Brad Wardell's Blog


The Reluctant: Chapters 1-6 (Act I)

Published on Friday, July 28, 2006 By Brad Wardell In GalCiv Journals

As I've mentioned previously, the universe that Galactic Civilizations exists in has been swishing around for a very long time. Back before I could even program, I always hoped to write it. I never thought that the way that the story and characters would manifest themselves would be in a computer game. But that is how it has gone so far.

Galactic Civilizations I barely touched on it other than through random events. The expansion pack, Altarian Prophecy, touched on it a bit more. And GalCiv II: Dread Lords borrows heavily from the existing universe.

A number of users asked that more of the back story be written. I don't want to give away too much of what will be in future versions of the game other than to say that any future GalCiv III (and we're talking YEARS from now) would have "heroes" (characters) in them and one such character is DL Bradley. I think he is mentioned in the Dread Lords campaign actually and (spoiler warning) at the end of GalCiv II: Dread Lords he is in a pocket dimension.

One series of short stories I had outlined long ago was entitled "Legacy of the Orb" which deals with what happens to many of the characters long after the events of the main series of stories. One of those stories deals with DL Bradley and is called "The Reluctant". In my spare time, I've been tweaking the original and putting it up.

If you're interested in reading them, the first 6 chapters are now available:

Chapter 1: https://www.galciv2.com/Journals.aspx?AID=124063

Chapter 2: https://www.galciv2.com/Journals.aspx?AID=124513

Chapter 3: https://www.galciv2.com/Journals.aspx?AID=124598

Chapter 4: https://www.galciv2.com/Journals.aspx?AID=124749

Chapter 5: https://www.galciv2.com/Journals.aspx?AID=124830

Chapter 6: https://www.galciv2.com/Journals.aspx?AID=124919

Galactic Civilizations II: Dark Avatar, will start to unravel some of the origins of the Dread Lords and Arnor for those interested in the back story.

The main enemy of humanity and by humanity I don't mean mankind but rather compassion and the stuff that makes us connect with each other -- what makes us "human" -- is time. Make a man live forever and you will eventually strip him of his humanity. Make a thing that can sense the passing of time live long enough and eventually it'll become totally alien to us and its actions seemingly evil and cruel -- to us.


Edit: Chapter 7 and Chapter 8.

Controlled turmoil

Published on Friday, July 28, 2006 By Brad Wardell In Life Journals

Every day is a battle.

A battle between fight or flight. A battle between positive and negative interpretation.

One of the things I've learned over the years is that happiness and unhappiness are largely chemical states in the brain.  Things like money and material wealth don't help with happiness. They can, at best, limit the number of negative vectors. That is, decrease the number of things that can cause stress.

But the clever mind can always find new things to work with.  If I am working I am regretting I'm not spending more time with my kids. They're little guys for just such a short amount of time. The oldest one just wants to be with me. He's 9 years old and simply wants to be with his daddy. Much much longer will that be? The hour glass is running out.  The 6 year old just wants me to play with him and see what he's doing.  Tick tock tick tock.

If I'm spending my time with them, I think of all the things at work I should be doing. All the people who count on me. Because I've discovered something over the last couple of years -- I am pretty good at something in particular after all, I'm really good at putting together pieces of things that when combined generate a lot of economic activity. And by really good I mean irreplaceably good.  So I worry that when I'm doing doing what I do best, I'm potentially costing other people their livelyhoods. People with families and responsibilities. And there's no easy solution to that. There's no "have other people do" what I do because few people have the peculiar combination of skills necessary to do what I do. And those that do have their own companies already.

But it's an endless rabbit hole. When you're "young" -- less than 30 anyway, you don't even recognize that youth will end. I certainly didn't. Then, sometime in the early 30s, for me it was 32, you start to hear a faint tick tock.  Maybe that's where women get the "biological" clock thing from. I don't know.  But I do know that it was around then I could start looking at the horizon and seeing that the sun is actually not going to stay at its noon mark forever.

That's when I realize I haven't done all the things I want to do and that many of those things are best experienced while at the fullness of health and energy. While I'm "at my prime" so to speak.  Adventure. Travel.

When I was in college and first dating my wife, I used to talk about getting a big old truck like my dad had and just driving across the country. No maps. No time constraints. Just drive and see the country.  Over a decade later, still haven't done that. I have a good laundry list of places I'd lke to go. But the other factors of life pull me in. The other compromises one makes that is a rite of passage in becoming an adult.

