Ashes of the Singularity: Escalation v2.03 changelog (Released 1/26)

Published on Tuesday, January 10, 2017 By Brad Wardell In Ashes of the Singularity

**RELEASED 1/26/17**
 

Balance

  • Eliminator Turret damage increased from 1000 to 2000
  • Starburst Turret damage increased from 80 to 200
  • Artemis logistics cost increased from 6 to 8
  • Thantos sight radius increased from 500m to 800m
  • Athena HP reduced from 2000 to 1200
  • Engineer build time increased from 25 to 26
  • Strategic Bomber cost increased from 120 metal to 480 metal
  • Strategic Bomber cost increased from 800 rads to 1200 rads
  • Drone Hive shield recharge reduced from 2 per sec to 1 per sec
  • Mauler max shield increased to 1200
  • Mauler rad cost increased from 60 to 80 rads
  • Destructor logistics cost increased from 4 to 8
  • Substrate Constructor build time increased from 24s to 26s
  • Punisher radioactive cost increased from 240 to 280 rads
  • Punisher shields increased from 800 to 1200
  • Dominator build time increased from 50 to 60 seconds
  • Barrager turret build time increased from 100 to 120 seconds
  • Artillery turret rad cost increased from 180 to 240
  • Artillery turret build time increased from 120 to 180
  • PHC Refinery HP reduced from 1500 to 800
  • PHC Quantum Relay build time reduced from 70s to 60s
  • Air Eliminator Turret Rad cost increased from 270 to 600 (this is an end game ultimate air defense)
  • Air Eliminator Turret build time increased from 120 to 240
  • Sky Ender Turret build time increased from 80 to 240
  • Sky Ender Turret rad cost increased from 60 to 600 rads (this is an end game ultimate air defense)
  • Increased Caregiver logistics from 3 to 30
  • Harbinger shields increased from 600 to 4000 (designed to be an incredibly resilient air unit)
  • Harbinger rad cost increased from 800 to 1200
  • Caregiver vision increased from 500m to 1000m

Graphics

  • Added unique icons for AA and Mixed Turrets
  • Made the attack-move order preview in strategic view red
  • UI now displays the proper cooldown percentages for "custom" cooldown lengths.

Bugs

  • Fixed a crash with when updating Constructor orders.
  • Athena weapon effects are now properly aligned with its weapons.
  • Smartie missiles now use all of its tubes.
  • Fix issue with "Paranoid Android" achievement that prevented it from being completed reliably
  • Fixed a crash related to selecting a specific unit within a formation
  • Units will no longer stop moving if their destination region is captured before they arrive.
  • Typo fixes

Missions

  • Europa: Give bonus logistics to cover cost of free Dreadnaughts
  • Betelgeuse: Added additional Artemis waves
  • Yorkshire: Fixed a camera related crash
  • Lagoan - adjusted Aviary dialogue

MULTIPLAYER: Escalation Browser

Published on Wednesday, December 21, 2016 By Brad Wardell In Ashes of the Singularity

Any of you interested in multiplayer (ranked) you can download and run this:

 

https://1drv.ms/u/s!AuBwidOf1nOuh8BZj1JtIO3PT5blGw

 

Basically, you run this and it goes into your system tray.  When there are ranked games available for you in your region, it will notify you.  Then, just load up Ashes and join the multiplayer queue.

Future updates will let you launch and go right into the queue, this is an internal alpha.

Do not distribute this link as it's just a shared OneDrive link.  We'll be updating this as time goes on but it's a super handy tool for those of you interested in MP.

 

 

DEV Diary: Ashes of the Singularity: December 2016

Published on Sunday, December 18, 2016 By Brad Wardell In Ashes Dev Journals

 

Radioactive Extractor

 

In Total Annihilation there’s a map called Caldera’s rim.  It’s a huge naval map with bits of islands in it.  That’s where I want us to eventually get in terms of battlefield flexibility.

Check these screenshot from a mod of Total Annihilation:

image

 

Let’s break things down into bite sized chunks to understand what we have today.

 

We want Ashes to become the ultimate RTS game

There are a lot of things we have to do to get from where we are today to where we want to be. But we’ve already done the hard stuff first. We have the engine.

Step 1: You need the engine

Making an RTS engine is hard.  That’s why until Ashes of the Singularity, it had been many years since someone has made a new one.  And it is non-trivial.

I wrote about this earlier this year for IGN. If you’re interested in the technical breakdown. go here.

