Brad Wardell's site for talking about the customization of Windows.

imageWith the 1.7 series done, we’re well on our way to version 1.8 which has a pretty substantial update in terms of the underlying plumbing of the game as well as new features.

A lot of work has been spent on the multiplayer parts of the game.  While few people currently play GalCiv III multiplayer, it is a part of the game that we want to improve the general robustness on as it, in turn, makes the single player game more robust.

We are also putting some work into the AI diplomacy. This is mostly about making the AI substantially more sophisticated when dealing with other players.

As you can see in the screenshot, we are also bringing back asteroid mining in 1.8.

Road Map 2 is in the works

image

For fans of Galactic Civilizations III this next year is going to be pretty exciting.  There’s going to be a stand-alone expansion for the game next year (and “expandalone”).  All DLC for GalCiv III will work on it as well but the main thing is that like GalCiv II: Dark Avatar and Twilight before it, this will be a major revamp of the entire game from top to bottom.

Now that the GalCiv III engine is maturing along with the completion of Ashes of the Singularity we can turn more attention to the next phase of GalCiv III.

Let’s take a look at our staffing today:

image

Each purple box represents a game team.  EXP teams are “expansion” teams that are mostly focused on content rather than engineering. The size of the box represents the staffing size for each project.

By the end of this year, the staffing will look more like this:

image

There’s a major Ashes of the Singularity expansion scheduled for 2016 and once that is completed, the expansion team will move to GalCiv III along with anyone we hire this Summer (pass the word around, we are hiring software developers).


Comments (Page 1)
on Jun 02, 2016

on Jun 02, 2016

I am really excited for Stardock and the game!

Thanks Frogboy!

on Jun 02, 2016

Just a quick Ui suggestion:

 

with all the sponsors for asteroids, stardocks and starbases the map becomes hard to read due to the many lines that show the sponsors.

my suggestion:

 

-make the line a bit thicker and not dashed (better to read) and hidden by default

-only show the lines when the appropriate item is selected:

-- click/select a stardock: all lines to the sponsoring planets are drawn

-- click/select a planet: all lines to the sponsoring asteroid are drawn as well as a different coloured line to the sponsored stardock

-- click/selec a mining starbase: all lines to mined resources are drawn

 

 

edit:

or introduce little toggle buttons on the main map:

-show/hide stardock sponsors

-Show/hide asteroid sponsors

-show/hide mining starbase sponsors

 

with every sponsor having a different colour, e.g. all planets sponsoring starbase a have green lines and all planets sponsoring starbase b have red lines etc.

 

on Jun 02, 2016

Thats great news for Galciv.

 

When the time comes, please provide us with a more detailed changelog of the diplomacy modifications (at least more than "we improved diplomacy").

 

PS: I like your idea tesb.

 

on Jun 03, 2016

Thanks for the update Frogboy.  I haven't been around the SD forums much lately, but I appreciate the updates and plan on spending more time with GC3/Ashes/et al in the future.

 

Appreciate the continued work on GC3 - it means a lot to me as a founder.

 

cheers,

 

-tid242

on Jun 03, 2016

Also like tesb idea.

on Jun 03, 2016

The staffing adjustment is an important point to me.  I hope it means that some of the polish things can get done while Paul and others can keep general bugfix and development going.  Keeping up a stream of DLC is all very cool and I have already praised the latest example, but the work on the core ingredients is what will make GC3 a worthy successor to GC2.  It is already well on the way, and these decisions are encouraging.  Thanks, Brad.

 

on Jun 03, 2016

UI:

Any chance we can a "set for all planets" button (like for starbases) for "auto upgrade improvements" and the other two on planets? Turning this off for all planets separately is usually the first thing I do after colonizing. And it is the first thing annoying me when I realize I forgot it... while looking at my new xeno factory which could have been something more useful.

on Jun 03, 2016

zuPloed

UI:

Any chance we can a "set for all planets" button (like for starbases) for "auto upgrade improvements" and the other two on planets? Turning this off for all planets separately is usually the first thing I do after colonizing. And it is the first thing annoying me when I realize I forgot it... while looking at my new xeno factory which could have been something more useful.

Yes this would be nice along with the option at each planet to turn it back on for that planet, alone.

on Jun 03, 2016

Global setting for.planetary stuff along with local settings for my planets i would also like to see that oneday. If you had both it would cut down on micromanagement without ruining gameplay.

I would hope with restructuring that gc would communicate with the expansion department so the game wont obsolete the expansion.

on Jun 04, 2016

Thanks for the update. The game just keeps getting better. Thanks for all the hard work.

on Jun 05, 2016

I appreciate the work on diplomacy but your multiplayer focus is concerning. As far as I know, developers put resources into what would give the maximum number of players the most satisfaction. Yet you decided to spend significant resources for a feature that almost no one, according to your own data, uses? There are so many suggestions on this forum about ways to improve the game in ways players ACTUALLY make use of such as UI, endgame features, AI, events, etc. And if the excuse comes that this is just a single patch, well these patches are spaced more than a month apart and players move on in such a long time when major concerns and wish list items are ignored.


Honestly, I'm still going to support SD and buy the DLC but if you decide to burn money in such an inefficient way, I may reconsider my support altogether.

on Jun 05, 2016

Well you would either put ressources into your existing player base or you put ressources into expanding your player base (if you think you can afford it).

GalCiv3 by design is a game which won't have a very big (PvP) player base. That simply is an issue for multiplayer in games which regularily take more then an hour and are turn based, where you don't do anything most of the time. A "PvE" player base (i.e. 2-3 friends want to play in the same galaxy) I could see happening, provided there are proper save features.

But what will very likely happen one you move into multiplayer, is balancing becoming way more important. An unbalanced game (in PvP) effectively has very little variety no matter how much variety it actually has.

Things like this:
http://forums.galciv3.com/477757/page/1/#3637827
you will have to address as soon as you established a multiplayer player base, if it is not even a prerequisit to building one.

The second thing, you might wanna look at, will be the tech trees. I would go as far as to say that most tech trees are just objectively superior to the terran tree for example.

An the more PvP is going on, the more important these aspects will become.

Just a little heads up, Stardock.

on Jun 05, 2016

Expanding the playerbase? Galciv, a game that takes hours to finish if not dozens, has never and will never be expanded more significantly by multiplayer improvements. You know how you expand your playerbase? By doing what made you popular and what you do best even better. I honestly don't see how your logic is working here. Single player games can flesh out their AI and story events. Multiplayer games don't need those. 

Eitherway, my post isn't going to shift them or tryhards who use contorted logic to justify this.  

on Jun 05, 2016

erischild

The staffing adjustment is an important point to me.  I hope it means that some of the polish things can get done while Paul and others can keep general bugfix and development going.  Keeping up a stream of DLC is all very cool and I have already praised the latest example, but the work on the core ingredients is what will make GC3 a worthy successor to GC2.  It is already well on the way, and these decisions are encouraging.  Thanks, Brad.

 

Thanks.  Now, speaking only for myself, there are numerous features that I think GalCiv III needs before I think it'll overwhelm GalCiv II in every way:

  1. Espionage
  2. MUCH Deeper economics (goods, services, people)
  3. Politics
  4. More sophisticated diplomacy
  5. Deeper technology choices
  6. Better UI and deeper mechancis for managing truly massive empires
  7. Invasions that are not just deeper but fun to play out

And that's just the top of my head.  But those 7 things are things that will be part of the Crusade project.  

 

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