Modding & AI
from
Stardock Forums
Aloha,
Ive been lurking around these forums for a couple weeks now, and I'll admit I'm extremely excited about what GalCiv is bringing to the gaming table. Been a gamer for over 20 years, and as I approach the dreaded 30's TBS has become an increasingly attractive genre for me. However, I have found 2 fundamental flaws that exist in most games of this type: 1) lack of multiple pathways to victory (most are simply wargames, which is fine unless you *claim* that there are mult pathways), 2) unchallenging AI. These are esp pertinent to me since I don't think I'll ever play a TBS multiplayer. The fact that GalCiv developers are *specifically* focusing on addressing these 2 issues brings tears of joy to my eyes. OK, enough gushing -- here are some questions:
1. RE: multiple pathways to victory. In Civ III (for example), you can win via non-military means (without ever going to war) at lower AI difficulty levels, but once you start getting up near emperor/deity, you absolutely need to make military conquest a central component of your strategy (particularly early-game)- even if you're going to eventually launch the shuttle. Will this be a problem in GalCiv? In other words, is there a link between the AI-intelligence levels and the feasibility of pursuing non-military victory conditions? Will cultural/political/scientific victories be near impossible at super-high AI difficulty?
2. RE: modding. I like to tweak/mod my games over time, but something I'm always concerned about is whether I'm simply making the game easier for myself by doing so. I mean, the AI wasn't programmed to deal with this new ship I suddenly introduced into the tech tree, so how's it going to know what to do with it? How will GalCiv address this issue? Example: I want to add a "unique unit" to each civ in the game (will this be possible in GalCiv?) -- will that totally screw up the AI routines, will they simply ignore the new ship, etc.? How will they know to use the ship for attack, defense, exploration, etc.? Will we will required/alllowed to write complementary AI script?
Thanks in advance for any answers. I appreciate that the problems inherent in these questions (particularly #2) are extremely difficult to address, but I'm curious. And one last comment: there are so many things that I think Stardock and Frogboy are doing *right* in the development of this product, I can only hope that other small game companies/independent developers follow suit (i'm assuming the big game companies will continue w/ "business as usual" -- i.e., unfinished game, crappy patch #1, $20 strategy guide to compensate for incomplete manual, crappy patch #2, overpriced expansion pack #1, etc., etc.). Thanks guys.
Ive been lurking around these forums for a couple weeks now, and I'll admit I'm extremely excited about what GalCiv is bringing to the gaming table. Been a gamer for over 20 years, and as I approach the dreaded 30's TBS has become an increasingly attractive genre for me. However, I have found 2 fundamental flaws that exist in most games of this type: 1) lack of multiple pathways to victory (most are simply wargames, which is fine unless you *claim* that there are mult pathways), 2) unchallenging AI. These are esp pertinent to me since I don't think I'll ever play a TBS multiplayer. The fact that GalCiv developers are *specifically* focusing on addressing these 2 issues brings tears of joy to my eyes. OK, enough gushing -- here are some questions:
1. RE: multiple pathways to victory. In Civ III (for example), you can win via non-military means (without ever going to war) at lower AI difficulty levels, but once you start getting up near emperor/deity, you absolutely need to make military conquest a central component of your strategy (particularly early-game)- even if you're going to eventually launch the shuttle. Will this be a problem in GalCiv? In other words, is there a link between the AI-intelligence levels and the feasibility of pursuing non-military victory conditions? Will cultural/political/scientific victories be near impossible at super-high AI difficulty?
2. RE: modding. I like to tweak/mod my games over time, but something I'm always concerned about is whether I'm simply making the game easier for myself by doing so. I mean, the AI wasn't programmed to deal with this new ship I suddenly introduced into the tech tree, so how's it going to know what to do with it? How will GalCiv address this issue? Example: I want to add a "unique unit" to each civ in the game (will this be possible in GalCiv?) -- will that totally screw up the AI routines, will they simply ignore the new ship, etc.? How will they know to use the ship for attack, defense, exploration, etc.? Will we will required/alllowed to write complementary AI script?
Thanks in advance for any answers. I appreciate that the problems inherent in these questions (particularly #2) are extremely difficult to address, but I'm curious. And one last comment: there are so many things that I think Stardock and Frogboy are doing *right* in the development of this product, I can only hope that other small game companies/independent developers follow suit (i'm assuming the big game companies will continue w/ "business as usual" -- i.e., unfinished game, crappy patch #1, $20 strategy guide to compensate for incomplete manual, crappy patch #2, overpriced expansion pack #1, etc., etc.). Thanks guys.