And so, late at night, when it's very quiet, the driving forces push against the obstacles. Most people won't understand what I am talking about -- which I say good because there are some things not worth understanding.  But those who do can nod with appreciation of the feeling.  The desire for solutions to problems that can't be solved, only managed. The recognition that for many decisions it isn't the choice that brings joy and fulfillment but rather the choices that result in the fewest regrets and disappointment. Or at least, a pathway to fewer sentence fragments.

 

 

Galactic Civilizations v1.3 BETA 1 released

Published on Thursday, July 27, 2006 By Brad Wardell In GalCiv II News

The first public beta of Galactic Civilizations II v1.3 is now available.

The new version has a ton of changes some large and some small.  Various interface and usability enhancements requested by users have been implemented.  3 new difficulty levels have been added and the computer AI beefed up.

See the link below for a change log.  You will need to have Stardock Central in order to download it (And need your serial # to get to it).

Enjoy!

Enhanced File Dialog released!

Published on Wednesday, July 26, 2006 By Brad Wardell In WinCustomize News

Enhanced File Dialog (EFD) is a new program that is part of Stardock's award-winning Object Desktop. 

EFD extends the standard Windows file dialog to have a host of additional features and flexibility that many users have long requested Microsoft to add.  Now, users with Object Desktop can download the 1.0 version of it.

The link below has Zoomba's guided tour of this new utility.

1.3 Beta Preview

Published on Wednesday, July 26, 2006 By Brad Wardell In GalCiv II News

The first beta of 1.3 is due out this week (and we've got it basically done, we're just testing it at this point having had extra time to throw in some extra features).

To find out what's new in it, click the link below. Cheers!

Galactic Civilizations II v1.3 BETA 1 change log

Published on Wednesday, July 26, 2006 By Brad Wardell In GalCiv Journals

The 1.3 builds of Galactic Civilizations II will be in beta for longer than some of the previous versions.  It's not so much that we think it's buggy but the fact that we don't want to do a 1.3, 1.31, 1.32, 1.33 and so on.  Plus, if there ARE bugs in these builds, we can say "Well it's a beta". After all, weaseling is what sets us apart from the animals...well...you know..except the weasel.

The 1.3 builds are designed to extend the playable lifespan of the game. To eliminate annoyances and pet peeves that players might have that would eventually turn them off.  That includes things like UI annoyances being eliminated based on player feedback, amping up the computer AI further, and adding more difficulty levels so that players can fine-tune things.

If I were a better game designer, I'd just have the difficulty levels be a slider with a 1 to 100.  Dark Avatar will have that (ironically the original OS/2 version of GalCiv back in 1993 had this but what did I know then?).  But for 1.3, we added 3 more difficulty levels and just generally cleaned up that area.

Below is the change log of BETA 1 of 1.3.  It will be available via Stardock Central tomorrow or Friday unless there's some disaster.

It should be fine to run.  Most of the embedded spyware, hard drive formatting, and other malicious code that all our software includes has been reduced by over 14%. Just ignore the hard drive crunching...

+ fixed first turn after load zero production behavior!

+ AI better at managing colonies

+ More difficulty levels: Dunce at the lower end, Godlike and Ultimate at the higher end.

+ AI intelligence levels above and below "Intelligent" adjusted in difficulty (so i.e. Normal will be tougher than it was because there's a new easier difficulty level and Incredible will be easier because there's two higher difficulty levels).

+ The overall difficulty levels have now bee tweaked to have a 1 to 1 relationshipo with the AI intelligence levels so "Challenging" means all AI intelligences set to "Bright" rather than a weighted overall value. Many higher level players would find that they set the difficultly level to Crippling only to find that 2 or 3 of the players would be set to "Fool" (and do very little) while the others played very well.

+ Difficulty setup screen tweaked to work better.

+ changed size of TriStrontium so that it's bigger than TriStrontium2; previously the definitions were identical.

+ fixed error in translation code for raceconfig (homeworld)

+ fixed error in translation code for UP issues.

+ fixed bug that reset the cheater's flag, allowing cheater games to be submitted normally.

+ fixed some exploits in raceconfigs for metaverse games

+ fixed missing image in Rename Ship dialog

+ fixed error in AbilitiesBonus.xml file that didn't show 20% bonus to Loyalty

+ reduced the Custom Race's default value of Loyalty to 15% so that it would not cause negative ability points

+ added code to clear the planet/shiplist between games so that it wouldn't keep old pointers (should prevent a memory leak and potential crashes due to bad pointers)

+ made it so that you can select a race by clicking on its icon on the Foreign Treaties screen

+ made it so that the seleted planet or ship in the planet/ship list is saved so that changing the sort variable or filters will still keep the selection.

