Stardock: What we're doing..

Life in the Stardock lab..

So what the heck are we doing? Sure has been quiet on our part eh?

As the beta schedule indicates, beta 3 is due out soon.  In fact, it's due out this month.  So what sort of things can you expect? 

There's been a lot of changes over the past couple of months.  The ships look dramatically diifferent. The AI is starting to play the game - not well but is playing - and the first signs of basic play balance are going in.

We've had to make some...hard decisions in what we do and don't want to do.  Some good and some will be disappointing.

On the good side, the diplomacy, which won't be in beta 3, is going to be more sophisticated than in galCiv 2.  But probably not in the way one might think.  It's going to be sophisticated in the sense of the underlying AI in there.  We've developed a series of tools that allow us to have a lot more depth in how the player interacts with the AI players.

In GalCiv 1, you HAD to play as human. So all the text we precanned for dealing with humans.  But in GalCiv II, there's 10 civilizations and you can play as any one of them.  But we didn't want generic behavior from the AI.  So we made tools that lets each player have different reactions for each possible combination (10X10 grid X 3 for Good, Neutral, and Evil).  that means 300 different possible behaviors!  A LOT of work.  But what it means is that if you decide to play as the Torians and you are dealing with the Drengin, the Drengin will speak -- use different language -- than it would if you were a different race.

We felt this was important in giving the game an organic feel and increasing replayability.

..So what's the bad news? We had to jetison a feature that we just can't seem to get the playbalancing working out with -- space debris.  They may come back in some future expansion but the mining of asteroids and such was proving to be very difficult to balance with the rest of the game.  That is -- what's the player's focus? Improving planets or mining asteroids and other interstellar stuff?  This wasn't in GalCiv 1 so there wasn't any theoretical basis for balancing it well.  Worse, there's also the AI issue -- even once we did figure out a proper balance and context for asteroids and such, then the AI has to be developed to make use of them.

In GalCiv 1, the AI was IMO (and I wrote it) horrible at dealing with starbases because starbases weren't implemented until Beta 4 (the October 2002 beta) and there just wasn't enough time to develop proper strategies. 

I do still hope we can put some sort of space debris in there like asteroid fields and such.  But they won't be something you can get money and resources from.  The planets will remain the focus for that as well as the galactic resources from GalCiv I.

Another thing we're working on is improving the look of the ships.  We're almost done with the bump mapping of ships and we have specular lighting in.  We're pretty happy with how that's turned out but we'll learn qiuckly how compatible they are. 

We've made a lot of usability tweaks to the UI that we think you'll like.  Other places we're still struggling with.

Stability is much better than in beta 2 but as we add features, we inevitably run into other problems of course which we'll iron out.

One thing we think you'll be happy with is that all our output data is in XML.  NO BINARY files so if you want to change all the text or mess with the values, you will be able to do that all you want.  And unlike in galCiv 1, the metaverse games will use a different set of vlaues so you can customize your games for your single player games all you want and then when you play the metaverse it uses data from our servers.

If you have any specific questions, let us know.

14,061 views 16 replies
Reply #1 Top
Could you try to give some pointers on what feedback you are looking for from Beta3 please?

What feedback do you not want at this point?

Perhaps just before you roll out Beta3 you could tell which features aren't implemented yet to avoid all those unneccessary "diplomacy is broken" or "I've researched battleships but cant build them???" threads. Might save some hassle down the road and get people to concentrate on the right stuff.
Reply #2 Top
With the race text... How will that work with custom-designed races? Will there be a set of "generic" conversation lines for the differing moralities fo custom civs?
Reply #3 Top
I do still hope we can put some sort of space debris in there like asteroid fields and such. But they won't be something you can get money and resources from. The planets will remain the focus for that as well as the galactic resources from GalCiv I.

What about treating space debris exactly like planets but with different art? Debris like an asteroid field would look like that and behave like a planet with low PQ (3, 4) whose tiles look like an asteroid field, and the few usable need terraforming/allow only certain tile improvements?

Reply #4 Top
im glad to hear everything will be put out in XML...

One of the only saving graces of MOO3 was the fan community had the option to open up the spreadsheets and "Fix" what quicksilver left broken. (Hey moo 3 is now a 7/10 game when running the right fan mods)

however one thing can we get a feature in the diplomacy area to allow us to set "Starting" relationships between empires? -- the ability to make the humans and torians getting along well but for the drengin to absolutely despise EVERYONE. right off the start? duno if thats possible.
Reply #5 Top
Will fleet battles be in beta 3? Sadly was looking forward to the space debris...
Reply #6 Top
So, does that mean all the starbase building is out or just that targeted on resources?
Reply #7 Top
So, does that mean all the starbase building is out or just that targeted on resources?


No Starbases are completely different to space debris.
Reply #8 Top
Starbases are getting a good amount of attention in GalCiv II.
Reply #9 Top
Having the data files in XML will hopefully open up the game to people who want to develop third party editors and customization tools. Add in the DesktopX skinning of the UI and you have an ALMOST completely customizable game (AI being the exception).

Very good things to hear, can't wait for the next beta!
Reply #10 Top
(AI being the exception).

Some ai teaching would be good though. I wish I could have taight the ai in GC I to use starbases to expand their range for instance.
Reply #12 Top
This game will be incredibly expandable. 
Reply #13 Top
Mods are good. Mods kept me playing GC:AP for a long long time. Excellent news.
Reply #14 Top
Sounds fine to me. I didn't even know "space debris" was even going to be in the game, and even if I did, it's just not that big of a deal. Focus - as you are doing - on the essentials.
Reply #15 Top
Agreed with Grifman. After you get a game that is stable all these other details can be incorporated in later releases, I believe the Galciv-II is going to feel the gap where MOO-3 dropped the ball.
Reply #16 Top
I think people will be pretty happy with the ship design aspects, that's for sure.  I think they'll know what we mean with this beta.