Brad Wardell's Blog


ObjectDock 1.3 BETA available for existing owners...

Published on Monday, April 17, 2006 By Brad Wardell In WinCustomize News

A new version of ObjectDock is nearly ready to go.  ObjectDock and its big brother, ObjectDock Plus, is a utility that lets you have a really cool and useful dock that can sit on an edge or pretty much anywhere else you might want to have it.

New features include:

  • PLUS-Enabled activation in Plus build
  • BOTH-Added ability to offset dock from edge of the screen
  • PLUS-"Automatic distance from edge" (place above taskbar) feature
    now fully compatible with multi-monitors. This handy feature ("auto
    distance from edge") is only available in the Plus version, and is
    enabled by default in the plus version.
  • PLUS-Added mouse-activation (different from hotspots) ability for
    tabbed docks whose tabs are not always on top. When mouse activation
    is checked, docked tabbed docks whose tabs are not AOT will come to
    the front when you hit the edge of the screen directly over where
    they are for the specified time period.
  • BOTH-Not always-on-top tabbed docks that are docked to the edge of
    the screen (autohidden) will now un-autohide if you choose from from
    the alt-tab list.
  • PLUS-Added ability for tabbed docks to reserve the entire edge of the
    screen that they are on. Adjustable to be autohidden or not
    autohidden.
  • PLUS-When dragging docks that are reserving the edge of the screen,
    they will detach and turn off their reserve-edge option upon pulling
    far away from the edge. If moved back to the edge or to another edge
    while in the same move/drag operation, the dock will automatically
    re-reserve the edge space upon docking to an edge. Under other/normal
    circumstances (just usual docking to the edge), the dock will not
    automatically reserve the edge of the screen.
  • PLUS-When in "My Docks" dialog, all autohidden or not-on-top
    zooming and tabbed docks should come to the front and become
    interactive. Upon leaving the application completly, docks go back to
    their original positions.
  • BOTH-When in the properties dialog for a
    individual dock (zoomer or tabbed), that dock will temporarilly
    ignore its autohidden and AOT state if present to make itself on-top
    and visible to the user.
  • PLUS-When using the configuration dialog for a dock, a bouncing
    arrow will show up to identify which dock is currently being edited.
    Similarly, when in the "My Docks" dialog, upon selecting a dock from
    the dock listing, that dock will have a bouncing identifying arrow
    pointing to it to identify which dock is currently selected. This
    feature can be disabled from the advanced options, and when shown due
    to a configuration dialog being active (not "My Docks"), the arrow
    will fade out after 5 bounces to prevent it from becoming annoying.
    The arrows only show up when there is more than one dock present (and
    so are not necessary in the free version).
  • BOTH-"Send To" now displays and works in system context menus for
    files/folders within ObjectDock.
  • PLUS-(less significant change)-In tabbed docks, more effectivly
    separated the options for "Always on Top" and "Tabs Always On Top".
    Tabbed docks maintain two AOT settings...usual AOT has effect only
    when not docked to edge, and "tabs AOT" has effect only when docked.
    Checkboxes in the dialog and context menus will change themselves
    accordingly based on the current mode (docked or not).
  • PLUS-Similarly, the option for if the tabbed dock appears in the
    systray or taskbar when not AOT is kept seperatly for when docked and
    undocked. This is the case as when just floating and not AOT, by
    default the user will want to have it accessible via taskbar as there
    is no other means. But if docked to the edge, it is more likly that
    they don't want it in their taskbar, but rather they want to access
    it by mouse activation (bumping the edge of the screen). Thus, this
    allows automatic defaults to accomidate each scenario.
  • BOTH-(minor change)-Added ability to set "Autohide" from context
    menu of zooming dock
  • PLUS-Fixed bug where in changing themes or shutting down, if more
    than 1 tabbed dock is present not all tabbed docks have their
    resources freed properly
  • BOTH-Found and fixed 'handles' leak upon each use of context menus
    for File/Folder dock items, amoung a few other small places (such as
    during the poof animation)
  • PLUS-Changed default tab appearance (e.g. on creation of a new
    tabbed dock) to the "Simple Tabs" look.
  • BOTH-New logo images in config dialogs for both plus and free
    version
  • BOTH-Fixed bug, when zoomed dock uses autohide, when you run an app
    from the dock you can still click it even when it has disappeared
    until the "running" animation ends.
  • BOTH-auto-save 5 last 5 crashes into ObjectDock folder
  • PLUS ONLY-Added ability to automatically place dock on edge of
    screen, above the taskbar
  • Updated Free-version's dialogs (the main dialog only. the nicer
    for-each-item dialog are still plus-only)
  • BOTH-Trash icon did not update automatically when a folder is
    dropped onto it. Fixed.
  • BOTH-Added 100ms delay in updating the trashcan's image, so that it
    will refresh to the proper image when just the standard windows icon
    is being used. (eg when no *custom* images are being used for the
    trash)
  • BOTH-Tweaked drag & drop on zooming docks, fixed issues involving
    glitchy drop targets when the taskbar (and systray) is disabled