+ added code to let you right click on a tech to bring up the tech description dialog when the tech tree window is maximized

+ fixed error where fleets of ships could still attack freighters protected by galactic privateer

+ Reversed direction of the moon revolution (yes, Earth's moon now rotates around the Earth the right way)

+ added a check in the Direct 3D code for vertex and pixel shader versions

+ added code to make foreign policy window try to select a non-dead civ

+ made sure that the civ manager only has to parse the entry definitions once

+ made planet screens refresh after removing or adding troops

+ fixed numerous typos and spelling errors in various files

+ changed it so that the difficulty on the OpponentWnd slider changes all of the selected races' intelligences

+ changed it so that when you enable a race, it automatically sets its intelligence to be at the level of the difficulty

+ Fixed bug where lines on Treaties screen would point off-screen if you were a custom race playing against 10 enemies

+ D and T buttons will now toggle the details and rally point screens on/off instead of queuing up multiple instances of them

+ Kills some battle related processes as soon as they are finished so they don’t stay in memory when no longer needed

+ When running in full screen mode (Release build), the mouse will be clipped to the game window to prevent accidentally clicking outside of the window.  You can still use ALT+TAB to activate other windows.

+ added function IsProtectedMiniFreighter to check for valid target

+ added code to clear selected rallypoint from minimap to prevent crashing when the rallypoint is deleted

+ added code to clear rallypoint destination when rallypoint is destroyed

+ Added a debug assert if the required technology for a ship type is not found

+ Fixed bug where ships on auto-explore that were put in a planet would immediately start auto-exploring once launched from the planet

+ Fixed a graphical bug where if you had 1 ship with moves and it attacked a planet with a fleet manager, the fleet would remain on top of the planet if the attacking ship was killed.

+ fixed memory leak caused by too many references to ship design listbox entries

+ fixed possible crash when saving std::strings in save game

+ cleaned up code in PropertyBucket class to make it more efficient.

+ Fixed a crash in the scene graph

+ Added ref counts to scene nodes in battle processes to prevent “random battle crashes”

+ Kills some battle related processes as soon as they are finished so they don’t stay in memory when no longer needed  

The Reluctant: Chapter 6

Published on Tuesday, July 25, 2006 By Brad Wardell In Fiction Writing

The Reluctant

 

A Graphic Novel Outline

 

Brad Wardell, July 2006

 

Chapter 6: Retribution
Chapter 5: Monsters & Eternity
Chapter 4: My dad isn’t a hero
Chapter 3: You will do what we tell you to do…
Chapter 2: We're from the government...
Chapter 1: They're coming for you Ha Ha.

 

 

DL and Mr. Miller are sitting in the living room of DL’s home. Ethan is playing in the other room.  DL looks up and looks gravely at Mr. Miller.

 

DL: Take Ethan and go into the cellar..now.

 

Frank: Trouble?

 

DL: Definitely.

 

Mr. Miller runs to Ethan and just after they have gone into the cellar a tractor crashes through the house.  DL looks back and can see the pole barn out a gaping hole that the tractor left.  In front of him is an Intruder standing amongst a lot of dead press people.

 

DL steps out and looks at what has happened.  The Intruder is sitting in a small impact crater. He had jumped from afar into the spot he currently stands. He then picked up the tractor that was next to him and threw it at the house – through a bunch of startled press people .

 

This Intruder is quite different from the three DL previously faced. This one still looked like a human being but had an alien hue to him. One could imagine some sort of monster that was using a human form to mask its inner evil.

 

Vagath: I am called Vagath, human. You killed two of my servants and injured another.

 

DL: I had little choice.  I have lived here for quite awhile and never sought your kind out. I was content to live quietly here with my family but your friends weren’t willing to leave well enough alone.

 

Vagath: This is our world now, human. None shall contest our will.

 

DL: (sighs). Look, it’s probably too late to undo the damage you’ve done to me. I have the press and the government hounding me.  But if you leave now and never come here again, I will leave you in peace.

 

Vagath: That is not an option I’m permitting you to have.

 

And with that, Vagath strides towards DL.  And with incredibly speed strikes out at DL with his fist.  DL blocks and cups his fist in his hand. The sound of the fist meeting DL’s open hand shatters windows. Any doubt that might have remained as to DL’s unusual nature is now gone as the press now sees that there is a human being powerful enough to block the punch of the mightiest Intruder on this world.

