GC: Altarian Prophecy Beta 4 (1.49J)

We put up a new build today of GalCiv Altarian Prophecy for those of you who have Drengin.net. http://www.drengin.net.

We implemented some fo the changes we had talked about for being in the base GalCiv 1.21 here.  Let me discuss some of them here.

1) I made it so that minor races no longer build trade goods. This will have a definite change on the game both making it easier and harder for players depending on their strategy.

2) Starbases are now MUCH cheaper to build. I think the base cost is $150 instead of $200. But you get X number of them for free based on the size of the galaxy where X = radius of the galaxy. (12 x 12 galaxy would be 6 free star bases).

3) HOWEVER...certain modules now cost $$ to build. Mainly low level ones that make a big difference early in the game or can be used as an exploit.

4) Modules have also been tweaked so that they're more spread out and mroe orderly (battle stations requires turrets now for instance).

5) Defense modules have been strengthened at higher levels so that they should survive better later in the game.

6) Influence has been changed in how it claculations. THIS WILL NEED PLAY TESTING. Previously it worked as follows:

You had Sector Influnece X. And # of Starbases in sector Y.

It would then go through a loop and say X = X+ X*Starbase[Y].InfluenceModifier

Do you see what that would do? The more starbaess you had doing influence, the more powerful it would get.

Now it changed to this:

We add up the total influence bonuses FIRST and then mulitiply it later. This will dramaticlaly change influence pumping in the sense that you'll want to pump up fewer starbases more rather than have more starbases with fewer cultural enhancements.

Now, for Altarian Prophecy players:

WE NEED YOUR HELP: Please play the campaign. We need to know what works for you, what doesn't.

And as if that wasn't enough, Stardock Central has undergone a great deal of work to try to make it faster and more reliable when downloading and gathering things. But wait, that's not all, a whole new version of SDC is in the works with a much cleaner interface. But hopefully the days of  "I cna't find GalCiv on SDC" will soon be over.

You will probably need to go to tools->Check for updates to make sure you have the latest one. Make sure you have SDC v1.3.

2,432 views 63 replies
Reply #1 Top
Thank you for the info Frogboy. I want to say thanks for the list, the updates, and for listening. Far too few games do. And I personally appreciate the new updates! Look forward to trying it ASAP. Quick question: could we have a list of the $ modules? or should we play and find out for ourselves? I can guess culture palace modules, but I am unsure of the others.
Thank you Frogboy, and thank you Stardock!
:CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT:
Reply #2 Top
We add up the total influence bonuses FIRST and then mulitiply it later. This will dramaticlaly change influence pumping in the sense that you'll want to pump up fewer starbases more rather than have more starbases with fewer cultural enhancements.
End of quote


I imagine this was always the way it was supposed to be. It makes more sense.

Bill

~SDC~
Reply #3 Top
Quick question: could we have a list of the $ modules?
End of quote


I guess that a look in the file coremodules.sbmodules at items where ModuleCost has a value will give the answer :)
Reply #4 Top
Since starbase modules are more expensive, and starbases are more valuable, how about changing the starbase icon depending on how many of each type are installed? Right now, the icon only changes a little as more modules are installed.

Specifically, a special icon for a maxed starbase would be nice. You should be able to look at starbase and tell if it has the maximum defense or +production modules installed.
Reply #5 Top
Just a note on the campaign. Its seems a little strange that you start researching from scratch again in each campaign scenario since these are meant to follow each other chronologically. However, I can see why it might be important for the gameplay aspects.
Reply #6 Top
On Kevin the Kitten's note: I agree somewhat and disagree as well. Most games with missions are designed for a tech buildup as the game progresses, you have a top to research and each mission, you start below that cap and work to a new cap. While I suggest in no way that GalCiv should copy other games, perhaps the games should have no limit on tech, but as you progress, you get a lower minimum. Just an idea, Kevin has a good point.
Reply #7 Top
I think that if you want a campaign that way then write it that way... (not sure though) .. in most games AOE, Warlords, etc its the same as it is in GalCiv.. each new scenerio you have to build up to the new techs from scratch...

I agree that there scould be at least 2 forms of campaigns... one a tutouial type where you keep going over all the techs expanding your knowledge.. and the other progressive type... progressive types should also have some established bases / planets starbases, ships etc.. in differing stages od completion.. including at higher levels overpopulated planets etc... damaged aships, existing diplomatic relations, opposing parties in poewr..

another think i'd like to see in AP is fixed anomolies.. eg: worm holes (for traversing of the galaxies) that don't disapear when you find them...