Stardock expects to release ObjectDock 1.3 officially in the next week or two.

Its home page is www.objectdock.com. Use Stardock Central to download it.

 

Results: Where did you hear about GalCiv II from?

Published on Sunday, April 16, 2006 By Brad Wardell In GalCiv II News

In our recent poll asking users of GalCiv2.com where they first heard of the game, we got around 1,400 respondents. 

Bear in mind, these results only tell us where people who happen to visit this website heard about the game. I was surprised how poorly the print game magazines came out.  All of them combined came out to only 6%.

The big surprise was Penny-Arcade. 11% of users who responded came from Penny-Arcade. This matches up with some of the referral statistics we've seen.  And I for one look forward to working in Tycho and Gabe's underground sugar mines.

Another interesting result was Gamespot which had 21%. Gamespot has some web design features that I think really do help. For instance, it has top 10 most popular games based on user interest on Gamespot overall and then on a per section basis right down to sub-sections. So a user can go to turn-based strategy games and sort by popularity. 

Interestingly, the demo version only brought in 1% of respondents.

The biggest chunk came from Stardock's existing communities -- 26%. We'd be interested in hearing those who answered "Stardock (Other)" to let us know how they found out about the game.  Even users who had Galactic Civilizations I would still have to find out from somewhere.

Word of mouth was an impressive 7%.  That's a big chunk considering that we're talking about an on-line poll. People recommending the game is definitely key to the game's success.

Our second poll is going to ask that question outright: Would you recommend Galactic Civilizations II to others? The ultimate "has the game met your expectations" poll so to speak.

More AI fun on the weekend

Published on Sunday, April 16, 2006 By Brad Wardell In GalCiv Journals

One of the general areas I have been looking to keep improving on the computer AI is its overall strategic overview.  It's a tricky thing since even in multiplayer games, many tactics simply work well.

For example, "rushing" in on-line games is an age-old problem.  My job is to take my online experience and translate it to having computer players that "feel" a lot like human beings (except minus the disconnects and a couple of specific game-related features such as your  "diplomacy ability" affecting your relations positively).

Doing this has meant adding quite a bit of new text so that players understand what's going on. I've tried to make it more apparent when someone is being paid off to go to war with you than previously.  But while I was at it, I thought I'd add more colorful text to existing areas as well.

Official Job postings now up

Published on Friday, April 14, 2006 By Brad Wardell In GalCiv II News

 For those of you who have sent in resumes and such already - thank you! We're compiling them together.  We have finally gotten around to putting up an official job postings page over on Stardock's main site.

Stardock is hiring pretty much across the board. Not just on its games (though we need more people for Society and an unannounced "fantasy strategy game") but in IT, management, development for Windows Vista based software, etc.

We're located in Plymouth Michigan, just outside Ann Arbor. It's a very nice area and we have a lot of fun making cool stuff.

AI audit for 1.1

Published on Friday, April 14, 2006 By Brad Wardell In GalCiv Journals

Over good Friday I spent a few hours playing video games. Galactic Civilizations II actually.  With 1.1 nearly done, I wanted to make sure the rest of my AI tweaks started to get in.

Moreover, I wanted to try a game where the AI is at its most vulnerable: A game where planets are rare.  The fewer planets there are, the tougher it is for the computer players. That's one of the reasons why metaverse scoring rewards those who play with more planets available.

In this test game, each AI only gets 2 planets each just like me.  The question is how effective does each player use its planets and use starbases.

For reference, here is my planet:

Here is the Terran Alliance:

Very similar to my setup except they have more factories.

Here are the Drengin:

More emphasis on making money.