 

DL: This is your last –

 

But DL does not get to finish his sentence. Vagath pivots and in a flash kicks DL so hard that the impact shockwave knocks nearby onlookers down.  DL flies back through the house and crashes into the pole barn behind it.

 

Vagath jumps to the pole barn and with his arms makes a gesture towards the pole barn causing it to shatter into pieces with each half flying its own direction as if Vagath was parting dirt with his hands.

 

DL gets up amongst the ruin and a drop of blood flows down his forehead.

 

Vagath reaches out and a steel pole that was in a junk pile in DL’s back yard near some equipment flies into his hand and is then instantly javelined at DL who turns to dodge but is not quite fast enough. DL is knocked flat on the ground.

 

Vagath approaches DL who is trying to get up onto his hands and knees. DL coughs and blood comes out.

 

Vagath: Did you really think we were all the same?

 

DL: (coughing) I had..hoped you were anyway.

 

Vagath kicks DL in the chest as DL is on his hands and knees propelling DL 20 meters back into his own field.

 

As Vagath starts to walk again towards the fallen human, military choppers overhead begin firing Vulcan cannons – depleted uranium slugs – into Vagath.  All they succeed in doing is getting Vagath’s attention. Vagath reaches out with his hand and with an invisible force grabs one of the two choppers and with incredible speed rams it into the other chopper. Both explode.

 

The time is enough for DL to get to his feet and with a full run throws himself into Vagath causing Vagath to fly back into the debris of the pole barn.

 

Vagath: Umph. Enough of this.

 

And with that Vagath reaches out with his hand as if to grab DL like he just did with the choppers but is unable to grasp him.

 

Failing that, Vagath sends a bolt of that invisible energy. This time, DL is able to dodge Vagath’s malice but the bolt evaporates a news van behind DL.

 

DL picks up a wooden pole from the remains of the barn and hurtles it at Vagath. But the pole merely bounces of Vagath harmlessly..

 

DL: (to himself) This could be a problem.

 

With incredible speed, Vagath runs at DL, picks him up by the leg and throws him into the equipment shed that was next to the now destroyed pole barn. DL impacts it crashes inside.

 

At this moment, Tendath arrives and runs to DL.  DL is dazed and flat on his face on the ground.  Tendath lifts DL’s head up by his hair, takes out his sword and puts it to DL’s neck.

 

Tendath: Let me finish him.

 

Vagath: No you fool, get away from him!

 

But it is too late, DL snatches the sword from Tendath and in a blur of motion cuts Tendath in half.

 

DL: You can be sure I won’t be walking around without one of these again. (referring to the sword).

 

Vagath: It matters not. Your fate is sealed.  (Vagath takes his own sword out).

 

DL: With all your life spans, the best you can make yourselves are sharp metal sticks?  No technology at all.

 

Vagath: And with all your technology, it only took a dozen of us to subdue your world.

 

DL starts to approach Vagath when a tractor (the same tractor as before) smashes into DL from the side sending him flying.

 

DL: (to himself) That is getting old.

 

DL stumbles and is wary of the tractor which he sees in his mind is well behind him now.

 

Vagath steps towards DL and the two engage – sword to sword.  The thrusts and parries are too fast for anyone to see. It is a blur of motion that quickly turns into a stalemate.

 

But behind DL opens the cellar door from the heavily damaged homestead.

 

Ethan: Dad!

 

DL is distracted enough for Vagath to exploit an opening and with a quick thrust Vagath stabs DL through his right breast. He quickly removes his sword and is about to decapitate DL as DL falls to his knees when a round of buckshot bounces off of Vagath’s face. At the other end of that buckshot is Mr. Miller. 

 

DL falls from his knees onto the ground.

 

Vagath: It is over, human. For the trouble you have caused me, I will let you see your child die first.

 

But DL isn’t just a human anymore. And he’s not an Intruder. Already the near-mortal wound he received has begun healing and Vagath’s words spark something DL hasn’t truly felt in millennium – rage.

 

With terrible speed DL is to his feet and his hand reaches out and grabs Vagath by the neck lifting him from the ground.  DL’s eyes become pitch black and an otherworldly menace permeates the air around him.

 

DL: Ki’tin Va Unem!

 

The alien words rock Vagath for they are not the language of the Intruder but they are words he recognizes.  DL’s reaches out and the sword flies into his hand.  Vagath slashes with his sword repeatedly dealing DL a series of light wounds but he can’t quite make the reach to make a lethal blow.

 

DL impales Vagath with the sword ending the life of the mightiest Intruder on Earth.  DL then falls to the ground losing consciousness.

