Brad Wardell's Blog


Dealing with slow VMs in Windows 11

Published on Friday, April 11, 2025 By Brad Wardell In Stardock Blog

I recently got back into Virtual Machines and found the performance terrible on Windows 11.   

I couldn't figure out why.  There was noticeable input lag and even moving windows around was sluggish.  

I looked on Reddit and elsewhere and got advice about installing tools or configuring the VM differently but eventually just had a feeling that it had something to do with security on Windows.  So after a lot of trial and error I found this option:

Now, I am not recommending you disable this.  But on my home box, that is behind firewalls and I am using myself in relative isolation, I felt comfortable turning this off when doing VM work.  Doing so brought VM speed back to where you would expect it.

Hoe this helps.

WinCustomize came "this close" to dying in March 2025

Published on Friday, April 11, 2025 By Brad Wardell In WinCustomize Talk

Nearly a month ago now I got a call early in the morning. It was from our IT lead. The Datacenter...was gone.

At first I thought we were under some sort of DOS attack. Then I feared the worst, some sort of Ransomware? Were we going to find out that everything was encrypted and gone? We soon learned, no—but in some ways, it was worse. Everything we had at the Datacenter was wiped out. Everything. 34 Terabytes spread across a dozen+ servers of various ages with unique configurations dating back decades. Some of this stuff had been brought over from OS/2 back in the day. Some of the configurations were originally set up on NT 4 for PowerPC! Gone.

We have near real-time backups to dedicated servers at the datacenter but they were wiped out too. For legal reasons, I can't go into anything more specific than to say everything was gone.

We also do nightly backups off-site as well. But these are the kinds of backups you don't really expect to ever have to use. They're the equivalent of the old tape drives we used to use back in the day. You back up to them but you don't really anticipate ever needing them. But here we were.

The backup was a single, 34TB file. We debated how to get the data back fastest. I mean, couldn't we just put them on a removable HD and ship it? Well, not so much. The NAS or whatever it used at the off-site service has a USB 3.0 connection. Getting the data off would take many days and then have to be reuploaded via the USB HD.

Ok, so transferring it is. We have a 10Gb/sec net connection, how long could it take? The math made it out that we should be able to get it in just a few days. Nope. Weeks. It took weeks.

And once we got it back, things didn't look good. While the raw data was there, it was not obvious how all this would hook up again. Remember, we are talking a hodgepodge of servers that have been around decades. You can't just spin this stuff up.

I talked to Jafo and LightStar and others and I told them I didn't think we'd be getting WinCustomize back. Even if we got the skins and themes back, the spaghetti of the skin library databases would not so easily be brought back to life. Even now, it's not clear how well connected the various files will be.

Near the end of March I wrote:

Dear Artists, Skinners and Designers,

For 24 years we have created amazing things together. I am sad report that we suffered a catastrophic data loss. This data loss also consumed all of our on-site backups as well. While we did have many offsite backups, the sheer size, complexity and fragility of the data has made it impractical to restore them. As a result, we have made the painful decision to close WinCustomize.com.

We have enjoyed the near quarter-century of collaboration, conversation and creation with you. I am sorry to see it end. It is, indeed, an end to an era.

Farewell,

-Frogboy

But the team didn't want to give up. Pat, myself, Jillian, and others from the 2001 era are all still at Stardock and the team was desperate to save WinCustomize.

And so tonight, as I write this, we're...almost back. The site definitely is worse for wear. We are going to need your help to rehabilitate the site and we will be grateful for as much grace and patience that can be sent our way as we still struggle to bring it back. But I am happy to report that WinCustomize has survived—and we couldn't have done it without the incredible determination of our team and the loyalty of our community. It's going to be a journey, but it's one we're committed to taking together.

So you want faster Internet eh?

Published on Friday, April 11, 2025 By Brad Wardell In Personal Computing

So you want faster internet speeds, eh? So did I.

Let me tell you about my journey.

It all started with Xfinity offering 1.4Gb/sec internet speeds. I wanted some of that. So I upgraded but noticed that my speeds were still maxing out at around 800Mb/sec. That's pretty good, but a lot less than 1.4Gb/sec.

