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Published on August 8, 2014 By Frogboy In GalCiv III Dev Journals

Greetings!

The team is really excited to get Beta 1 of Galactic Civilizations III out there.  The target date is one week away.

The Founder's Edition, which is what provided access to the Alpha builds along with a lifetime subscription to everything we make for Galactic Civilizations III (all expansions, DLC) will not be offered anymore once the beta comes out.  On the other hand, the beta Early Access edition will be $5 off the list price of $49.95.

So what's up?

They got a major graphics overhaul to the ships in. It was non-trivial and I think players will agree when they see it that no game has ever had better looking ship visuals than what will be in Beta 1. A big part of the reason is that the graphics engine is 64-bit and we're requiring DirectX 10 or better and as a result the materials and lighting on ships is something we've never seen before in games (though I suspect as 64-bit becomes more common and DirectX 10+ becomes required in more games you'll see the generational leap in visuals from the legacy DirectX 9 era we're still largley stuck in).

The other thing they've been working a lot on is multiplayer. We have an Arena map in development that, believe it or not, should allow for 1 on 1 duels to be played in around half an hour.  We still have a lot of work on the multiplayer front though. We need to make it easy for people to rejoin games so that friends can get together and play together on games that might take months to complete.

Design Challenges

One of our objectives is for people to have the option to play new "Immense" sized maps where there might be hundreds of empires playing.  We have a lot of different ideas on how to make this work (few people are going to want to have to select 130 opponents to play against).  We might use Steamworks Workshop to allow players to share their custom made players and once approved have automatically added as additional AI players into games where a player wants to play a game with a truly insanely large galaxy.

Fleet Battles

The marketing team is struggling in how to describe the fleet combat in GalCiv III.  My suggestion has been to describe it in terms of Hearthstone.  Your fleet is your desk and your ships are your minions that you crafted.  However, where the analogy fails is that the actual "tactics" of fleet battles are handled AI vs. AI.  So your skill is about how you design ships and assemble fleets. Looking closely at what your enemies are designing with their ships and organizing them and countering it will be crucial.  

Diplomacy and AI

Beta 1 won't have diplomacy in. Some modder might figure out a way to turn it on but it's not ready to be shown yet. I am not scheduled to begin writing AI code until October.  

In less than 1 week, these forums will likely get very very busy.


Comments (Page 1)
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on Aug 08, 2014

Design Challenges

One of our objectives is for people to have the option to play new "Immense" sized maps where there might be hundreds of empires playing.  We have a lot of different ideas on how to make this work (few people are going to want to have to select 130 opponents to play against).  We might use Steamworks Workshop to allow players to share their custom made players and once approved have automatically added as additional AI players into games where a player wants to play a game with a truly insanely large galaxy.

Yes. YES! YESSSSSSSSS! This is what I dreamed of.

Can we have an exact date on when the Elite Edition is going away and the beta is starting?

Also how has the Alpha gone compared to your expectations? Were there more or less founders compared to Stardock's estimates? 

on Aug 08, 2014

130 empires playing on an insanely huge map?

YES PLEASE!!!

 

I just hope it runs and doesn't choke on its own tongue while processing turns like Civ V does. lol

on Aug 08, 2014

So excited!  The family is mocking me for my grin.  Even the gamer geeks among them think I have gone a little overboard.

on Aug 08, 2014


One of our objectives is for people to have the option to play new "Immense" sized maps ...

Wonderful. However, with what I have seen so far, I am becoming suspicious that 4G of RAM will not be enough to support them. Are you planning to include code to check how much RAM is available before permitting some galaxy sizes?

... where there might be hundreds of empires playing.

This could become quite interesting and challenging, but what is the memory cost going to be? Again, will 4G RAM support this without serious performance degradation? Will the start-up code check how much RAM is available before permitting any particular maximum number of opponents?

on Aug 08, 2014



Diplomacy and AI

Beta 1 won't have diplomacy in. Some modder might figure out a way to turn it on but it's not ready to be shown yet. I am not scheduled to begin writing AI code until October.  

In less than 1 week, these forums will likely get very very busy.

 

This is disappointing, though. A 4X game just isn't the same without diplomacy. I literally can only play for minutes at a time without it in. 

I guess I'll continue to wait. I'm hoping that you release a bunch of DLC because I haven't really taken full advantage of my Founder's purchase. 

on Aug 08, 2014

Fleet Battles

The marketing team is struggling in how to describe the fleet combat in GalCiv III.  My suggestion has been to describe it in terms of Hearthstone.  Your fleet is your desk and your ships are your minions that you crafted.  However, where the analogy fails is that the actual "tactics" of fleet battles are handled AI vs. AI.  So your skill is about how you design ships and assemble fleets. Looking closely at what your enemies are designing with their ships and organizing them and countering it will be crucial.  