Broadly speaking, a next-generation RTS that wants to compete with Ashes will have to develop an engine to do it.  The Nitrous engine.

PC World investigated this claim earlier this year. You can see their results here.  The short version is that having a core neutral GPU engine is very hard to develop and Nitrous is the first and so far only one we know of that has shipped a game that does it (though Frostbite might be there).

So we have the engine.

Step 2: You need the gameplay

The original release of Ashes was an impressive, albeit limited RTS.  With a fraction of the budget of Planetary Annihilation and around 1/17th the budget of Supreme Commander, it’s a tough haul to compete.  But our plan is long-term.  The ugly fact is, the RTS market is small and you can’t spend a huge amount on an RTS up front if it’s new IP.

Escalation was a big step in the right direction for serious RTS players and lets us move the base game into being an introduction to the genre.  But we still need a lot of core RTS features:

  1. Replays
  2. A Solid Modding Suite
  3. Lots of UI customization
  4. Lots of power user interactive features

None of that will come quickly.  Replays is just about done. Steamworks sharing is almost done.  But we’ll talk about the modding in the next section.

Step 3: You need the content

And this is the biggest challenge for us.  Content is expensive and we live in an age where someone can just buy Supreme Commander: Forged Alliance for $5 on a Steam sale which has years of added content.

From here to there

First, we have to decide what the ultimate Ashes RTS needs to have.  No one will agree on this so I’ll just give you what I think it will have and as always, my opinion is subject to change based on persuasive arguments from players and this is all just my opinion obviously:

image

(click to enlarge)

First, yes, it’s totally inappropriate for me to even engage in a public comparison like this.

Second, yes, it’s even dumber to argue that competing games are objectively better than your own game.

Third, many of the weaknesses of a given game are either design choices or budget choices.  The relative budgets of each game translate into more green wins.

But I’m still going to do it since I’ve worked closely with the developers of the other games over the years (Stardock was GPG’s publisher, Blizzard’s contracted expansion pack maker for StarCraft: Retribution, and we’re friends with the UberE team).

Let’s break these down into the areas that are on our radar:

Differentiated T3s

As part of a future tech tree update, we will want to let players do a lot of interesting things with the different T3s.  We may eventually change the way T3s upgrade where you don’t pick their upgrade when they level up but rather they get a general bonus with their specific coolness chosen at the macro level as techs.

We also have two new T3s per race in development.  I’d like to see these out in the Spring time.

The new T3s will be available as a free DLC to existing players.

Differentiated T4s

Ashes currently has no T4s.  This will come in the form of Juggernauts with 3 per race.   They’re a very late game unit.

Differentiated T5s

We have none of these in development but think “doomsday weapons”

Multiple Paths to victory

Right now we have two.  But we would also like to have a turtle based victory path as well where they can build something that slowly spreads across the land. 

Interesting secondary terrain

So this would be ocean.

Good modding support

This is where we need to work with modders.

With Sins of a Solar Empire, we have the Galaxy Forge.  For Ashes, we’ll need to create a new Forge tool.  You can see http://forums.sinsofasolarempire.com/forum/443 to see what Sins modders do and http://www.moddb.com/games/sins-of-a-solar-empire-rebellion/mods to see some of the great Sins mods.

SWRequiem254-ISD_Brightness_Exam-1

Sins: Star Wars

image

Sins: Star Trek

So let’s break that down:

image

Here are things we have to make:

image

Easy way to manage mods in game (we have to mess with the directories on the disk ourselves)

 

image

Some sort of particle editor (we do this by hand and C++ right now)

 

image

A tool that converts FBX files into OXModels (we have a special build of the game that converts them for us)

 

image

A UI editor (we currently modify this by hand)

 

image

Support for Substance Painter (we currently modify our materials by hand)

 

image

A way for designers to modify terrain easily (we currently have to edit files by hand)

 

All of this is doable. It will just take time and money. So we have to carefully pick what we do first.

Great single player replayability

Ours is good but not exception.  Here is what I think we need to do:

 

image

Current Ascendancy wars

image

Future Ascendancy Wars

I think the current Ascendancy Wars button should get renamed to Campaign and Ascendancy Wars call up a map of the galaxy (or at least the Orion sector) with thousands of worlds on it with you versus several AI factions.

Different worlds would give you wealth and you could use that wealth to buy more Quantum Bandwidth that would let you basically set up defenses on worlds so that they are harder to take.  Some worlds would unlock skins and other special goodies that would get added to your account.