The first thing I did was get a new cable modem. It has a single 2.5Gb/sec output.

My router actually had a 2.5Gb/sec input port. Victory! Or so I thought. Turns out every single output port on that router maxed out at 1Gb/sec. Well, crap.

So I upgraded my router. This time, I went all-in and got a router with three blazing-fast 10Gb/sec ports. Problem solved, right? Nope. These were SFP+ ports. If you're wondering what SFP+ ports are, join the club—I had no clue. After some Googling, I learned about SFP+ transceivers. Bought some, plugged everything in, and...nothing. Zero connectivity.

Turns out my cable modem absolutely refuses to negotiate anything other than exactly 2.5Gb/sec. And even though those transceivers promised they'd work at 10Gb, 2.5Gb, or 1Gb speeds, they flat-out wouldn't talk to the cable modem.

Fine.  Ok.  I wanted to use an enterprise grade Router but I finally caved and grabbed a consumer Wi-Fi 7 router. Thankfully, this one came with two good old-fashioned 10Gb RJ45 ports. And finally, success! It connected perfectly to the modem at 2.5Gb.  But the other ports on it were slower.

So, what's next? Yep, yet another upgrade—this time, a 10Gb switch to connect everything at the speeds I'd originally envisioned.

So here we are after a week of fiddling, swapping, and reordering networking gear, I finally hit that sweet 1.4Gb/sec speed. ..or as someone around here put it: my internet is now imperceptibly faster.

Endless Legend II thread

Published on Friday, April 11, 2025 By Brad Wardell In PC Gaming

So our friends over at Amplitude have announced Endless Legend II.  It's due for Early Access late Summer.  My good friend Kael (Derek P who was the lead designer on Elemental: Fallen Enchantress and did the Fall from Heaven mod) is working on it.

 

PC Gaming in 2025

Published on Friday, April 11, 2025 By Brad Wardell In PC Gaming

These days I'm mostly playing our stuff.  There's just not a lot of time for other games.  So lots of Ara: History Untold, GalCiv IV, Sins of a Solar Empire II and even some Ashes of the Singularity.

But what are you guys playing? Anything you would recommend I should check out?

We're back! What happened?

Published on Friday, April 11, 2025 By Brad Wardell In GalCiv IV Dev Journals

You might’ve noticed we had a serious outage that took down our website, forums—everything.

Some people have speculated on what could be so catastrophic as to take us down for WEEKS? 

For legal reasons, I can't get into the details other than to say it wasn't ransomware but it was a total data loss. This catastrophe wiped out everything at our data center, including the on-site backups, so we lost over three decades of data in one hit.

Fortunately, we run nightly offsite backups, but they’re enormous—about 34 terabytes. That’s 34,000 gigabytes, all of which has to be downloaded, scanned, extracted, and then reuploaded to new servers. Just the download alone took over a week. Then came the challenge of figuring out which parts needed immediate restoring, in which order, and whether we should rebuild them piece by piece, create entirely new services, or move to a cloud-based infrastructure to avoid having a single colocation ever again.

We’re talking about a giant library of websites, databases, skins, themes, icons, wallpapers, videos, and more. Some of it’s ancient, from when we started well before Google or Facebook existed. Imagine sifting through tens of thousands of gigabytes to find a single legacy web service, built decades ago, that needs to run on a specific OS. It’s a painstaking process.

This outage has been extremely difficult. Everything from old box art for our products to OS/2 programs I wrote in my college days—gone, at least until offsite backups did their job. We had fallback backups on hard drives, DVDs, tapes, and so on, but for a while, it wasn’t entirely clear how much of that would be usable.

A fun fact some may not know: we have one of the oldest continuously used forums around, migrated from Usenet eons ago. That entire environment was wiped, so we’re rebuilding it from offsite storage. Not everything is back yet, and it looks like a few forum user accounts will be lost. That’s not related to customer data, but still worth noting.

We appreciate everyone’s patience. Getting services running again has been the top priority. It’s been a monumental effort, but we’re seeing real progress each day, and the community’s understanding means a lot.

