Brad Wardell's Blog


An analogy even a socialist could understand

Published on Sunday, March 4, 2007 By Brad Wardell In Politics

Once upon a time...

There was a man with a garden. He worked very hard tending his garden and produced far more vegetables than he would ever be able to eat. So he gave some of his vegetables away to up and coming gardeners who used the seeds to start their own gardens in exchange for the gardener getting a tiny percent of the profits they generated.

But then one day, the king decided socialism was a more "humane" way of doing things. He forced all the gardeners to give him all the extra vegetables they made to give out to the "poor".

Because of this, the gardener didn't have any extra vegetables to provide to up and coming gardeners to get them started.

In short order, the number of new gardeners came to a stand still while the population continued to grow even higher since, for now, there was a lot of free food thanks to the socialist king.

But soon after, people began to starve because there was no longer enough food to feed the growing population. The king couldn't understand why and decided he should take more and more food from the "Greedy" gardeners. But the problem only got worse as now no gardeners had enough vegetables to use to plant more crops in their own gardens for next year.

The moral of the story is that it's never a good idea for the government to confiscate from those who are producing things to give to those who are not producing - especially if it interferes with the ability for the producers to produce even more. Because in the end, all the people will suffer as a result.

 

Leave and NEVER come back.

Published on Friday, March 2, 2007 By Brad Wardell In WinCustomize Talk

WinCustomize is a PG-13 site.  It is also a site where people are encouraged to discuss issues on skinning and customization in an open environment.

But over the past few yeras, I've watched WinCustomize's forums degrade from being the central point in the skinning community for discussion of skins and themes to being a monolithic forum filled with self-appointed elites who stifle contrarian thoughts and opinions through bullying and intimidation.

That ends now.  When we launched WC2K7, I made clear that I would be stepping in to put an end to the rank elitism that permeates the forums from time to time.

To those who would attack, insult, or demean others for having different points of view I say leave and NEVER come back.  To those who use the arguemnt "This is a family site" as a shield to impose their own brand of tyranny you are not welcome here.

This site is not designed for people who are under the age of 13.  We are not catering to children. We are catering to adults but allow people who are 13 and over.  We allow people to discuss and disagree issues. 

An incident occurred in this thread that provides an opportunity for us to make clear that those who would try to bury discussion with threats will not longer be welcome here.

For too long, people have used the threat of removing their works to crush disent to their opinions. When someone threatens to take their creations and leave the discussion always changes from what was being discussed to trying to convince the offended to stay.  Over time, this has resulted in a great loss in diversity of thought and discussion on this site.

What this community does not need are a handful of self-appointed elitists trying to force their points of view down the throats of others. 

This is a COMMUNITY site. It is not a site for snobby, self important elites who get kicks out of trying to bully others and impose their wills on others.

To any skinner or user woh has a problem with this. Leave and never come back. Remove your things and GO. GO NOW and never ever return.

From here on, if I see someone trying to force their opinion or end a discussion they disagree with by threatening to remove their creations and leave, I will force the issue. I will exile them and have their works deleted from this site. 

We want a community where people feel comfortable discussing any issue that relates to skinning and customization without fear of reprisal, personal attack, or intimidation. 

If someone disagrees with a policy of the site, a decision of the moderators, or has a problem with a user, let it be discussed civily and openly without someone commanding others to adhere to their demands lest they take their things and go.  Because that time is over now.

 

DeskScapes Status Report: March 1

Published on Thursday, March 1, 2007 By Brad Wardell In Animated Wallpapers

Stardock is working on DeskScapes 1.01 which is now internally being tested. The next public release will include dynamic and triggered content with it to help get the ball rolling on that kind of content.

Stardock will also be releasing an updated DreamMaker which will make it easy (full GUI) to create your own triggered DREAMs.

Regarding Microsoft's Windows DreamScene, we don't have any official word but Microsoft is aware that some users have run into problems when the default MPEG encoder has been replaced by a different one due to installation of third-party video players. This should not be a problem in the final version of Windows DreamScene.

Also, we should also mention that Microsoft will be releasing a number of DreamScenes when Windows DreamScene is officially released.  We don't have any official dates from Microsoft on the official release of Windows DreamScene.

