This Week's Progress Report

We've done a lot of updates here internally that we hope to make available to you guys shortly.

Amongst the fixes/updates:

+ We think we've solved some of the more aggravating bugs reported with regards to managing ships.

+ We implemented purchasing of star ships and improvements. So now you can buy ships/imps from one of 4 companies (Bastards, Really awful bastards, Terrible Horrible Bastards Corp., and Microsoft). There are pros and cons to each one (some ask for a lot of money up front and others ask for little up front but require you to pay a lot down the line).

+ The economic system has been better worked out. Star ships cost money to maintain now which should help alleviate star ship swarms.

+ Debt matters - each year you're in debt increases the amount of anger in your population (which affects morale which affects everything). If you go -500 into debt, production stops and you can't buy anything. We are going to actually work hard to make it so that you can be in debt a lot if you choose to, just that you will eventually wreck yourself if you stay in debt too long. I.e. make being in dept very tempting since it lets you spend beyond your means. We'll be playing with this more later. I would like to increase the debt celing to something ridiculous like -$10,000 and then have an interest on the debt and have your civilization slowly crumble the longer you're in debt but have it be a slow process.

+ The amounts make more sense now. In terms of a planet, at start, will only produce a couple of shields worth of things rather than many.

+ Leasing system and processing fully implemented (pain in the butt to implement that).

What needs to be done before the update:

a) Improvements, Ships, and technologies tweaked.

b) Need the AI to be more intelligent about what it researches. Eventually the AI will learn from people who play on Stardock.net - i.e. your strategies when you play can be recorded (optionally) and good players can be contrasted with bad players and what they do right and wrong analysed by the AI and used. Little things like what technologies are best to research and in what order. What improvements should be built and in what order. I'm just too lazy to work too hard on that when there are human beings to learn from. ;) But in the near term I'll have to put in something since the Metaverse won't exist for awhile.

c) Neeed to make sure mouse focus problems are fixed (they weren't today).

d) Other little balancing issues.

e) Fix that robot screen to show something intelligent.

f) Rough in some of the text for the .tech files. once this is done, you guys are certainly free to modify the .tech files if you want to put in descriptions that you think are better than what we come up with. We'll add anyone who helps in this manner to the credits. The GalCiv techs were not created by me or anyone on the team but rather engineers, scientists, historians, etc. who happened to be on the beta team who contributed.

THEN for next week:

Basic (very basic) diplomacy - being able to selectively be at war and peace with people. It'll be very simplistic at first. We just need to be able to start coding the AI and work with the game mechanics so that this stuff is roughed in.

THEN for the week after that:

Full Diplomacy will begin being implemented (it will expand over the next year but you'll start seeing it grow).

The polish and detail issues that have been mentioned here probably won't be addressed until Spring. Our goal is to rough in the basic pieces and then polish and implement fine tuned features over time.

Thanks so much for the time and effort you guys have already put into this. We really appreciate it. We're pleased to see that the game functions on all the different platforms of Windows already.
199 views 9 replies
Reply #1 Top
kudos to the stardock folks. you really have been busy with the stuff we reported.
Reply #2 Top
Wow. I'm impressed. I never thought that you'd manage to have such a fast pace. (Specially after it seems hard to solve the DGM-bugs, but you have different amount of resources for it) This is rapidly getting playable. Uhmmm... Perhaps you guys could make a really short presentation of who's working on the GalCiv and what they're doing? Could be intresting. All these handles/nicks confuse me. LOL

And about the techs...the ones I like the most is the nice and mean ones hehehehe. It should be easy for you to fetch most descriptions from the OS/2-version i suppose? Hmmm were there descriptions for Imps/Wonders in the os/2-game? I dont think so...but that may be something to look into. It'd be nice to know little more about each imp, doesnt have to be much, just a sentence or two.
Reply #3 Top
Say, where are the instructions? I'm staring to think you all are playing based on your previous experience so you *know* what to do. I'm looking at the screens and not always seeing what might be the obvious thing to do... ;)
Reply #4 Top
never played befor myself. pretty straight forward if you ask me
Reply #5 Top
I would enjoy being able to zoom in and out on the main screen area. I get lost sometimes. The little "key" area display top right goes away and doesn't always come back when I'd like to get my bearings. Not clear to me if I can get that back on demand, so a zoom function might be good.
Reply #6 Top
I've had the experience several times, that my ships get confused and starts moving in all kind of directions.

Also I had a ship (defender) getting misaligned to the grid after combat. It was a pain to move, since I could only catch it by clicking "Find" until it was selected again.

Last, a suggestion: Would you consider implementing a line between a ship and its destination - perhaps only visible when the ship had focus?
Reply #7 Top
Another issue is the sliders on the Economics Screen:
1) There's a rounding off error, making it possible for you to have 41%,30% and 30%.
2) They get out of sync with each others.
3) The arrows doesn't work.

And the small detail that when you set two areas to recieve the same level of funding in percent, one might still recieve more funding cash-wise.
Reply #8 Top
Yes, I noticed the confusion, too. Although it only happnened here, when the fast switching bug occured. Then all my ships started heading to two point in the galaxy. Especially annoying when that fast switching bug happens in a few successive turns.

Economic screen ... the percentages are not so important. They have no real effect after all, though it'd look better if the sum is always 100.
The arrows actually work, well 5 of 6. All down arrows perform as the up arrow should, all but the first up arrow, as the down arrow should. More amusing than anoying, IMHO.

I noticed the discrepancy in ersources, too. Also that the absolute amount changed, depending on how the percentages were distributed. But it may have been because of the bonuses (both race and social projects).

It would also be nice to see, how much bonus every resource (military, social, research, moral) gets on each planet. And have an overview over all your planets, displaying the important characteristics (with ability to sort for each value).

Another thing I noticed in one game, was that none of my planets could get above IIRC 249 points for social projects (100% allocation). I had build every project, including all super projects, but the value never rose above that. Is that a natural limit (depending on race advantage and so on) or an artificial one?

Reply #9 Top
That reminds me, there was a bug I fixed yesterday where the amount of NET income was off by a couple of $ per turn.