Yeah, the other races have their survey ships looking for anomolys as well...however, we're hoping to implement anomoly levels, where a level X anomoly can only be accessed by a explorer ship with survey skill at level X or higher. This way the anomolys will last longer throughout the course of the game, but it's a feature fairly low in priority.
ScottTykoski
Currently the game has only a small number of events and anomolys, since they're just placeholders to make sure the code is working properly :( However, once the meat of the game engine is implemented, some of the team will be put onto "Content Duty" where everything from new Anomoly and Events to Cutscenes will be created. Also, following the beta (I think) we'll be releasing the .Anomoly and .Event file formats, allowing users to create their own. In the end, we hope to have hundr
I think Martok is refering to the newly deigned User Interface that the MOO3 team has to put into the game. From other posts, it seems the ship battles are In-Game..at least I hope so. Those poor guys already have enough pressure on them to change the usability of the screens, let alone implement ship battles this late in the development process. (:(
- And I guess you'll make the ship-info box slide down and hide if there isnt any ship selected currently? (instead of showing all those n/a's) - Actually, I think we had planned on simply keeping the window open until another ship was selected. I had it closing at one time, but it felt like too much, like having the animation play just for the sake of movement. We can change this thought, if everyone feels the "n/a"s look goofy.
Also added to the mix is the recent additions of "Abilities" that each civilization will have, and improve upon, as the game progresses. One such ability will be "Soldiering", which will improve the skills of your troops and up the Att. and Def. values used in the above equation. These abilities will be influenced by both technologies researched, and anomalies explored. If I remember right, Wolfenstein3d also had the player eating dogfood to regenerate health lost by gunshot wounds. I
Yeah, we actually had a canversation about that on Friday. It's definatly in our list of things to-do. That window is called either the Ship Data or the Ship Details window. If refering to the window in advisor mode, its simply walled the "Advisor Window" (nothing fancy, but I think it works.) ;)
There was a time when Autosaving at the start of a new game would autosave, but we changed that so players wouldn't accidentally overwrite an autosave game by starting a new game. I personally would rather have to play the game for a bit before it autosaves, but that's just me. Any comments for/against this decision are welcome (=) ScottT
The game setup screen has been discussed pretty heavily over here the last few meetings, and we have it on our list of screens to tweak/redo. That'll brobably be in the next released build. :) ScottT
Odd. We'll look into this on Monday, but in the meantime, if you could check and see if music comes up for the following screens, it'd help us to weed out the problem more effectivly... -new technology complete screen "the robot screen" -the planet screen (where you select what ship / improvement to build) -explosion sound fx -the invasion screen Thanks! ScottT
(:( I played the game this morning for a bit, and got this problem as the game progressed. It would happen occationally, but i'd be able to get out of if by messing around with my ships' movement. However, once all my ships were destroyed, I got to a point where the turn button stayed pressed and I had to quit the game 'cause nothing I did would "unstick" the button.
:( That's a focus problem with our window handling code. The same thing seems to happen if you're dragging a slider and release outside of the game window. We'll be looking into both of these problems soon.
My guess is the width of the editfield needs to be increased. It's a simple fix...15 minutes tops ;)
We went back in and got the Music Toggle working correctly, so make sure music isn't turned off in your options window. If Music is "on" and you're still having the problem, let me know and I'll give it a look on Tuesday.
No, some anomalys will do your ship damage, or worse, release a fleet of time-suspended drengin battlecruisers into the galaxy. So yes, there will be risks taken in probing an anomaly. With that being said, I really like the idea of anomaly images corrisponding with the risk of getting an negative anomaly event. We could have it something like this... Image / Risk of a Negative Event -Space junk / Low Risk 1/100 -Glowing Meteorite / Medium Risk 1/50 -Space D
With the current build, I think the Component Manager team wanted the games to be accessable primarilly through the CM. I'm sure the stand alone version of GalCiv will be plopping its Icon on your desktop though :)
That was marked as "fixed" on my bug list. I'll go back and see what happened. :)
In the end, we'd like to see well over 20 different Anomaly Icons. As of right now, the anomaly event has no connection with the anomaly animation displayed. However, this can be easilly changed if we want the graphic to hint at what the anomaly could be. Suggestions?
That should be easy to fix...however, it may happen in several other situations...our current conditions for closing the data window are far from all-encompasing. Let us know (preferably in this thread) any other instances when this issue resurfaces. :) Thanks, ScottT
For all those on the alpha testing list, Brad's going to be releasing the Alpha4 build tomorrow. As for those not on the list, I'm not sure if he's planning to add testers at this time. However, you'll be happy to know the Beta will be released pubicly May 1st. It'll include Diplomacy, Trading, new Cutscenes and the beginning steps of the Metaverse (something we'll be needing everyones help on to tweak and make perfect)! We'll keep ya posted. ScottT :)
hahahha That tale of boobery certainly brightened my day. :)
http://www.galciv.com/images/news/315200245642PM1.jpg Sorry, I think we're so used to talking to each other in the office, details tend to get left out when posting on the msg boards. :notsure: It'll be more apparent when the new build is available, but in the lower right corner of the screen we've added a "Ship Details" window that will open when in the galaxy window, but close when on any other screen. It'll store the basic information about the ship, along with: -the
While Cari and the coding crew has been working hard on that side of Gal Civ, the art team has been given the task of coming up with some alien 'extras'. Here are a few of the faces you may find popping up through the galaxy! Take a gander and give your comments. :) http://scripting.stardock.com/galciv_concept/yor_01.jpg http://scripting.stardock.com/galciv_concept/yor_02.jpg -Since the Yor is a non-organic race, we figured it'd make sense for there to be several different va
Yeah, Brad will be back at the beginning for next week, so Monday we should have the newest Alpha out. Luckily, in the last week the team has been able to tackle some glaring crash issues with the game, making the game considerably more playable. Slowdown issues have also been addressed, so what you'll be getting is the "polished" Alpha 3, opposed to the "very rough and ugly" Alpha 3 from last week. :) Again, sorry for the wait, but we're sure it'll be worth it!
Anomalys still have a bit of touching up that has to be done. I was looking over the way the research anomaly works, and needless to say its fairly hackish :( We'll be tweaking already implemented anomaly types and adding new ones to the upcoming build, though. Then, after those, come the events! I cant wait! :)
Er...make that Friday. ;) THe new alpha will be full of new features though. A animated Ship Info Window has been added to the main screen, spice'n things up abit there. We've also got the "smart" window pop-up implemented (the newscreen, event window, and research window won't all pop up at the same time). Also implemented was a easier meathod of moving the screen around (ala Black and White), suggested by graphics guy AlexG. Hope it's worth the wait! :D ScottT