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

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Microsoft Surface Pro love

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I got GalCiv III to run on my Surface Pro 4 by manually updating the video drivers to the latest ones by Intel.  The official drivers from Microsoft are a year old and those drivers claimed to be DirectX 11 capable drivers (they were not) and so the game would crash when trying to do a DirectX 11 specific call.

If you have an embedded Intel video adapter, do yourself a favor and head over to Intel's site and download the drivers.  I had to download the ZIP file and then extract it and then manually install the driver as it isn't digitally signed.

The biggest issue I have with my Surface Pro 4 is that it throttles. Badly. It would play GalCiv III like a champ if it weren't running at 860Mhz.

 

Balancing Thoughts

There is no perfect balance because what is balanced is in the eye of the beholder.  That said, we are looking at adding more options (such as disabling espionage) to allow players to customize their game experience further. 

Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.

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Ultimate asteroid field: Don't hate the player, hate the game (please don't hate the game!)

Tourism will eventually be tied to your cultural influence. We are starting to keep track of how many tiles you control and how many are congruent to your capital world.

Minor races are going to be getting friskier in the future (as in, provide opportunities for early game limited wars).

AI won't offer to trade with you if they don't like you (results in weird offers)

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AI generated offers are awesome when relations are decent.

 

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Cultural conquest is coming along nicely.

 

Polish Polish Polish

Right now, much of our work is on polishing the UI, making quality of life fixes and fixing bugs that we get reported.  We are also trying to make modding a lot easier so that people can enable subscribe and unsubscribe from mods more easily.

 

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Your Civ's racial abilities will show up on the stats screen

AI

The AI is something we continually update as we get new saved games from players and just play test over and over again.  Each time we play, we see something that we think can be improved on.

I'm in the debugger now.  So more to come.


Comments (Page 1)
on Jul 16, 2017

This is a very strong reason why I support this company. Continuous support and love from the CEO himself. Some of us may go back and forth over opinions and details but in the end a company where the CEO is actively involved in the game has a vote from my wallet. Keep up the good work. 

on Jul 16, 2017


Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.

I'm curious: will the production cost of improvements, repeatable projects, and research be rebalanced or will everything just get slightly easier to build/research (and thus speed up the game)?

Thanks for the continuous work on an already great game! 

on Jul 16, 2017

Balancing Thoughts
There is no perfect balance
Nobody asked you to make it perfect. But a balance that does not render other game elements irrelevant (e.g. jamming renders defenses nearly irrelevant) should be expect from a veteran game designer.
because what is balanced is in the eye of the beholder.
No. 'Balanced' is a state of the game where from several different ways of playing the game, no minority is outperforming all the others. Good balance is hard to pinpoint, since the system is complex, but a good indication is dynamic debate i.e. the topic of what is unbalanced changes every few weeks. Durantium cost on xeno factories for example is a blance issue, there is no debate I have seen about it and the cost for additional 2,5% manufaacturing is considered excessive. For some situations you can math some good estimations as to how much you get out of something. For planetary improvements a return of investment calculation can be a start. For the benefit of defenses and jamming, the benefit can be estimated in effective HP added (per point of mass/manufacturing/upkeep/strat ressource) by the component.
That said, we are looking at adding more options (such as disabling espionage) to allow players to customize their game experience further.
That's not balance at all, but sure... some people will like it, I guess...

Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.
Sheesh... I really hope you see all the strings attached to this?

- overall pacing of the game
- relative asteroid to population balance
- relative population to Research/Wealth/Manufacturing bonusses balance
- amount of population granted by cities (and slave camps)
- growth rates (including growth techs and the prolific ability)
- ... I'm sure I am still overlooking something

What I am trying to say is, you had an assumption and maybe some gameplay data of what amount of production feels right at about turn 10/30/60/100/... Is there no better way to finetune what we have and what is a known quantity? I think this is a point where balancing is in essence like polishing, in that you need to iterate on an idea in order to get it to a better point and not redesign the entire thing.

on Jul 16, 2017

Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.

Thank you! Looking forward to this. The overpowered asteroids effect just doesn't sit right with me.

 

on Jul 16, 2017

No. 'Balanced' is a state of the game where from several different ways of playing the game, no minority is outperforming all the others. Good balance is hard to pinpoint, since the system is complex, but a good indication is dynamic debate i.e. the topic of what is unbalanced changes every few weeks. Durantium cost on xeno factories for example is a blance issue, there is no debate I have seen about it and the cost for additional 2,5% manufaacturing is considered excessive. For some situations you can math some good estimations as to how much you get out of something. For planetary improvements a return of investment calculation can be a start. For the benefit of defenses and jamming, the benefit can be estimated in effective HP added (per point of mass/manufacturing/upkeep/strat ressource) by the component.

 

I look forward to your balanced game release.  

It is easy to arm chair perfect design.