Thanks for sticking with us,

-Brad (Founder & CEO)

GalCiv IV: Supernova Dev Journal #96 - A Preview of Galactic Civilizations IV v3.0

Published on Tuesday, March 4, 2025 By Brad Wardell In GalCiv IV Dev Journals

At long last, Galactic Civilizations IV v2.95 is here and it's a big one. I'd like to think it addresses most of the high priority feedback we've gotten on the game since launch, especially in terms of map generation.

But well beyond that, v2.95 is a major improvement in everything from performance, balance, multiplayer stability, late game stability, AI, and more. Seriously, this is a big update.

Assuming there's no issues with it, the next big update will be version 3.0, which is one that many of us here have been waiting to come together. This update has many months of improvements and additions that we've been waiting to push through QA.

 

Here is a sneak preview of changes coming v3.0, which is expected to release this Spring:

 

Hyperlanes

Originally, GalCiv IV was going to have really small sectors (i.e. imagine "medium" being the biggest) and you'd just go to other sectors.

However, many of us feel it is tedious to keep track of too many sectors. Over time, we've made the size of a single sector larger, but then we return to the problem of taking multiple turns to get to other stars. We initially fixed this by increasing the speed of ships, but that resulted in its own issues.

v3.0 is going to include Hyperlanes that will connect stars to other stars. They will not teleport like Stellar Gateways, but will function like Hypergates from GalCiv III - when you're on a Hyperlane, your ship moves much faster.

By offering the phase lane style of Sins of a Solar Empire / MOO2 while still maintaining the free movement of Galactic Civilizations,  this will, we hope, give players the best of both worlds when traversing the galaxy.


Visual Uplift

While most of our players don't care too much about graphics, many still do. We've put considerable effort into enhancing the engine, which should improve the appearance of ships and other on-screen elements.

 

Ship Design and Battles

Much like other similar games, new installments of Galactic Civilizations have their own Lead Designer, who provides their own ideas on what the game should do.

For instance, I designed Galactic Civilizations II, but decided to take a step back for the development of Galactic Civilizations III. We brought in Jon Shafer, known for his work on Civilization V, to design GalCiv III. I returned for the design of the Crusade expansion pack, which changed some of the mechanics.

For Galactic Civilizations IV, Derek Paxton was assigned as the Lead Designer, with me completing the Supernova expansion. Supernova was merged with GalCiv IV for the Steam release, bringing notice to my different design preferences with some conflicting gameplay styles.

For version 3.0, I will most likely be asking the team to make the ship battles a bit. . . uglier, but provide more information. For me, the purpose of ship battles is to help players see how different weapon and defense systems work together, as well as how to counter other designs.

My main beef remains that we lack a good way to force players into commiting to a tech path / design so that countering and counter-countering can be effective at the macro scale. In GalCiv II, I solved that by having a rock-paper-scissors type mechanic on weapons and defenses, making it difficult to switch due to the costs of techs and defenses on their own branch. Feel free to discuss your ideas on this in the comments section.


UI UI UI

You have hopefully noticed that as each update gets done, we improve the UI in some way. The idea is to make information more accessible, text more readable, and executing your strategy more straight forward.

If there's something that really bugs you in the current UI or in v2.95, let us know in the comments.

 

Final Thoughts

This isn't anywhere near a complete list of improvements and changes for v3.0, but should give you an idea of what we hope to accomplish.

BTW, I hope you guys like "Tales of the Arnor". I think you'll find it pretty fun and interesting, especially those of you who like there to be more background lore in the game. It's through your support that we are able to continue with new content and updates!

GalCiv IV: Supernova Dev Journal #93 - An Essay of the History of the Galactic Civilizations Universe...

Published on Thursday, February 6, 2025 By Brad Wardell In GalCiv IV Dev Journals

My office has a lot of printouts in binders regarding the history of the universe (The Mithrilar Cycle) that both Galactic Civilizations and Elemental come from.   I once had the opportunity to write a book, Destiny's Embers and that was quite an adventure.  My original story was 300 pages but my publisher, Del Rey, wanted it fleshed out and had an editor greatly expand the exposition of it.  One of these days, I hope to publish the original manuscript which, I should add, has no references to how charactered dressed or other, in my view, frivolous descriptions.