For dynamic content, Stardock DeskScapes will still require that Windows DreamScene is installed.  In our tests so far, dynamic content (at least the type we've created) is using less than 4% CPU on average on a mid-range PC.

DeskScapes 1.01 will be available in beta hopefully within the next week or so for users of Object Desktop via Stardock Central. Stardock will also be releasing a premium DREAM on Stardock Central for Object Desktop users as well. 

Once 1.01 has been tested, it'll be released with the updated DreamMaker and Dynamic Dream SDK including source files to create your own dynamic content.

If you have any questions, feel free to comment here and we'll do our best to answer them.

 

Galactic Civilizations II: Dark Avatar 1.5X released

Published on Thursday, March 1, 2007 By Brad Wardell In GalCiv II News

Stardock is pleased to announce that the first of many free updates to the award-winning expansion pack to Galactic Civilizations II has arrived.

Galactic Civilizations II: Dark Avatar gets its AI updated, new play balancing tweaks, memory reduction and more.

In terms of the AI, we read through strategies posted on the forums and took notes as to how the top players were playing the game and then updated the AI to take advantage or thwart some of those strategies to various degrees.  Players should find the game significantly more challenging at higher levels (tough on up).

We reduced the memory use of the game by implementing a "garbage collection" feature in which obsolete ship designs the AI creates are removed from memory. This can reduce memory usage significantly in long games which in turn improves performance.

We also made changes to defense in that they're cheaper and use less space to encourage more usage of defense modules on ships. 

Many other minor tweaks were made based on player feedback.

If you don't already have Galactic Civilizations II: Dark Avatar, you can get it here at GalCiv2.com or at retail in the form of Galactic Civilizations II: Gold Edition which includes (until April) a $10 rebate for people who have Galactic Civilizations II already inside the box.

To update, use Stardock Central which you can get in the downloads area here. This will update both Dark Avatar expansion pack users and users who have purchased the Gold Edition.

We hope you enjoy the updates and look forward to reading your feedback on the forums. Thanks for posting your ideas, suggestions, and requests, we hope we've been able to translate some of your AI and gameplay requests into action in this first update.

The full change log can be read here.

Galactic Civilizations II: Dark Avatar 1.5X notes

Published on Wednesday, February 28, 2007 By Brad Wardell In GalCiv Journals

We're very pleased with the response Galactic Civilizations II: Dark Avatar / Gold Edition have received.  Well over 95 out of 100 people appear to be glad they got it based on the poll.

We've also gotten some very good feedback from players that we have turned into the first of many free updates to the game.  There's a lot here to digest but some of the big changes are to how the AI plays (strategies updated are based on expert player feedback) as well as a new "garbage collection" function that goes through and removes unused AI ship designs (while crash reports have been few and far between, the one thing we've run into is the case where people have the new CPU options turned on and the AI will design new types of ships much more often which uses memory which, over time, can cause users with a relatively small amount of virtual memory to crash -- for reference, you should have at least 4X your RAM reserved as virtual memory on Windows XP or Windows Vista).

We also tweaked some of the startup settings as well as ship defense costs (which are now much cheaper).

1.5X is scheudled to be released in the next few days.

 

Galactic Civilizations II: Dark Avatar
-1.5x Change Log-


+TWEAK: Nerfed both the Mega Pirate event and the regular Pirate event so that it picks a random AI player instead of the most powerful, and made sure that their fleet ability is not greater than 10 (which we did for the Mega event but not the normal random event).
 
+ FIX: Crash in diplomacy screen if the other race (like the Jagged Knife) did not have a homeworld.
 
+ FIX: Bug in combat code where the code that forces a winner in case of a tie was not considering if the defending ship was upgrading or not.
 
+ FIX:  Bug in improvement code that was interfering with projects that were not upgrades completing properly (including terraforming imps). This is something that a lot of people have been complaining about.
 
+ TWEAK: Changed it so that the option to save ship designs to disk does not affect templates; templates will always be saved to disk.
 
+ COSMETIC: updated xml data files that need to be translated with a node that says which fields to translate
 
+ FIX: Bug where AI ships would attack mining bases and not declare war.  Now AI ships will go around mining bases unless already at war with civ.
 
+ FIX: Bug where research from shared research treaties was not added to receiving civ’s tech research.
 
+ FIX: several alt-tab related crashes.
 