 

on Jul 16, 2017

When you say "subscribe and unsubscribe" for mods... this suggests possible Steam support? Or... are you simply referring to how many of the game's files can't be append styled or otherwise can't be modded through a mod folder and we have to add files to the directory (Replacing Merc's Ship designs for example, won't work unless those designs are added to certain zip files in the game's directory.

Also I'm loving the look of that influence screen... and I think we are all looking forward to some polish.  Thanks so much for sharing!

on Jul 17, 2017

Surface pro to expensive. For that price i.would buy a desktop. A tablet.should be around 100 dollars. Maybe you could convert galactic civilizations 2 into tablet. Convert apk files into exe files. Compile the text files. You would also have to write controls for the game. Nice to hear your balancing the game. And make it for the android.

on Jul 17, 2017

Wondering are you also planning to come out with more specialised techs for the chosen abilities. Can we also have more race types when customising civilizations. 

on Jul 17, 2017

ProudCanadian


Quoting ,


Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.




Thank you! Looking forward to this. The overpowered asteroids effect just doesn't sit right with me.

 

Asteroids were not overpowered, but population was underpowered. I found it quite fun to manage my asteroid mines

Although I think pop to production 1:1 is really something that could be a bit too much. I still think a system where buildings need enough pop to work effectively would suit be more, but that's probably too much to ask ...

on Jul 17, 2017

Frogboy


No. 'Balanced' is a state of the game where from several different ways of playing the game, no minority is outperforming all the others. Good balance is hard to pinpoint, since the system is complex, but a good indication is dynamic debate i.e. the topic of what is unbalanced changes every few weeks. Durantium cost on xeno factories for example is a blance issue, there is no debate I have seen about it and the cost for additional 2,5% manufaacturing is considered excessive. For some situations you can math some good estimations as to how much you get out of something. For planetary improvements a return of investment calculation can be a start. For the benefit of defenses and jamming, the benefit can be estimated in effective HP added (per point of mass/manufacturing/upkeep/strat ressource) by the component.



 

I look forward to your balanced game release.  

It is easy to arm chair perfect design.

 

I agree with Frogboy that a perfect design is more or less impossible to reach. But I also agree with zuPloed that no game element should render another game element useless.

on Jul 17, 2017


This is a very strong reason why I support this company. Continuous support and love from the CEO himself. Some of us may go back and forth over opinions and details but in the end a company where the CEO is actively involved in the game has a vote from my wallet. Keep up the good work. 

For me, it is a thing that makes me a fan of Stardock, but I have to draw a line as to what that means.  If another game is better, it's better.  For now, let my feet do the talking--I'm here.  

I think balance is somewhere in the middle, and is like beauty:  it is in the eye of the beholder, but there are things & people that are generally accepted as beautiful, even if we can't quite put a finger on what exactly makes them beautiful.  I think Reese Witherspoon is drop-dead gorgeous.  Someone else just might not be into blondes.  But still, she is generally regarded as beautiful.

on Jul 17, 2017

A while back i was thinking about the late game grind, and i came up with an idea. After a certain number of turns maybe 400 whatever you consider the late game. From a programmers change out databases. Anonolies, mega events, random events, and galactic council suggestions. As far as colonization events go seperating extreme world event from terran world events except anyone who gets any extreme worlds from the start would do the trick. If they start out with a extreme world colonisation then that colonisation should be on the same list as terran. Remember doing this would go a long way to spice up the late game.

I would like to see a fixed jagged knife brought back as an option. The biggest complaint in the beggining was it didnt work. They couldnt manage their empire. They should be able to rebuild buildings that arent wonders. Being able to tear down buildings would help. This would require them to have an empire wide stradegy. To make it a sweeter deal it should build all the player achievements it can. The other players would notice their planets are gone, amd try to retake their planets atacking the best ones first. This would make it imperitive to take back your planets first.

Now the other complaint could be solved. It was a smaller complaint is that some had a problem losing planets if you generated the numbers the same way, but put them on class zero planets instead. You could add population if you wanted. Either by random population, or.migrating citizens from other empires including citizens. This way you dont have to worry about building expense since their are no buildings to start out with. Still sweeten the deal by building all the player achievements. The other players would still try to take the planets. If you do it this way then centrally locating the planets would make sence. In 2 there were 3 id still say have 3. PleASE make this an option. I know they start out with everyones tech, but as far as future research goes. There would need to be randomly generated abilities for future research. The second would have to be close not centrally located. Maybe pick the first class zero to be closest to being centrally located. For the second, and third it would end up being off from center. Then after.the first planet pick pick the closest for the others. Being class zero planets then noone could complain about losing planets.

 

on Jul 17, 2017

Have they made trade valuable yet? Last I checked the best way for making money was to costs on production and build treasure hunts.  I was waiting to play until trade was worth it or I could play an economic focused game. 

on Jul 17, 2017

Not likely to happen since they have never been big on trade. You are waiting for a feature they never had.

on Jul 17, 2017

You could still ecenomic focus just not trade focus.

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