Great Multiplayer community

Our community is great (the people). There just aren’t enough of them.

One thing we’re going to do in the next couple weeks is release an external tool that will make it easy to see when the queue is busy and let you chat with people from outside the game.

image

External Singularity Community app

That’s the near-term boost we can do.

The longer-term version will require some more thought.

Replays

These are just about done.  We have them internally now though.

Good Economic / Strategic Depth

I think this will require 1 or 2 more resources along with corresponding units along with a tech tree.

Good base building

See above

Interesting technology choices

see above

Long-term replayability overall

That will require a third and 4th race along with additional locomotion units (crawling units, tracked units, etc.).

BTW, gravity channeling units cannot go on water any more than a Star Wars landspeeder could go on water. It would sink.

 

How you can help

The speed in which we can do all of the above is largely based on how many engineers and artists I can assign to it.

Broadly speaking, I’d love to see us hire 2 full time engineers and then assign 2 of our existing full-time artists just to implement the above.

That’s a $40k per month burn rate.  The sales will support this.  However, where we need help is in evangelism.  Making sure people know about this game and how it’s evolving.

Participating on the forums and telling us what you want to see will help us prioritize.

Just your presence in the community helps.  We’re in this for the long-haul (at least until 2022 anyway, then we’ll see where things stand).

 

 

Concept Art

pod3_doodle renders_2_14 PHC_Pod_mk1_DuelAutocannon

All_Posthuman_Units2_greyPaintedAdjusted_Tom Ship_brainstorming_021914_01 Ship_brainstorming_030314_01

DEV DIARY: GalCiv III December 2016

Published on Saturday, December 17, 2016 By Brad Wardell In GalCiv III Dev Journals

Galactic Civilizaions III - Vertical

By now you should have version 1.9 which is easily the biggest update to the game since its original release.

When I joined the GalCiv III team last month, I did a thorough inventory of the code base and decided to focus on 3 things:

1. The AI
2. The Performance
3. The memory use


## Results ##
The result was 1.9. I've seen a lot of feedback on it. Mostly good. There's some complaints that the galaxy sizes are a little smaller. This is true, I did make them a bit smaller but I made the number of stars and planets available much much higher. In response, we are going to restore the absolute largest sized galaxy. I just personally don't like the pacing and didn't think others would care if I made the absolute size smaller if I was giving them more planets to play on. Clearly I was mistaken. It's no sweat to increase the largest sizes.

 

## Whining ##
Some people have contacted us to complain about how much I've been complaining about the game and that I am hurting the game's reputation by complaining.

First, let me say that we are grateful that our fans love the game so much that they want to defend it from me.

Second, Galactic Civilizations has been part of my life for over 20 years. I wrote the OS/2 versions back in the 90s and designed GalCiv I and GalCiv II and wrote their AIs. So I do care very much about GalCiv.

Third, just because "other games" have bad AI doesn't excuse GalCiv III from having bad AI. It was unacceptable and had to be improved -- a lot. On larger maps, I would go as far as to say the AI was just plain broken. It couldn't effectively expand beyond a certain point.

The issue with non-expanding AIs is a scourge on the 4X game development community. It has to do with turn performance. The reason most of these 4X game AIs are terrible is because of perf concerns versus what is considered "good enough".

But we live in an age where people 4+ CPU cores. The AI should be doing your taxes while crushing you. So while the 1.9 AI doesn't do your taxes, it does make a lot of use of your CPU cores.

Those playing the game no doubt noticed the pretty massive perf differences. I didn't optimize anything. I just made the game use your hardware a lot better.

 

## Words and Deeds ##

I thought it pretty important that 1.9 get out before Christmas. Last month I wrote out a litany of complaints about the game. But talk is cheap. I wanted the players to know that we weren't just aware of things we could improve but that we could address them quickly.


## What's next? ##
There is more to do. Some of the memory optimizations resulted in some changes to the way lighting is handled so we need to make some aesthetic changes. Not a big deal but needs to be done.

I want to get the Administration feature in. Just not sure the best way to do it that doesn't require a ton of UI work.

 

## The upcoming expansion ##

The big expansion people have been waiting for is about 75% done now.

It will be handled as a DLC mainly because people threw a fit when we made the Ashes of the Singularity expansion a stand-alone and we don't want to go through that again. So we'll figure out some way to take what is, essentially, a new game and make it DLC.