+ TWEAK: Activated code to display messages in debug.err if any ship templates or ship designs are missing.
 
+ TWEAK: fixed event text that had a period in the middle of a sentence.
 
+ TWEAK: fixed problem with a comment in PlanetImprovements.xml where having '--' in a comment was causing read errors for Galactopedia.
 
+ FIX: Old AI designed ships are removed from the ship design list and deleted when they are no longer in use by any civ (Should significantly neft high memory usage in late games).

+ TWEAK: Changed Superior Hulls description.

+ TWEAK: United Planets: now a higher chance of the 'Neutral Ground' issue being picked if it's not being enforced.

+ Decreased spacing between stars so that more stars can be fit on a given map (which means more planets as well)

+ Abundant setting produces more of whatever it is being specified for

+ Ship defenses use slightly less space and cost a lot less

+ Manufacturing capital now produces 33% bonus instead of 25%

+ Fusion, Anti-Matter and Quantum Power Plants are far less powerful (but still pretty powerful)

+ AI priorities on various technologies tweaked

+ AI more savvy at trading technologies

+ Ships are not quite as valuable in terms of tech trading at previous

+ Fixed AI bug where special treaties were valued extremely high if traded early on

+ AI evaluates value of special environment technologies based on whether they are useful to them or not

+ All AI players will tend to build more factories on planets

+ Some AI players are less likely to build orbital fleet managers depending on their defensive strategy

+ Last remaining AI personality will no longer build planetary improvements on special research/manufacturing tiles that don't match (previously it would sometimes override it if it felt it was for a good reason, all other AIs already avoided this)

+ Drengin aren't as aggressive at colonizing after the first couple game years unless it has a particular planet in mind

+ Drengin and Korath AI personalities now look at what their colonies are doing when deciding whether to research manufacturing or research technologies

+ Drengin and Korath AI personalities value propulsion techs far more than other players

+ Drengin and Korath AI personalities won't upgrade ships outside their sphere of influence

+ If AI determines it wants to go to war with someone, it will declare war even if relations are neutral

+ Improvements to the Altarian and Arcean AI personalities in making them research better

+ AI now keeps a better eye on planets defecting and why

+ AI will factor planet defections into its relations with a given player

+ AI will heavily factor influence starbases into relations with a given player if defections have occurred (tough or higher difficulty)

+ Torians now focus a lot more on manufacturing on planets than research

+ Torians no longer will build oribital fleet managers no matter what. They're living on the edge now.

+ Torians won't build farms on planets that have more than 12 food production

+ Torian researching significantly improved based on player suggestions/strategies

+ Improvements to Terran Alliance / Drath research based on player feedback

+ AI evaluates technologies for trading more individually regardless of player's diplomacy ability

+ AI slightly better at managing its economy

+ Fixed crash bug in which multiple new minors being created in a given game could cause a crash due to no available player slots being available

A Guided Tour of the Sins Beta!

Published on Monday, February 26, 2007 By Brad Wardell In Sins of a Solar Empire

Sins of a Solar Empire is an epic real-time strategy game. In terms of scale, Sins can take place across multiple star systems that each have their own planets. We're talking a truly massive scale. 

Stardock, the makers of Galactic Civilizations, and newcomer Ironclad have teamed up to create what we hope will become the definitive space-based real-time strategy game.  Ironclad has created a rich universe for Sins and a fantastic engine to carry it to fruition.

Sins of a Solar Empire is designed for the strategy gamer. It's not about who can click the fastest, it's about who can put together the most coherent strategy that requires the player to research new technologies, capture critical resources, and build the right mixture of ships that they can put at the right place at the right time. 

It's a game in which players can zoom in to control individual ships up close and personal, or zoom out to see an entire galaxy of ships and stars. A game where the user interface aids the player in implementing their strategy in exciting and innovative ways.

It's also a title that has been in development for quite awhile.  Some of the Ironclad team had worked on Homeworld: Cataclysm.  While it might be tempting for a new player to say that Sins of a Solar Empire is Galactic Civilizations + Homeworld + Supreme Commander/Total Annihilation combined into a single game, that would not give players the whole picture. Sins is truly a unique experience.  My job here is to help walk players through where we are in development and give you a taste of what is to come...