 

Next: Legacy

Forum Tips & Tricks

Published on Tuesday, July 25, 2006 By Brad Wardell In Virtual Communities

Welcome to Brad's tips on how to use the new forums.  The new Stardock forums are custom developed based on the needs and uses of our customers. Over the years, we have experimented with many different layouts with varying degrees of success.

Background

The 2006 Stardock forums have many advantages over previous generations:

  • Bandwidth - they use about 1/4th the bandwidth of previous forums we've used which means they load a lost faster.
  • They use a lot more AJAX/Javascript based techniques to cut down the number of page views people have to go through.
  • They allow for more categories to be displayed.
  • They conform more to the style of the more common forum styles out there which reduces the learning curve for new users.
  • They display who last commented on a particular post.
  • They have much easier navigation between various sub-forums.
  • They have more customization options for the user.

Stardock forums have one primary advantage over other forum systems. It's an advantage that is invisible to most users -- it is the world's only distributed network forum system (that we know of anyway).  Visit other companies or communities and they have one giant forum in one place. Visit a site using the Stardock.net forums and the forums displayed are specific to that site.  If two sites overlap, so do the posts.  A post on PC Computing on WinCustomize.com will show up on JoeUser.com but not TotalGaming.net.  A post about strategy games might show up on TotalGaming.net and GalCiv2.com and Joeuser.com but not on WinCustomize.com. This overlap means that users from different communities can interact together without even being on the same site.  It gives more options for users and customers and allows Stardock to interact with the varied communities much more easily.

Another key difference in Stardock forums is that new posts float to the top of the parent forum which in turn floats to the top of its parent.

In a forum system you might have:

Software
    Games
        Strategy
            Turn Based
            Real-Time
    Utilities
        Disk Utilities
        Security
        Anti-Virus
        Desktop Enhancements
    Applications

..and so on.

In a typical forum system, if you wanted to find out the newest post on a real-time strategy game you would have to dig all the way down to the real-time sub-category.  On a Stardock forum, the forums are set up almost like a search result -- The parent forum contains all the posts of its children arranged by the newest first. If the newest post is in the Real-Time area it will be the first post in the Software forum.  In this way, digging down allows users to get more specific if they choose but casual readers can stay more general.

One can imagine a forum like this:

Hardware
    PC
      Graphics Adapters
            nVidia
                7800
                    Overclocking
                        Utilities

In a Stardock.net forum, a user who clicks on the nVidia forum would see the newest posts from all the sub-forums. So if there's some hot new utility that lets users over-clock their 7800, the user who just clikced on the nVidia forum would see it without having to dig all the way down to the Overclocking utilities area.  As a result, it saves a lot of clicks. 

So why are other forum systems set up the way they are? There are lots of reasons, but one likely reason is that when forum software was first being developed, getting more page views was considered the goal.  Stardock's sites are designed to try to reduce the number of clicks and page views since it generates revenue from selling software and subscriptions. So our forums are designed to let users get to as much info as possible.

Tips & Tricks

Tip #1: Quick-Jump

One of the first new tips I'd like to show you is how easy it is to jump to other sub-forums.  If you click on one of the arrow separators between categories (i.e. Home -> General -> etc.) you will get a pop up menu that lets you jump to another sub-category.

Tip #2: View All Recent Posts

Near the bottom of the forums is a small link that we will probably make more prominent over time and that is the "view all recent posts".   By pressing that button, all the recent posts on the forum will be listed and users can go through and see all the actions anywhere. 

Tip #3: Smart Pins

Pinned topics are very important to new users but just get in the way for expert users.  The new Stardock.net forums let users minimize the topics and it will remember that you did so for future viewing.

Tip #4: My posts

At the top of the forum, "My posts" are there.  Click that link and you will get a list of the posts you have made.  Are also working on it so that it will eventually display all the posts you've recently interacted in.  That way, if a post you've been participating in scrolls off, no problem, you can quickly follow it.

Tip #5 Your Watch List

If you want to keep an eye on a post for the long-term, even if you're not participating in it, you can add it to your watch list.  To add a post to your watch list, click on the tools button.

Tip #6: Referrals

Is someone pointing to a post you or someone else made? Stardock.net forum posts automatically link back and let you see who is talking about it (and sends traffic back to the people who link to you).  Your account gets points every time someone goes to something you created from another site via a referral.

These are just some of the tricks that we have already.

The 2006 Stardock.net forums are still in their infancy and we are always looking for suggestions and ideas for them.  But we hope you find the new forum system fast, reliable, and effective.  Have fun!