Broadly speaking:
- Espionage
- Interactive Invasion system with real strategy involved
- New Economy (no more wheels, something much much better - micro managers can micro manage and macro managers can macro and once you see it, you will be mad for no one having come up with this obvious in hindsight system before)
- Civilization Builder (Make whatever civilization you want, assign ship designs, dialog, etc. to them and share them, the AI will use it all).
- Living galaxy (the lifeblood of the galaxy will be visible)
- Tons of other things
- New campaign (of course)
- New tech tree system

Like I said, it's basically a quasi-sequel disguised (and priced) as a DLC. We will be announcing it next month. Suffice to say, we think this expansion will raise the bar on what people will expect in their 4X games (not just space) and some of the features are things that will become expected in 4X I think as they are too obvious not to have them.

That's all for now.

GalCiv III v1.9 continued updates

Published on Monday, December 05, 2016 By Brad Wardell In GalCiv III Dev Journals

image

We have an opt-in of GalCiv III v1.9 already out.  We continue to update and respond to feedback on it.

Here are some changes I made:

  1. Diplomacy tech affect to diplomacy ability increased from 0.5 to 1
  2. InfluenceMinToClaim increased from 0.33 to 8
  3. InfluenceRadius root reduced from 3.25 (^0.325) to square root (^0.5)
  4. Eliminated the Influence Bell Durve target divsor
  5. Influence fall off is increased from -0.3 to –10
  6. Capital Influence per turn increased from 1.5 to 3
  7. Colony Influnece per turn reduced from 2 to 1
  8. Removed the faction ability bonus from the Diplomatic Office
  9. Removed all faction ability bonuses from starbase modules
  10. AI is much MUCH smarter about detecting cultural flipping strategies
  11. AI is much better about detecting fast alliance strategies
  12. Colonies now instantly update when you rush bulid to show the effect of the new building.
  13. Players start with no area of influence for the first turn
  14. Influence now grows more organically over time

There were some exploits (or ones I would use anyway) that I removed.  For instance, if you built enough cultural starbases, you could get an insanely high diplomacy score.  Same was true for early game trading and other diplomacy techs.

I also changed it so that you start out with zilch on-map influence on the first turn. It quickly grows but I wanted to be able to convey to players that influence is not a right but something earned.  If you don’t build stuff to increase your influence, it won’t grow far.

I fixed a pet peeve of mine. When I build something on a planet, I want to see the stats update right then. 

The next thing on my list is the small empire / administrative resource that will control not just how many starbases you have but a lot of other things. I am trying to get that in today.

A sneak peek at Ashes of the Singularity 2017

Published on Sunday, December 04, 2016 By Brad Wardell In Ashes Dev Journals

It’s amazing how much Ashes of the Singularity has changed in just a few months.  It was only released back in May and here we are in December as I write this and it’s undergone a lot of changes.

Below I want to outline some of things we have on our plate for 2017:

T4s

Next year we’re going to introduce Juggernauts.  These are T4s

image image image

 

The T4s will be to the T3s what the T3s are the the T2s.  They will be substantially bigger than T3s and move correspondingly slower.  Very few games will see these units show up because they will cost so much.  The PHC and Substrate are scheduled to receive 3 each.

New T3s

We intend to provide 2 more T3s for both the Substrate and the PHC. 

If you look at the current crop of T3s, you can see the gaps already in each faction’s procurement.  The war between the PHC and the Substrate has required each side to learn from the other.

New T1s

The PHC will be receiving the Havok probably in early Winter if all goes well.  The Havok is an expensive, fast, short-ranged but deadly frigate. It is designed for raiding across the map against those who foolish expand too fast without fortifying at all.

The Substrate, by contrast, is scheduled to get the Hypnotist, a T1 that does no damage but instead will stun enemy units for brief amounts of time.

How much?

All of the above will be released as FREE DLC for both players of the base game and Escalation

Expansion 2: Tides of War

The second expansion’s release date is very much dependent on where Star Control: Origins is.  We have a lot of engineers and artists on Star Control right now but if we’re running ahead of schedule we are hoping we can get to Tides of War by end of next Summer (no promises).  Tides of War will be handled as a DLC (i.e. not stand-alone) for Escalation.  The current plan is to introduce 7 naval units per faction along with maps with water on them.

Hints on the third race:

If you played the Escalation campaign, you already know the third race and the fourth race is alluded to.  When will they show up? That is heavily dependent on sales + engineering/art resources being available.  Neither the third or fourth races use gravity channeling.