Note: What you are about to see is a work in progress. The game will be changing and much of the final graphics are not in the build I am playing. Plus, I am playing at low resolution with anti-aliasing off for debug purposes.  As you increase the resolution and graphics detail, you get something that looks more like this:


Sins of a Solar Empire is being designed to be playable on low-end or the latest systems. The graphics scale with the power of your PC.

 

The Journey Begins...

When a player first begins a game, they can choose whether they want to play against the computer or multiplayer. One of the multiplayer options is to play on Ironclad Online which is a match-making service designed to make it easy to find players on the Internet. (Ironclad Online won't be part of the first beta.)

Once you select a new game, you choose what size galaxy to play on, how many players you want to have present, what side you want to play on, and so forth. These screens are still in flux so there's no point in showing those yet.  Once you've decided that, a random galaxy is generated and you are now responsible for your race.

Whose side are you on?

There are 3 different major factions in Sins of a Solar Empire. You have humans in the form of the Trader Emergency Coalition. The TEC being essentially a loose collection of traders who had to band together to fight the invading Vasari. The Vasari are an ancient and powerful race that has moved into this part of the galaxy.  Into the midst of this war has come the Advent. The Advent were humans that were exiled long ago because of the slow divergence in culture between the humans that become the TEC and those that became the Advent. A three-way war now exists; you choose whose side you are on.

Into the crucible

When you first get into the game, you are presented with your capital world.  Planets provide money. Or more to the point, people live on your planets and they pay taxes which provides you with your money resource.

Now, bear in mind, what you are seeing is going to be changing. The user interface and such is being modified so this is not representative of what players will see in the beta.  The screenshot doesn't really do it justice because the planet is full of life. If you zoom in, you see all those dots flying around as little ships flying in orbit going about their business. 

Players start out with a frigate factory. This shipyard produces small and medium sized ships.  The types of frigates one would build include a constructor frigate which allows players to mine asteroids for metal and crystals (the two non-money based resources needed to build things), as well as defensive platforms and structures that aid your economy, research, and industrial output.

One of the mantras you'll hear us state over and over is that our goal is to keep micro-management to a minimum. It's not about cranking out stuff the fastest or swarming players with units or tactically fighting out the battles (even though you can do this) but rather having the right units in the right place at the right time.

One of the ways Sins reduces micro-management is by allowing players to queue up orders. This not only applies to movement but combat targeting, ship actions, build orders for structures, upgrades, ship construction, and research. Things can even be queued if their prerequisite item is not yet complete.

In space, scale can really get crazy. Frigates are actually quite large compared to fighters (which aren't in this screenshot). But they are tiny compared to your flagship and your flagship is small compared to your orbital construction platform (which is a platform that once constructed increases the speed in which things are constructed around that planet).

The challenge with scale in a computer game is usability versus realism.  That is, if you make things too huge compared to other things, it gets very tricky to manage things. That's because by the time you zoom out enough to manage the big thing, the little things are tiny dots.

Now, in some games, such as Galactic Civilizations and other recent strategy games, if the player scrolls out enough, the units become iconized.  This is a good trade off but what we've found ends up happening is that expert players end up playing the game as if it's a chess board, thus missing out on the immersive elements of gameplay.

Ironclad's solution was to implement a feature called "Smart Scaling":

Smart Scaling turns ships into icons based on the size of the individual unit.  So before something becomes too small to easily see, it is turned into an icon. So big structures will remain "pretty" longer and the player can effectively have their cake and eat it too.

Zoom out enough and you will see your entire planetary system. Each planet has its own gravity well so you can't just zip into a given world and blow it up and leave.   That line around the planet marks the extent of the planet's gravity well.  Ships jumping through Phase Space must return to sub-light speeds once they get to the gravity well of a world.

So you want scale? Watch this:

Zoomed further...

And further. But look closely between the above screenshot and this one. This is Ironclad's Smart Scaling really showing off the goods. Rather than your units becoming a jumble of unmanageable units, they become individual pips. At a glance, you can see your strength in a given system which makes it much easier to manage fleets across a galaxy. You can still click on them if you want.

But let's keep zooming out...

Wow, look at all those planets.  In the setup options, players can choose to play around just a couple of worlds or they can play in a star cluster. Yes, it gets bigger:

Three star systems each with a bunch of planets around them. That would be an epic game.  The key here is that we want players to be able to control the proportions of the game. A small, fast, quick game or a long, epic-styled war of multiple star systems.