We have a lot of new content being developed here at Stardock that will be tapping into this lore.  To that end, I thought I'd share some of the background today.

Era 1: Of the Mithrilar
Let's start in the past.  A past—so distant that “time” scarcely had meaning—the Mithrilar watched over the cosmos from a vantage beyond mortal reckoning. Their charge was the Talananth, an artifact of immeasurable potency. Like a loom weaving threads of destiny, the Talananth gave shape to our three-dimensional universe, lending order to the infinite possibilities of existence.

Among these ancient stewards walked Draginol, a Mithrilar who stood apart from his kin by choice and by temperament. Where others moved serenely through the timeless void, Draginol felt the rhythmic pulse of past, present, and future. Impatient with the slow unfolding of the cosmos, he employed the Talananth to craft a sentient people known collectively as the Arnor. In doing so, he hoped they might hasten the grand design he alone seemed to sense.

Draginol’s vision took two forms. First came the Dred’nir—the “First Ones,” in the Arnorian tongue—endowed with a heightened sense of time and a share of Draginol’s own far-reaching perspective. Second came the Elas’nir—the “Second Ones”—slower to grasp the urgency of fleeting moments. While the Dred’nir varied widely in power—some possessed abilities bordering on godlike, others only marginally beyond that of future humans—the Elas’nir were largely placid, drifting through the ages as though tethered to an eternal present.

Draginol’s Impatience
While many of the Mithrilar seemed content to observe the universe’s natural unfolding, Draginol sensed a storm of trouble on the horizon. He believed the Arnor needed to feel the swift crack of mortality—like the ticking of a clock—to galvanize them into action. Yet most Elas’nir remained detached, drifting across the centuries in tranquil ignorance. Only a rare few, like Tandis and Amandara, developed the keen sense of passing time that Draginol valued. They stood out among their kin, capable of grasping the significance of change.

In time, Draginol’s designs took on a darker edge. He conspired with the more powerful (and often more ambitious) Dred’nir to harness the very essence of the Elas’nir. From their essence he meant to fashion an object—the Orb of Draginol—that would grant him unrivaled dominion over the Talananth. Each harvested Elas’nir increased the Orb’s cosmic potency, bringing Draginol closer to directly shaping reality as he saw fit.

But it was not a quietly kept secret. The culling of their ranks roused the Elas’nir from their habitual placidity, and in their resistance, the seeds of conflict took root.


Of the Arnor
Though wrought in the same primordial forge, the Arnor were anything but homogeneous. The Dred’nir—Talax, in particular—became legends, known for raw might or cunning. Meanwhile, the Elas’nir shaped the culture, philosophy, and broader civilization of the Arnor. Their societies thrived on knowledge gleaned from eons of observation. It was in these societies that figures like Tandis rose to prominence, forging alliances and offering hope to countless new races springing up across the nascent galaxy.

As rumor of Draginol’s designs spread, the Arnor found themselves divided between loyalty to their creator and rebellion against his twisted project. Once revered like a distant but benevolent deity, Draginol now seemed a tyrant holding the fate of an entire universe in his hands.

This was the beginning of the Dred'nir and Elas'nir wars and where the Dred'nir became referred to as the Dread Lords.


The Shattering of the Talananth
Believing the Orb of Draginol had absorbed sufficient cosmic essence, Draginol moved to seize the Talananth for himself, presumably to reorder creation to his vision. Yet the raw forces unleashed could not be contained. The Talananth shattered, unleashing a cataclysm that annihilated all but two of the Mithrilar—Draginol and Mascrinthus. Both vanished from known reality, for a long while, taking with them any guiding hand the Arnor might have had.

In the aftermath, the bulk of the Dred’nir and Elas’nir lay broken. The once-proud Arnor teetered on the brink. Those who survived rose from the ashes to fight anew, and the wars between Arnor and the Dread Lords—were waged in earnest.