Stardock Magazine: December 2016 feedback thread

Published on Friday, December 02, 2016 By Brad Wardell In Stardockians

If you don’t already have a subscription to Stardock Magazine, you can join at http://www.stardock.com/subscribe

My Twitter ID is https://twitter.com/draginol

Our Twitch channel is http://www.twitch.tv/stadock (please subscribe there or they will beat me!)

Some screenshots:

image

WindowBlinds 10.5

image

Stardock Launcher

image

Fan shot of Escalation

image

image

Massive AI created fleet thanks to the new AI update.

 

The magazine will be going out by Monday!

Better AI through humanity!

Published on Wednesday, November 30, 2016 By Brad Wardell In GalCiv III Dev Journals

One of the best ways we can improve the AI is to get more ship designs into the game that the AI can evaluate.

These should be ships with weapons, defenses, etc. already on them.

in your \documents\my games\galciv3\designs  you will find your ship designs.

What we are looking for are designs for the each race (Drengin, etc.).  No mods. 

We can then put these ship designs in with the main game and the AI will use them if they are better than the default ones (Which they probably are).

Just ZIP the ships you want to share and link the dropbox in this thread and I'll check them out for inclusion!

Thanks!

GalCiv III v1.9 Changelog

Published on Tuesday, November 29, 2016 By Brad Wardell In GalCiv III Dev Journals

[[RELEASED]]

 
 
This is an opt-in patch:

To enable the patch, please do the following:

  • Select Galactic Civilization III in your Steam Library list
  • Right-click and select Properties
  • Select the BETAS tab
  • From the dropdown, select opt-in and click Close (if you don't see this option, restart Steam)
  • Steam should pull down the changed files; if you ever want to go back, do the same as above but select default

Please note: The opt-in is an early preview of the next update and you might experience bugs or other issues. We encourage players who try the opt-in to report any issues to the support forum or via support ticket so we can address them.

Optimization

  • Memory: introduced new texture compression for planetary and ship textures to greatly reduce memory usage and dramatically improve startup times.
  • Removed legacy stopwatch code from the sound system
  • Moved old profiling junk
  • Reduced CPU usage of the particles and main graphics threads
  • Removed redundant debug output
  • Multithreaded the texture loading at the start of game to improve performance.

AI

  • AI builds scout ships later in the game to keep exploring very large galaxies
  • Dramatically reduced AI >normal economic bonuses (no longer needs them)
  • Re-designed the way the AI expands into the galaxy with colony ships so that its expansion no longer stalls on large maps
  • Dramatically reduced the amount of time an AI will interact with a player if they are not within ship range
  • AI doesn't try to bribe other players to go to war unless they and the other players have a decent military already
  • AI will no longer give tech gifts to players with a different ideology (i.e. no more Drengin giving you tech if you're a nice person)
  • AI now scales the number of similar ship projects based on number of colonies rather than a flat number
  • AI pumps up colony ship production priority if there are a lot of nice planets laying around
  • AI pumps out fewer Constructors in general
  • Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent
  • Updated AI's handling of adjacency bonuses to be more intelligent
  • AI values planet quality more when picking planets to colonize 
  • AI somewhat more heuristic on tech research
  • AI somewhat quicker to war
  • Auto Surveying Survey Ships will now survey extra anomalies if the ship has extra movement points.