Here are the Drath:

Fairly balanced set up with more emphasis on money than us and lower approval from a higher tax rate.

Above are the Yor (a few turns later).  Reasonably good setup. They have pumped up their taxes some and have a pretty balanced planet.

So this is the galaxy. All players are set to "intelligent" ("difficulty = tough") which is the highest intelligence they go before they start getting bonuses and such.

The Stardock symbols are my worlds.  I'm going to take out the Yor (purple) first.

Let's take a look at the ships that the Yor are building:

The Yor are slightly ahead of me in miniaturization. I know that because their max capacity is 35 while mine is 32 (10% difference).  On their ship they've put Impulse Drive plus they've gotten to Mark IV lasers.  But as you can see, they're optimizing their space better (This is something I've worked on this weekend -- as any developer can tell you, it's tricky to have it "Smartly" optimize the use of a container without using an O^2 algorithm which I can't use since the AI has to design its ships almost instantly (or else the game would be unplayable at larger galaxy sizes).

My "F2-StarCat":

My rail gun Mark IV isn't as advanced as the laser Mark IV (uses more space).  But the net effect is that at this stage, the AI and myself have the same ships except theirs are faster.

One of the bigger changes I've done, which I'm not sure how "good" it is is that the AI players (all of them) are now more aware of the threat of sneak attacks. Top human players will tend to make a deadly lightning strike and essentially win the war in one turn. I.e. Blitzkrieg in space. This is a hard strategy to fight against because what players do is make their ships fast enough that they can be placed outside the AI's sensitivity zone.  So I've made it so that the AI now keeps more ships at home than it used to.

This is going to be a real problem with the Yor because...

It's now leaving 4 defenders in orbit (unlike the old days where it would just have 1).  So it's going to be some work.

I move into place. The Yor know what I'm going to do but it's too late.

Within a game year, the Yor are dead. Next up, the Iconians. Let's see what they're up to..

The good news from their point of view is that htey've built up some starbases.  They've actually got a pretty decent economy going.

Plus...

They built a military starbase that gives their ships +1 on attack that covers my entire civilization (except for one planet).  The Iconians have one key advantage, their home planet is a class 15 planet, their secondary planet is only a class 3 but that initial planet is very helpful.

The Iconians have been very busy too while I was taking care of the Yor.  Their class 15 world is doing very well.

Lots of money thanks to a higher population and higher tax rate and they've made full use of their special tiles. They are also upgrading one of their embassies into a farm.  When I see people on the forums say the "the AI" (each player has its own AI actually) doesn't use its planets well, I don't know what to say because I'm not seeing it.  Statistically, the AI will make mistakes for sure but it's certainly not the norm.  To me, this is a pretty spiffy planet setup.

But I'm going to see about taking them out anyway. But I'm going to have to be very surgical about it. So I build a special type of planetary invasion ship:

I almost feel bad, the Iconians like me.

But I can make new friends. The problem here is that I don't have a lot of forces and I have to take out that starbase that is giving them an edge. I can't beat the fleet on new Iconian otherwise.

My military build up is getting some kudos though.

That's right humans, suck up. You'll get your turn right after Poland, er I mean Iconia.  The Iconians are already at war with the Drengin. So I need to make sure I take out the Iconians first.

The war begins..

This is going to be a close battle.  The Iconians have a decent fleet protecting their world.

Ut oh. My spear head is wiped out. But I did take out their military starbase. I send in my reserves.

My second wave succeeds.

And that paves the way for my invasion. New Iconia is mine.

Being the evil bastard that I am, I offer them peace for a bunch of techs. Then I'll attack them again.

Incidentally, the game does allow you to double cross like that. But it decreases your likeability with other races since it's kind of scummy.

With new Iconia mine, their minor colony is ready to defect. It might be cheaper to just let them be assimilated by my culture and move towards my next..victim.  The Drengin are at war with everyone else. They make a perfect target.

I have the Drengin beat in every way. This will be easy.

At this point, one might ask "Why don't the other guys do something about what I'm doing?"  The answer is, it's all in pattern recognition.  Now, this game is a pretty unique setup. Many of the people I see howl that the AI should be "Smarter" are likely playing on maps like I am where we all get 1 or 2 planets total with little ability to make use of the computer's natural advantage which is optimizing numbers. As soon as I took out the Yor, the balance shifted to me.  To thwart a strategy like this, players (including computer players) should get flagged when they go on wars of conquest. Then other players are more likely to go to war with them. 

