Currently the Beta is available to users of Drengin.Net, and next week a build will be put together for those who have purchaced GalCiv stand alone.
ScottTykoski
Yes, the turn button has become a major thorn in our side. We want to disable it when the alien ships are making their moves, but for some reason it like so stay disabled on occation. Cari and Brad have bother taken charge of that problem, and it should be worked out shortly. Thanks of the report, and let us know if it happens again! ScottT
Hi Aeam! Let me go down the list and answer/comment on what I can. "The ability to queue research projects should be put into the game. " - The reason this isn't in deals with Brad's philosophy that Future techs can't be known by a civilization until the prerequsite techs have been fully researched. A queue without all the techs listed would require the player to edit the list whenever a new tech is completed, kinda defeating the purpose. We could, however, simply add new techs to th
Agreed. That should be a painless addition to the sector map, and greatly add to the usefulness of the ship list. I'll get AlexG right on it! LOL
If you could, send the zip to [email protected] and I'll take a look at it. We've reciently updated the ship orbit handling, so hopefully the problem will be fixed. If not, we'll figure out what's wrong.
It's on our list ;) Just further down than other features. We'll try and get it in by beta.
"String not found" is when there's an error reading from the string tables. I'll look into anything funky that's happening on the code side. Drop a post if a fresh install does the trick.
We'll try our best to get the submit screen popup code to work its way around firewalls by this thursdays' build. Also, expect to see some new content in the way of improved domestic policy screens! :D
We've reciently fixed that problem. You will now be able to hit the space bar again to auto-invade...skipping the animations entirely. Also, we've fixed to code to speed things up depending on how many soldiers are on the screen. This should make invading less of a chore and more enjoyable :) like invasions should be.
I've run into this as well. Sometimes windows will grab ahold of the mouse messages and never let them go...a major problem when it happens to the sliders. Most of the time it happens if a control is being pressed and the mouse button is released outside of the GalCiv game window. I don't know how this could happen when the Drengin build is full screen, though. :notsure: Are you by any chance using duel moniters?
We'll be dealing with that issue before the beta. Adding a "Ships in Orbit" window heading and a "Lauch" button will hopefully make things more intuitive.
The current formula is pretty basic...I think it's the average of your military, population, economy, and techological averages. For the beta we'll be implementing a new score formula, at which point all current scores will be wiped from the metaverse. That score will be something like... (GameDifficulty * SizeOfGalaxy * (Player01 * Intelegenceo1) * (Player02 * Intelegenceo2) *... * (Player05 * Intelegenceo5) * sqr(HistoricalPopulation) * VictoryCondition ) / CurrentGameYear W
We're going to be working on optimizing load time at the beginning of the game. As of right now, I think a mojority of the used GFX are being loaded on startup. That was fine-and-dandy when we had only 3 screens implemented, but the pause has become quite noticable. Also, since player input is stored while the game is loading, a key press or mouse click during the "pause" will cause the movie to skip as soon as it begins. This should be fixed though when we deal with the loading issu
"ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ" is never a good sign. It looks like the game was attepting to perform an auto-save but something went haywire in the process. We'll keep an eye open.
The current invasion screen is just a place-holder. You'll be seeing the "final" Invasion screen (posed above) in the next build.
The traderoutes are scheduled to be a key part of the game by Beta. Trade Goods will be in soon after...though they may also make it into the beta if things go smoothly (Which, of course, I hope they do!) :)
Blah...it's probably with the wacky "Warphole" anomaly type. We'll be fixing that pile of crap code this week ;)
Yeah, it should definatly end AFTER researching the FInal Frontier Tech...we'll have to look into that. Another technology that will complete the game is the "Beyond Human" tech, I do beleive. Not sure if there's more :notsure:
Should be early this week...there's an internal build of Alpha 8 going around. It has some significant changes in the game loop, so once that's working correctly, we'll be releasing it on Drengin for you guys to test out. Oh, and it has an Improved Invasoin screen that I'm quite psyched about! We'll keep you posted!
Thanks Sander...anything else you want to see in the game, you greedy feature-whore? ;p
Yes, if all goes according to schedule there will be pirate class ships randomly poping throughout the galaxy (Brad hasn't talked about them for a while, but I'm almost positive they're still planned).
Probably not...the game is currently using a 2d sprite engine. However, we've talked about releasing a graphics utility where you can make your own ship images from pre-rendered bitmaps, then upload them to the web site for others to DL. However, this is a ways off. :(
We had talked about having anomalies move at one point, but as of right now they are stationary. Surrounding a higher class of anomaly could prevent other races from stealing a potentially great find. As paul pointed out, though, the defenders would stand little chance against the current flag ships. We are going to be doing a great deal of play tweaking on that matter, and as of the last meeting i think the flag ships are going to be changed back to survey ships. I like the idea of the flag
Solitair: I imagaine the player will have to move their survey vessel into the anomaly, then a popup will tell them its level. However, we'd try to make the anomaly animation clue the player to the level of anomaly. A huge animation (80x80) would be a level 5, where as a small animation (10x10) would be a level 0...making the trip over to the anomaly less necessary. OUTgunned: Yes, limits on player-crafted events will be necessary. That's something I bring up in the meeting today. <br
http://cube.ign.com/articles/360/360739p1.html While, yes, its another no-brainer (no Nintendo console is complete without a Zelda game), the new "Legend of Zelda" for the GC is shaping up pretty nicely. It sports a super polished cel-shaded engine, making it look better than most saturday morning cartoons I''ve seen lately (in my opinion)