Balance

  • Starbase minimum distance reduced from 5 to 3 tiles.
  • AI tends to focus more on tech (generally) than previously.
  • AI will build survey ships late in game.
  • AI provided with a much wider variety of ship designs to choose from with the various strategies.
  • AI weights units much more closely than previously in order to not make one virtually impossible to build.
  • Opposing culture diplomatic penalty reduced from 1.25 to 1.1 if AI is benevolent.
  • Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is merciless.
  • Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is cruel.
  • Close to victory diplomatic penalties increased from 1 to 5.
  • Ripe for conquest diplomacy penalty reduced from 0.75 to 0.1 if AI is benevolent.
  • Ripe for conquest diplomacy penalty increased from 0.75 to 1.25 if AI is aggressive.
  • Minimum planet class to be a manufacturing world reduced from 7 to 4.
  • Max number of colony ships the AI will construct at once increased from 2 to 3.
  • Max slider focus reduced from 95% to 75% (to deal with coercion penalty).
  • Coercion forgiveness eliminated (there is always some coercion if you move off from center).
  • Maximum coercion reduced from 50% to 35%.
  • Colony Capital production points reduced from 5 to 1.
  • Civilization Capital production points reduced from 5 to 1.
  • Influence Radius root increased from 1.75 to 4 (i.e. influence ZOC will start out much much smaller now).
  • Tech inflation penalty significantly reduced.
  • Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are).
  • Pirates moved further away from starting location.
  • Increased the variance for the various settings (minors, pirates, etc.).
  • Modified the governor script to provide a bit more flexibility based on planet bonuses when building improvements.
  • Colony capital maintenance eliminated.
  • Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research.
  • Civ capital hub provides a 3 level bonus (was 1).
  • Reduced maint. slightly on research buildings.
  • Rare habitable planets decreased from 30% to 25%.
  • Nebula and black holes and anomalies made much less common on all settings.
  • Occasional planet frequency amount doubled from 1X to 2X.
  • Common stars modifier increased from 0.9 to 1.
  • Common planet frequency amount increased from 0.75X to 3X (this also fixes a bug where common was less than occasional).
  • Abundant stars increased from 1X to 1.5X.
  • Planet Frequency increased from 0.25X to 3.5X (also fixes bug).
  • Tiny map base objects increased from 32 to 120 (i.e. tiny maps will be a lot more filled).
  • Small map base object count increased from 64 to 150.
  • Medium map Base object count increased from 110 to 200.
  • Large map base object count increased from 155 to 300 (i.e. over twice as many stars/planets/etc. in a particular size).
  • Huge map base object count increased from 250 to 350.
  • INSANE map object count INCREASED from 1200 to 1400!
  • Sensor cost components reduced slightly.
  • Cargo module cost reduced from 27 to 10 (cheaper colony ships -- but remember, planets now rely more on population for their production).
  • Tiny hull cost reduced from 11 to 10.
  • Small hull cost reduced from 25 to 20.
  • Medium hull HP increased from 100 to 120.
  • Large hull cost increased from 128 to 300.
  • Large hull HP increased from 250 to 600.
  • Large hull storage increased from 100 to 120.
  • Large hull logistics cost increased from 7 to 10.
  • Huge hull cost increased from 432 to 500.
  • Huge hull HP increased from 500 to 800.
  • Huge hull storage increased from 250 to 300.
  • Huge hull logistics increased from 10 to 16.
  • Cargo hull cost reduced from 42 to 24.
  • Cargo hull HP reduced from 10 to 1.
  • Cargo hull logistics increased from 5 to 6.

Improvements/Bugs Fixes

  • Added author fields for maps, factions and ships.
  • Starbases will now notify the you that they need to be upgraded after being initially built.  
  • Fixed double counting of trade routes for AI diplomacy purposes.
  • Fixed late game crashes related to textures on large maps.
  • Fixed an infrequent crash on loading large maps.
  • Fixed bug that could cause the AI to see tiles in the opposite map position of where they were exploring.
  • Fixed a bug that could cause the AI to reduce the priority weighting on colony ship production based on the # of targetable planets.
  • If a player faction is set to random in the prefs.ini file, the quick-start tooltip will no longer display an invalid faction.
  • Fixed an issue where if you changed the planetary spending wheel, the displayed. manufacturing time for improvements wasn't being updated at the same time.
  • Clicking available projects tabs no longer resets the improvement cursor.
  • Add ESC to close Ship Designer and Diplomacy screens.
  • Starbases no longer incorrectly show the upgrade option when none avail.
  • Fixed a crash related to the AI defying the UP.\

If you want to read my Dev Diary full of me complaining and whining and how I worked on the update visit here: http://forums.galciv3.com/480761/ and here: http://forums.galciv3.com/480723 

Stardock Forums 2016 changes

Published on Tuesday, November 29, 2016 By Brad Wardell In Stardockians

Greetings!

This Fall Stardock began a major overhaul across the board of its community infrastructure.

The first update was of our WinCustomize.com customization site (www.wincustomize.com) to greatly speed it up.

The next update was to speed up our forums across all the Stardock community sites.

This past week, we launched the third major update: Forum community awards.  You will notice on people's posts that there are various little dots and awards by their names.  We will be adding more as time goes on.

Here's where you come in:

  1. What other awards do you want to see? (mouse over them to see what they are, the tooltip is a bit slow right now, fixing now)
  2. What other features would you like to see on the forums that would make you inclined to use our forums more?

We are gradually going around and promoting users so that they get more pips. It'll take a few months for that to get completed. 

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