Since I wrote the AI, I also know its secrets. I know, for instance that I have to keep the Drath happy because they do recognize wars of conquest and will pay others to unite in wars against those that do it.  But I've been keeping on their good side.  What will need to be done in the future is to expand on this pattern recognition.  But like I said, we're talking about a very specific map setup.

Of course, I haven't won yet.

This is the Drengin Empire. Not too impressive. Surrounded by enemies, the only smart thing they've done this game is put their economy starbase behind their worlds out of reach.

Their planet is cranking out money. About the same as I am at this point. Note that they chose not to make use of the influence bonus tiles. That's not a bug. They simply decided that galactic achievements were more valuable. I would have to agree.

Their capital planet is defended by a fleet of 4 mark II defenders. They are essentially as good as my ships but no better.

So what are they doing wrong?

The Drengin have Singularity Mark IV.  Their ships are pathetic compared to what they could be building. Their latest ships known as mark III's all have singularity drivers but upgrading their ships in orbit would have been a good idea. The question is, why didn't they? Answer, same reason many humans don't, money. But I stop the debugger, make some adjustments here.

Since I know they're ahead of me technologically, I need to move quickly.

The Drath seem to be upset about the Korx.

Meh. The Korx are nothing to worry about. I'll get to them soon enough. I'll give the Drath some goodies though to help.

I also design some new ships with my latest/greatest stuff.

Like the poor Iconians, the Drengin are on friendly terms with me.  They have no idea I'm about to wipe them out.

The difference between 1.1 and 1.0X is really very apparent here.  I'm attacking a Drengin world and rather than encountering one pitiful defender in my sneak attack it's actually got a pretty decent little force here. It's still going to lose but it's a huge improvement.  I lose my capital ship in the process which is a bit painful.

One new change in v1.1 is that ships are named after who created them. So you can now tell when someone is supplying your enemies with ships.

The "Korx Frigate" is owned by the Drengin. The Korx gave it to the Drengin to fight me. But it's too late for the Drengin. Soon they're gone too.

Let's see, who's next?  Ah the snobby Altarians.

The Drath aren't having a good time. In fact, they're gone.

But they have given me what's left of their empire.  The Korx were too tough for them. Well I'll get to the Korx soon.

So here's where we're at:

I've got the bottom left corner. The Korx have the obttom right corner. The Altarians have two worlds just above me.

But the Altarians have been busy.

Look closely at this sceenshot.  The Altarians have 4 starbases ringing Altaria. Two military, two economy. The military ones are pumping up their ships quite a bit and will need to be removed.  But realistically, the Altarians aren't much of a threat.

Like the Drengin, they have a decent home defense but they're just too weak.

Rats. They escaped.

Okay, now I think I will deal with the Korx.  They aren't too threatening yet and I don't want to give them time to become a threat.

The Korx are currently involved in a war with the Torians.  I'm going to use that time to build up and study them.

Their home world is decently used. It's not as profitable as my home world is but it it's doing pretty well. But the Korx are worn down by the battle with the Torians. They are both ripe.

 

One of the things I'm noticing is that the AI isn't re-designing its ships often enough. This was put in for performance reasons but I think we can do it a better way (which I'm now implementing, recompiling, etc.).  It won't help the AI players this game, but it will help them in the future if they can make use of their new technologies more quickly.

I also design up a new ship for the Korx with a heavy emphasis on defending against missiles.

The Korx are offended.  But the question is, why aren't they doing more about this? They're set to intelligent. Though I do have the intelligences randomized.

Aha! The randomized intelligences save me.

Internally, they have to have at least a rating of 80 to do something about it. So I'm off the hook. The randomize intelligence feature adds or subtracts a few points from the AI randomly to give it more variety.

The Torians are losing but they won't have to worry about the Korx in a minute.

The Korx are defending their planets better than usual. Part of the reason is that all of the AI players will station attack ships in orbit now if it detects even the slighest threat. It makes doing these sneak attacks harder.

NOOOOOOOOOOOOOOOOO.

"Why shouldn't I always just pick the evil choice?" This is why (one reason). I just lost three key worlds to these guys because my people revolted because of my evil ways.

I'll deal with that soon enough...

