Brad Wardell's site for talking about the customization of Windows.
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 2)
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on Aug 08, 2014

erischild


Quoting 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.

 

 

 

There are millions of us, greying leisured fellows with a history of gaming that spans the last few decades, any argument to the contrary is just a bit silly, hell even Mr Wardell is one of us and we aint dead yet . Who are these high powered marketers you're talking about? they don't exist, you might as well mention the illuminati, at least not for 99% of the games released these days and especially not strategy games (except CIV). And just how are most games of this genre marketed? They are not advertised on telly, I don't think its really in the budget. Industry magazines sure, but to do really well these days its gotta get the reviews and then advertise on the sites with the greatest subscribers, IGN, Gamespot, Games radar etc. Then you have the emails to the userbase you have from previous iterations an similar games, not to forget Steam, a lot can be done there to raise the profile of the game, and then there is good old WOM, thats word of mouth to all you good folks at home. 

Oh and marketing is an art if done right. Love me a good bit of baseless exaggeration

I gave civ as an example of legacy and I gave X-com as an example of how good tactical combat can be. Masters of Orion 2's (MOO2) tactical combat, while pretty easy was hugely entertaining, (cost me a module in my degree back then). I say again, Galciv is the true spiritual successor to MOO2 and THAT had tac combat, AND it was a hugely successful game...so it might just be an idea to add it in

As you seem to be averse to tac combat, Im sure they can have an option to disable it from the game, just for you....and the millions of people jus like you

Anyway...Cant wait for the release tac combat or no

Cheers

on Aug 08, 2014

FROOKIE

Galciv is the true spiritual successor to MOO2

 

Why? Just about every space 4x from the last couple of years has claimed MOO2 as inspiration.

on Aug 08, 2014

AdamTaylor

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

 

Gal Civ's AI crunches numbers in the background while you do your turn. When you click the turn button it almost immediately commences to your next turn! In GC2 it would take 10 seconds max in late game for the turn to advance (for me on huge maps with about 4 or 5 AI).

on Aug 08, 2014

FROOKIE


Anyway...Cant wait for the release tac combat or no

Cheers

 

On that we can gladly agree! 

on Aug 08, 2014

FROOKIE

hell even Mr Wardell is one of us

 

FROOKIE

Galciv is the true spiritual successor to MOO2

 

To quote Mr Wardell..."Galactic Civilizations is not Master of Orion"

http://draginol.joeuser.com/article/88762/Galactic_Civilizations_is_not_Master_of_Orion

 

And I believe that erischild's point was simply that the TC people are a very vocal minority.  

on Aug 08, 2014

Ha just 130?!?! I can beat 200+ AI with a hundred turn head start!

Really I think this will be a real challenge for my grand stellar empire and my way of thinking. My only question is will there be vassal states?

Also wouldn't it be cool you did a immense map with only two civs, or just the main ones? I wonder of it would be harder than fighting 100+?

 

DARCA.

on Aug 08, 2014

Ugh

on Aug 08, 2014

GLORIOUS.

I had thought the "130 AI on a big-ass map" was just some idle boasting, I'm so happy to see I was wrong.

I'm looking forwards to this very much! Also, owning the highest-rated steam review, I may just change my score to "recommended" :3

on Aug 08, 2014

 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.

Have I mentioned recently how great I think Stardock is?

"Truly insanely large." --Brad Wardell, 2014 AD

on Aug 09, 2014

Great news 

I've been waiting for the beta early access to come out. I can't wait to try it. 

on Aug 09, 2014

EleventhStar


Quoting FROOKIE,

Galciv is the true spiritual successor to MOO2



 

Why? Just about every space 4x from the last couple of years has claimed MOO2 as inspiration.

 

Erm, MOO2 was gaming heaven and Galciv 2 was pretty damn close. I had 2 main beefs: No Tac combat and the planetary invasion visuals, which were not up to par w.r.t. the rest of the game (and lets not forget the automated exploration and the fact that the AI could be pretty retarded when it came to developing planets, ok that's 4, but these were minor ones). Nothing else comes even close, that's why its the Goddamn spiritual successor...phew, of MOO2.

 

@ Charon, that was a nice piece, really put things into perspective for me. Man, just thinking about MOO3 makes me want to vom. Draginol was very diplomatic about it, but MOO3 was a festering sore on the arse of space based gaming. Such a wasted opportunity, what a way to kill a franchise. Anyway back to galciv: I get it, its not supposed to be MOO2 (even though it is 90%+ the same thing ) it's something else, leaning towards CIV in a number of ways and Draginol is correct in that MOO/MOO2 were just competing militaries and I'm willing to entertain the idea that this is what made tac combat a greater necessity in such a game and why its not as necessary in a more strategic civilisation building game such as Galciv.

However, I am willing to bet a tidy sum on a hypothetical situation If tac combat had been included for Galciv3 I'm sure you would have all lined up to say what a brilliant idea it was, what a logical progression  

on Aug 09, 2014

IIRC. Galciv came out a bit before MOO

on Aug 09, 2014

I'll add you to the tac com support list I got

on Aug 10, 2014

I just become a founder? I think 

on Aug 10, 2014

Nope I don't see it. I just bought GC3 for $99. How long dose it take to show up?

 

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