 

^^^ This makes me happy! NO TC please! Will the combat viewer be working?

on Aug 08, 2014

All sounds very exciting, thanks for the update. Very much looking forward to seeing the huge galaxy maps and of course the fleet battles.

on Aug 08, 2014


Steamworks Workshop to allow players to share their custom made players and once approved have automatically added as additional AI players into games where a player wants to play a game with a truly insanely large galaxy.

 

This would be great.


 So your skill is about how you design ships and assemble fleets. Looking closely at what your enemies are designing with their ships and organizing them and countering it will be crucial.  

Perfect!

on Aug 08, 2014

Hi All,

Ive been waiting for this game for some time. 

But I notice again that Tactical fleet combat is to be excluded again.

This is pretty disappointing.

You've managed to do everything better than Moo2, except that you've had to cut out one of the most important things in 4x, the ability to command your troops/ships.

Look how well the return of X-com did with their tactical battles, they were exciting and challenging (who says it cant be done well). However the strategic game was stripped down to its bare essentials and pretty much on rails, hugely reducing re-playability. Taking down UFO's was SUCH a wasted opportunity, I almost cried

During the early days of Galciv 2 I was very active in promoting Tactical combat and I'm fairly certain that you guys had said that this would be a part of Galciv 3. Well...if you aint doing it, then its a missed opportunity. AND will be detrimental to the sales of the game. Dont get me wrong, it will be a hit. But if you want to create a legacy to rival CIV, tac combat should really (have been) be included at some point. 

Players like myself, who are now leisurely greying, remember the classics (and still play them from time to time )  despair that everything is being watered down, made less thrilling, purely because some focus group or other choice method has ruled out key game elements that made the originals so much bloody fun. There are MILLIONS of us, we have the money, we have the time and if you show us the good stuff we will PAY. 

That said I will still buy the game and have a few rounds, purely because I love the Genre and do not want it to disappear, swallowed by the likes of GTA/AssCreed and all their brethren.

Thanks

Farakh

on Aug 08, 2014

The TC whining just has to stop.  Moo2 was a tactical game to begin with, X-com was also...Galciv was not.  They aren't changing or watering down GC by removing TC.  It was never there, and shouldn't be.

on Aug 08, 2014

Thanks for the update, Frogboy. Bring it on! I say.

on Aug 08, 2014

FROOKIE

But if you want to create a legacy to rival CIV, tac combat should really (have been) be included at some point. 

There are MILLIONS of us, we have the money, we have the time and if you show us the good stuff we will PAY. 

 

In Civ I can throw a unit or stack of units at a unit or stack of units.  In GalCiv, I can throw a ship or a fleet of ships at a ship or fleet of ships.  What is the difference you are trying to illustrate as Tactical Combat?  I can understand someone wanting TC, even if I don't, but this is not a valid argument for it

 

If there were really MILLIONS of you, some marketeer would have found you a long long time ago.  But they know baseless exaggeration when they see it, being masters of the art.

 

 

on Aug 08, 2014

Frogboy, have you played the card game Titanium Wars? The way the fleet combat works is kinda interstesting.

 

Also I'm curious your take on whether going pure DX11 is a good/bad idea? Are there benefits to going to pure DX11 (such as pipeline optimzatoins) that make up for the deficit that for some inexplicable reason people are running their PC rigs on 5 year old hardware. I'm actually a bit angry the Steam Hardware Survey gives such poor data on DX11 vs DX10 usage. I'm wondering if you have any game specific hardware stats you'd be willing to share for say GalCIv2 or Elemental that covers DX10/11 stats?

on Aug 08, 2014

Really HAPPY I'll finally get to see all the shiny goodies we've gotten looks at on the devstreams, AND a week before I was expecting it. Now, what will really make me extra happy is when we finally get the diplomacy in. But I would rather see that start in awesome mode than just get something imperfect.

on Aug 08, 2014


Design Challenges

One of our objectives is for people to have the option to play new "Immense" sized maps where there might be hundreds of empires playing.  We have a lot of different ideas on how to make this work (few people are going to want to have to select 130 opponents to play against).  We might use Steamworks Workshop to allow players to share their custom made players and once approved have automatically added as additional AI players into games where a player wants to play a game with a truly insanely large galaxy.

Sweet sweet sweet sweet sweet!

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