Arnor / Dread Lord Wars
From this cosmic upheaval emerged an epoch of conflict. The Dread Lords, shaped by the most relentless Dred’nir, carried out Draginol’s dark legacy—though now seemingly without his direct guidance. Their power and wrath knew no bound, a threat to any world that drew their gaze.

Across the stars, the mortal races rose—Iconia, Altaria, and countless others—and became battlefields or pawns in the Dread Lords’ cosmic game. This is the period in which Tandis the Arnorian took up the cause of these younger species. He fought with a measured patience, marshaling the strength of mortals whose wills could not be so easily subsumed. This era of war and uneasy alliances persisted, shaping the fundamental tapestry of galactic history.

It was also during this time that both Mascrinthus and Draginol had their final showdown. A moment witnessed by Tandis on the world of Altaria.  In that final battle, Draginol was defeated by a young mortal who had found the Orb, now known as the Bane.  Tandis would take the Bane and place it beyond the reach, or so he thought, of mortal beings believing it safe to do so with Draginol now vanquished beyond ever being a threat again.

At length, the Dread Lords were entrapped in a pocket universe, quarantined from reality. Their reign of terror appeared ended. Or so it was told in half-remembered stories among the surviving Arnor and the nascent star-faring species that would come later.


Deep Time
In the distant future, a human named DL Bradley stumbled across echoes of this primeval conflict. While his full story is yet to be woven in the records available to most, rumors speak of a tragic destiny—how a single mortal life became intertwined with an eternal cosmic loop. The torment of “unlimited time” is said to be both a boon and a curse, an endless burden for any soul truly aware of time’s relentless drumbeat.

Time, after all, is the great predator. It stalks gods and mortals alike, offering no respite to those who can sense its every pulse. Perhaps that is why Draginol feared complacency, or why Tandis and Amandara strove to uphold hope across the stars. Even the mightiest Mithrilar could be undone by the jaws of eternity.

For now, the legacy of the Arnor and Dread Lords stands as a testament to what comes of cosmic ambition and mortal resilience. The tapestry they wove—and tore asunder—enfolds our galaxy still, from the oldest lore of Iconia to the newest ventures of Earth. Indeed, much of that story remains untold, drifting like stardust in the corridors of eternity, awaiting those bold (or foolish) enough to seek it.

...

And that is, my friends, a general outline of the story.  Of course, this is condensed beyond all reason. But hopefully it helps provide some semblance of sense to the overall story that Galactic Civilizations and Elemental draw from.

GalCiv IV: Supernova Dev Journal #92 - Of the Nyx

Published on Thursday, January 30, 2025 By Brad Wardell In GalCiv IV Dev Journals

With the benefit of hindsight, Tales of the Arnor should have been handled as a full expansion pack. It just has such a massive scope of changes in it.   

For me, personally, it's the first GalCiv IV DLC I've got to work on since Tales of Centauron which I thoroughly enjoyed.  But this one...this one is just so much bigger.

This will probably not be the last post I make on Tales of the Arnor so I will probably miss some things here.

Of the Nyx

So as some of you know, I've been writing the lore on Galactic Civilizations since the late 1980s.  4X strategy games don't make very good vessels for getting that lore out obviously.  

Some of you probably noticed that the Yor changed the way they looked a lot between GalCiv II and GalCiv III.  I mentioned in another post how the first Yor were created by the Iconians and then those Yor creatred more Yor which are the ones depicted in GalCiv III and GalCiv IV.  The Nyx that are the subject of Tales of the Arnor look like the Yor from GalCiv II.

 

The Campaign

So the Nyx will be introduced in the new Mission called Tales of the Arnor.  But you will also be able to play them in a normal sandbox game as well.

The Nyx get their own completely unique tech tree:

 

This turned out to be a bit of a crazy decision because a unique tech tree means they have their own unique ship components too:

It also means they have to have their own leader types:

...and their own leader powers.

The Nyx don't have ministers.  They have Primes and they have a very different philosophy how their government should be handled and what traits matter.

It also means they get their own unique improvements including a new one called Aid Ship Production:

And that's just the start.

What you will learn is that the Iconians aren't necessarily blameless.

739 pages 1 2 3 4 5 6 7 8 9 10 Next