Reply #8 Top
It would then go through a loop and say X = X+ X*Starbase[Y].InfluenceModifierDo you see what that would do? The more starbaess you had doing influence, the more powerful it would get.Now it changed to this:We add up the total influence bonuses FIRST and then mulitiply it later. This will dramaticlaly change influence pumping in the sense that you'll want to pump up fewer starbases more rather than have more starbases with fewer cultural enhancements.
End of quote

That was all that had to be done to SBs since people exploited it! No Distance-Limits, no Build-Costs, only that change!

Me and several others have told you time after time.

Well, good that you finally made it as we wanted it to be!
;)

Ah, well and as for SDC...

I havent counted the times this thing did update itself whenever I was checking for a GC patch.

But now, where I have to DL a big file (Altarian Prophecy Beta) I noticed that there is no pause and resume after all the updates!

I only have 56k Dialup and I use to use Getright for files of this size. And while SDC has a brilliant Download Speed it's annoying that you cannot resume.

I have to block the line for at least 1:30 but more likely 2-3 hours to get AP...

If you have the Knowhow to give SDC a resume feature please implement it for the sake of all dialup users you want to keep/get as customers!
Reply #9 Top

You can resume. It just doesn't explicitly say pause. But you can close SDC and come back the next day and it'll resume.

Believe me, I've used that feature a great deal. I downloaded the whole game over my cell phone connected laptop once over a period of a few days.

Reply #10 Top
SDC resumes downloads.. it checks to see what files then continues

Reply #11 Top
LOL frogboy beat me to it... LOL
Reply #12 Top
If you have the Knowhow to give SDC a resume feature please implement it for the sake of all dialup users you want to keep/get as customers!
End of quote


SDC has always had a resume, although it has a few quirks (it doesn't always estimate the total to download correctly when resuming and it deletes other partially downloaded installs/updates, if any, when it completes an installation or update (this is making it difficult to reinstall the multimedia on my new computer...GalCiv and/or AP update faster than I can download 380MB of bink movies and MP3 music over 53.3kbaud dialup)).

The resume is simply transparent. If there is a partial download there, it always resumes.





And for another bug:

The Campeign Scenerio 'Of The Korx' often fails. It correctly checks the victory condition, that Vol is no longer under Korx control, but it doesn't always actually create Vol or place it under Korx control, so the scenerio can sometimes complete on turn 1.
~SDC~
[Message Edited]
Reply #13 Top
Hmm....I don't know why it wouldn't always do it. I'll have to look into that.  But this sort of thing should really be in the bug reports thread.
Reply #14 Top
To everyone at Stardock: I've only played about 20mins of AP so far, and all I can say is WOW :SURPRISED: ! Congrats on a terrific looking game! I'm sure there are bugs I haven't found yet, but so far AP in unbelievable! :D
Were I the "Powers That Be" over there, I would make every effort and take every risk I had to to get this out there and on the shelves!
There is no doubt in my mind that you have locked up some 2004 Game of the Year Awards already! :CONGRAT:
Thanks Again for what promises to be a Great game!
Reply #15 Top
JT - was it you who was trying to get AP to run in a window? It still works if you run the galciv.exe directly, instead of using the loader. Use the w switch and be at 16 bit color depth, just like before. :)

Bill

~SDC~
Reply #16 Top
Autosave does not work with campaigns? I finished scenario 1 but there was no autosave. Do I need to specifically save scenarios in a campaign?
Bob
Reply #17 Top
Me too. I got a CTD and when I restarted the campaign I was back at the start of the mission not where it crashed. Loading the autosave from the menu gave me an old game.
Reply #18 Top
Last night I got a CTD, and this morning when I went to play the campaign I was on level 3 (I haven't beat level 2 yet). I ended up losing because for some reason the difficulty was too high, and when I hit the campaign button to start again I was back on level 2.
[Message Edited]
Reply #19 Top
Influence and starbases seem to be nicely balanced now.

Good job,

Paul.

~SDC~
Reply #22 Top
Frogboy - Good job - Stardock is continuing to put out quality products.

:CONGRAT: :CONGRAT: :CONGRAT: :HOT:
Reply #23 Top
Robert Viener and Kevin the Kitten,

when you click campaign on the main menu there should be a small "reset" button in the lower right hand corner, this will allow you to load autosave and in game saves (campaign save games have their own save-game folder)
Reply #24 Top
1) I made it so that minor races no longer build trade goods. This will have a definite change on the game both making it easier and harder for players depending on their strategy.
End of quote


I have mixed feelings. I guess it makes it easier, but it makes the minors even less useful. With all the recent changes to minors, I'm starting to wonder why they even exist. Especially those useless ones that pop out of nowhere late in the game creating a new habitable planet that they can't hope to defend. They're a joke.
Reply #25 Top
Especially those useless ones that pop out of nowhere late in the game creating a new habitable planet that they can't hope to defend
End of quote


You can sell tech and trade goods to later minors ;)