Now, the question that you might ask is, how do you manage your civilization from so far back? The answer is that you control it from the left control panel known the Empire Tree.   You can certainly click on ships and planets and on the map and control them. But we suspect most players will end up controlling things from the control panel. Look closely at how they're organized. Each star has planets and in each planet are your ships or enemy ships.

When engaged in combat, players don't have to guess or spend time zooming around the camera to see the size of the enemy force. Once they're in your planet's system, they show up on the interface. At a glance, you can see how powerful the attacking force is. 

The point is that as beautiful as the graphics in Sins can get, we have made gameplay the top priority which hopefully you can see in some of the innovations to RTS's that Ironclad is helping introduce.

Technology

Sins of a Solar Empire features unique technology trees per race; and the technology trees are large enough that it's unlikely that players will get through them all in a given game. As a result, players have to make tough choices over which technologies they will or won't have.  The technology tree allows us to eliminate the traditional "You have to build this building to build that building" type thing you see in RTS's.  It also allows for players to choose to focus their resources in a lot of different ways:

Players build Orbital Laboratories which unlock the ability to start queuing up research subjects. Additional laboratories allow you to research multiple subjects in parallel. Of course, building Orbital Labs and conducting research is expensive and those resources could be going to military ships, trade ships or other types of structures. 

There are two types of technology trees: combat and empire.  The combat tree allows players to build better and more powerful weapons and ships.

The empire tree allows players to construct better platforms to aid their economy and unlocks additional abilities for the player.

Combat

Players can micro-manage individual ships in battle all the way,  but Sins of a Solar Empire has a very strong unit AI that is designed to take care of the work when possible.  I.e. units won't just sit there taking a wallop. They'll flee if necessary or they'll attack depending on the type of unit (though they won't leave a given star system without your orders).

For instance, take a close look at this screenshot, see how some of the ships have red squares around them. At a glance, players can see which units are engaged in combat. Is it a support ship? Just click on it and then right-click on one of your other colonies right in the panel. You don't even have to zoom out, go to another screen or anything.

Another item from the screenshot to take note of - see how the planet has little dots at the top? Again, at a glance, I can see how out-numbered I am. I can also see the health of my ships all at once.

What's not in this screenshot is managing fleets which is one of the most exciting features in terms of allowing players to execute great strategies while reducing micro-management at the same time.  In Sins, players don't design starships ala Galactic Civilizations. They design fleets, and designing them is just a matter of the usual grouping of ships (i.e. drag select or ctrl-select and then hit a control-# key), or in new ways such as selecting pip groups in the Empire Tree. Due to the variety of ships in Sins, players can effectively build a fleet for different types of missions.

Diplomacy & Trade

Cranking out ships and blowing things up aren't the only way to victory. You can also play as the economic czar, pulling strings behind the scenes.

Here are a couple examples:  Players can build trade ships which they can send to their own planets or to alien worlds (which provides additional income). If you're trading with a given player, they are less likely to attack you.  Moreover, the money you earn from your trade routes allows you to secretly place bounties on other players. Bounties are your way of paying for the destruction of others.

Put a high bounty on a player and all the scum (and other races) will be tempted to go after that player. For each ship of that player they destroy, they get some of the money you've put into that bounty.  Hence, the economic czar could just sit back and trade and observe the galaxy being on fire while they slowly accumulated victory points.

Winning the game

Things are still in flux in this regard but there are two definite ways to win presently. The first way is of course conquest.  The second path is through victory points. Some planet systems contain special artifacts that, once visited by a colony frigate, produce victory points. Gain enough victory points and you win the game.

Availability

Historically, Stardock has released betas very early.  One might argue too early.  The idea was to get feedback from players as early as possible, but the downside is that many players would instantly assume that the game was like others where the beta was pretty close to final.

Let me give you an idea of what I mean:


Galactic Civilizations II: Beta 1

And believe me, that first shot is even uglier than the screenshot looks because that was our best effort to make it not look horrible.

