence bonus that way.
Reply #9 Top
I assure you any similarities between this stuff and ST:DS9 and the Stargate TV series is COMPLETLY coincidental.

The red on the Dreadlord is supposed to the the living energy that he's made up of...the black exo-skeleton is only there so other races feel more comfortable talking to them (Dreadlords like to make sure everyone is comfortable before they destroy them).

As for the cultural terror star, that bug...er um cheese tactic...oops I meen that FEATURE has been completely sliced from the game. It will make cultural victory more elusive, which is a bad thing, but on the bright side, aliens will finally be able to use TERROR STARS!

...Wait, that's another bad thing, isn't it?