The Korx war is a bit of a challenge...

And ultimately they are defeated.

The rest is just epilogue.  I ally with the humans and the Torians and have them wipe out the Thalan for me.

So what lessons can be learned here?

  • The easiest way to defeat the AI is on rare habitable planets. The fewer planets that are available to exploit, the tougher the AI has it because it can't make use of its computing advantage.
  • The AI players need to update its ship designs more often (done now).
  • The AI players need to be more sensitive to military conquest strategies. I just marched right through and took them over. Of course, this was a very specific setup - rare planets, small galaxy so I could get away with this.  But still, any player marching through like this should get flagged and other civilizations should do the same.  In World War II, Germany nearly won.  Had they not back-stabbed the Soviet Union, things might have gone very differently.  In this game, there was no Britain equivalent.  Everyone just waited their turn to be attacked.  I'll have to put some thought on how to do that.

Not too many flaws though, it's just hard for anyone, even people in the real world, to deal with a focused aggressor. I think we can do something about that. Whether that'll make it into 1.1 or into 1.2 remains to be seen. 

PowerUser.TV: Episode 36!

Published on Friday, April 14, 2006 By Brad Wardell In WinCustomize News

PowerUser.TV has become one of the most popular podcasts on the net.  Head over and check it out.

This week we talk about dual booting Mac and Windows, MyDeadSpace, Microsoft buying LionHead, and how Kristin is able to put up with me for an hour straight!

The BIG server upgrade has arrived

Published on Thursday, April 13, 2006 By Brad Wardell In WinCustomize News

T-man and his team have been updating the backend of WinCustomize.com a lot recently.  The site is now using ASP.NET 2.0 with the goal being to make WinCustomize able to handle more users at the same time.

What inevitably has happened throughout WinCustomize's history is that the site will get fast, more people will come, which will overwhelm the system, and then the site will seem slow and buggy and such.

In late 2004, we went up with "WC2K5" which dramatically increased the # of daily visitors.  But as a result, rather than the site being slow, you'd get "server too busy" or other errors.  We've been struggling along with this for quite a long time because WinCustomize just couldn't afford the servers/personnel to deal with it.

However, much of that changed this year with the release of Galactic Civilizations II. Stardock, the company that owns WinCustomize.com also makes that game (along with Object Desktop and a lot of other good stuff). The game has been a huge hit and has allowed us to buy a bunch of high end servers.

In early March, we did some server upgrades to deal with the serious problems we were running into due to the overall Stardock.net traffic increase from the release of GalCiv II.  We even had to take WinCustomize down for several hours over the course of a few days.  But with the revenue from GalCiv II, we can finally do a serious overhaul of our back end.

As of today, the major backend coding changes are largely completed.  This weekend we're installing over half a dozen new high end servers to help power WinCustomize's growth. 

Why? Because there's BIG things coming for the skinning world.  It may not have seemed that way lately right? Been a little quiet? That's because a lot of things are being worked on that you will see start to show up over the next year.  Windows Vista is coming, the Vista sidebar is coming, some really interesting new...things are coming, and WinCustomize will be supporting them all.  It's going to get very exciting very soon.

But rather have all this cool stuff happen and then have the site grind to a halt with flakey behavior, we're trying to get everything in place before hand.  By the end of next week, the full upgrades both to the server backend and the code should be in place.  At that point, the team will start to work on WC2K7 which will be a new overhaul to the front end of the site (what the site looks like, interface, features, etc.).  Good times!

JoeUser: The corner has been turned

Published on Thursday, April 13, 2006 By Brad Wardell In Blogging

JoeUser may be a neat site but it hasn't been IMO a very reliable site. Down times, slow speeds, flakey behavior, bugs, etc.  On the one hand, it's free, so how can we complain? But on the other hand, it's still been down, slow, flakey, and buggy and that just because you're free doesn't mean that you're above criticism.

But in the past few days, we've finally started the full upgrade process on our entire server farm.  Shortly after GalCiv II shipped, we did some emergency updates that were designed to keep sites marginally running.  This week, we began the full stage upgrade. 

Hopefully, even though we're only half-way done, you can tell that the site is much faster. Less flakey. More reliable.  Traffic has already started increasing dramatically as a result. More readers for your blogs, more freedom to surf the site, etc.

So for all of you who have been through the rough times as well as the good times, thanks for sticking it through.