But the success of Galactic Civilizations II has helped create a lot of interest in Sins of a Solar Empire. So one of the decisions we've made is that beta 1 won't be quite as "rough" as our usual betas are. Oh don't worry, it'll still be pretty awful. Unlike our other betas, however, you will actually be able to play the game to completion and the game mechanics will be there (the first GalCiv betas didn't even have AI).  So Sins's first beta will be a bit further along than GalCiv was but still early enough to be able to get feedback on players and implement it.

For that reason, we've decided to push the beta to the end of March. But hopefully, this walk-thru well help give players an understanding of what we're going for and even be able to provide feedback before the beta even arrives.


See you soon!

With the final version of Sins of a Solar Empire arriving at the end of this summer, we want to use the beta to iron out game mechanics, pacing, etc.  The first beta won't have multiplayer. We want to help nail down all the single player issues before moving to Beta 2 which will be the multiplayer beta.

Stay tuned!

WindowBlinds 5.5 Available!

Published on Friday, February 23, 2007 By Brad Wardell In WinCustomize News

Version 5.5 released for registered users!

Stardock has released WindowBlinds 5.5 for registered users and Object Desktop users.  The new version supports skinning of Windows Vista.  A new version of SkinStudio is in development to support skinning of some of the new GUI elements of Windows Vista as well.

Screenshots of WindowBlinds 5.5 on Windows Vista:

 

Visit: WindowBlinds Homepage

 

Animated Wallpaper on Windows Vista

Published on Thursday, February 22, 2007 By Brad Wardell In Vista Experience

In case you have been living in a cave, Microsoft has released a new Ultimate Extra called Windows DreamScene.

Windows DreamScene allows users who have purchased Windows Vista Ultimate to play high-definition video content as their desktop wallpaper. Pretty cool huh?

Microsoft selected Stardock Design to create some of the content for it including the default. For now, the only content they've released is the default one (Aurora). They are holding back on the other two dozen or so DreamScenes until the "final" version comes out in the Spring time-frame. 

Right now, I suspect Microsoft is working with the video driver makers to optimize their drivers to reduce the amount of CPU required to decode the video. On most systems, especially ones with good video cards and drivers, a typical DreamScene might use around 10% to 15% of the CPU which is pretty nominal in that it won't affect your work (and when you play a game, it'll pause itself automatically).  On a really high end system, it can be less than 5%.

Moreover, while Stardock Design was creating DreamScenes for Microsoft, their software team (makers of WindowBlinds) created a program that creates a specific animated wallpaper format -- .DREAM and as well as extended the capability of what animated wallpapers could do such as have triggered events and support for dynamic 3D generated content.  The first of that stuff is expected out in the last week of February.

Stardock's web team has also created a community site where users can upload their own .DREAM creations with one another.  This site, Dream.WinCustomize.com, has everything users need to get started.  

Animated wallpapers aren't a new idea. People have been trying to do it in various forms for years. The problem has always been one of reliability and performance.  Microsoft's work on Windows DreamScene demonstrates that the new Windows Vista accelerated desktop can do it without slowing down your Windows experience.

For more information:

 

 

Iconpackager 3.2 beta arrives on Object Desktop

Published on Thursday, February 22, 2007 By Brad Wardell In WinCustomize News

Stardock has released the first beta of IconPackager 3.2 (3.19) for Object Desktop users.  IconPackager allows users to change all their Windows icons by applying "packages" of icons. There are thousands of icon packages available on the net on websites such as WinCustomize.com, deviantART, Skinbase, and elsewhere.

IconPackager on Windows Vista took some effort due to the added new icons that were not easily found along with the new "Live Folders" which do require updated icon packages to support.

IconPackager also supports changing individual icons from their properties dialog (see screenshot below).

Stardock is in the process of releasing a tutorial that will make it easy for icon designers to create icons that support the Vista live folders.

The final version of IconPackager 3.2 is expected to be released next month to the general public.

Screenshots:

Visit: Object Desktop

Galactic Civilizations II: Gold Edition arrives at retail!

Published on Wednesday, February 21, 2007 By Brad Wardell In GalCiv II News

For strategy gamers who don't have Galactic Civilizations II at all you can now get Galactic Civilizations II: Gold Edition from the following stores:

  • Best Buy
  • Circuit City (imminent)
  • Fry's Electronics (imminent)
  • Gamestop / EB
  • Micro Center (imminent)
  • Walmart Canada

We'll be providing updates to retail availability for Gold Edition as more retailers come on-line.