Brad Wardell's Blog


STICKY: Glitch Report v1.1 BETA

Published on Friday, March 24, 2006 By Brad Wardell In Galactic Civilizations II

The 1.1 beta does have some known glitches.  Feel free to join the party though and tell us what you've found.

We need:

1) The top of your debug.err in your directory (the part that gives system info).

2) A description of the bug.

3) How to reproduce if applicable.

 

Galactic Civilizations II: 1.1 BETA released

Published on Friday, March 24, 2006 By Brad Wardell In GalCiv II News

Feeling really dangerous tonight? We've got the BETA of v1.1 now available to download. Don't know what a beta is? Don't know if you should download this? Then don't.

To find out what we've added, tweaked, enhanced, fixed, etc. you can read the [full history here]. That history is just what's new in 1.1 beta over 1.0X.  If it's not listed in there, we didn't do it yet. We have other things we plan to do with 1.1 (such as the modding features) and then that'll be 1.1.  Other stuff will go into the next free update.

Some screenshots:

 

 

[What's New]

GalCiv II: v1.1 BETA Change Log

Published on Friday, March 24, 2006 By Brad Wardell In GalCiv Journals
V1.1 BETA Change-Log (March 24, 2006)
 
+ New Option: No tech Trading. Players can prevent any tech trading by anyone.

+ New Option: Blind Exploration. Players can now start out not knowing where the other civilizations are located.

+ New Option: Disable Minor races. No minor races.

+ New Option: Randomize player intelligence. This will scramble opponent intelligence by around +/- 10 points to have more variance.

+ New Option: Randomly pick opponents. Players can simply choose to play against N opponents and it will pick them out.

+ Ship Design Screen re-designed to allow far more visible space for designing.

+ Ship Design Screen supports panning with left-mouse button held down.

+ Ship Design Screen displays installed components in a grid list. Right click to remove a component.

+ Ship Design Screen supports rotation of components.  See options screen to control how much you can rotate them.

+ Ship Design Screen supports copy/pasting behavior with ship size/rotation. If you select an existing component and then select a new component, the new component will automatically take on the size and rotation of the installed component you had just selected.

+ Ship Design Screen supports symmetry in rotation. Select an existing component, then select a new component to add on and then RIGHT-CLICK on the appropriate rotation dial and it will mirror the rotation automatically.

+ Ship level doesn't add as much to max HP.

+ Option now to display an animated dotted line showing where your selected ship is going.

+ How many turns it will take to reach a destination can be displayed at the destination target for selected ship. Note that you can hold down the Shift key and drag select multiple units.

+ If low-level espionage achieved, you can see the destination of selected enemy ships.

+ AI values range technologies more

+ Sensor techs increase sensor ability

+ Lots of little AI tweaks not worth mentioning but together will make a substantial difference to making the AI more enjoyable at low levels and more challenging at higher levels.

+ AI's more aggressive about expanding range with starbases. (some of  them anyway)

+ Uncommon habitable planets tweaked to make them slightly more likely to have habitable planets.

+ Fixed AI bug where it would sometimes put its rally points on planets when it didn't mean to.

+ AI takes distance more into account than it used to for determining relations.

+ AI more sensitive to cultural and military build up using new APIs that do fewer false positives.

+ AI gives more effort towards researching propulsion technologies.

+ AI puts more effort into logistics techs.

+ AI puts more effort into miniaturization techs. In all 3 cases it does  an evaluation of the galaxy state to determine whether it should be doing this.

+ Some AI personalities focus on significantly different techs.

+ AI will design faster or longer range ships depending on its needs

+ AI tech trading rewritten so that it doesn't do sweetheart deals. Tech trading somewhat rarer now as a practical matter. May need to be balanced so that human player doesn't get too much of an advantage.

+ AI can upgrade ships if it has enough money and thinks it's worth it.

+ AI manages colony improvements more effectively.

+ AI adapts economic strategy based on whether the new "disable tech trading" option is on.

+ AI generally better at picking techs based on new algorithm for evaluating galactic state.

+ Some AIs smarter about building constructors/freighters/defense.

+ Terran Alliance AI will not allow it to fall behind militarily beyond all hope.

+ Most AIs now will try to upgrade existing starbases more so than building new ones.

+ Most AIs will tend not to upgrade starbases that exist just to extend range.

+ Terran Alliance AI builds helper starbases closer to home.

+ Terran Alliance experimental strategy: Very focuses research - will  ignore other weapons techs other than its main strategy. If you're not playing against the humans, you're missing out.

+ Terran Alliance has a whole new ship design sub-module for having its very own types of ships.

+ Terran Alliance will build defenders with no weapons (not needed to keep invaders out).

+ Drengin AI planetary management substantially different from others.

+ AIs take into account wasted social production (which is no longer wasted) into account when deciding what to build.

+ Drengin more likely to escort transports.

+ Drengin will focus more on trying to have the strongest military at all times.

+ Terran Alliance focuses on diplomacy techs, gifting, etc. to keep relations up so that it can pursue technology.

+ Drengin and Terran AIs now very much focused on controlling all nearby galactic resources.

+ Drengin focus more on extending their range of their ships and getting more morale building techs than previously.

+ Drengin tend to focus more on their primary weapon and defense techs. We'll see how it works.

+ Drengin AI a LOT smarter about what they research.

+ Yor AI now derivative of new Drengin AI.

+ AI, in general, values research more than it did previously.

+ First attempt, but probably not last, for AI to try to take out resource starbases of enemies where it can find them (as a reminder to players, the AI doesn't necessarily know the existence of a resource starbase, it has to "see" them. So if you have some resource in the corner of the galaxy, don't wonder why it's not getting attacked any more than why you don't see their resource starbases tucked into some corner).

+ Trade revenue increased on larger galaxies, decreased on smaller galaxies.

+ Starbase factories improve the production of factories and labs on planets by X%. Half of that increased bonus is "free" and the other half is charged for.

+ The -2000 ceiling on debt has been eliminated for players playing at higher difficulty levels.

+ Last vestiges of aborted feature "Propaganda" eliminated. Expansion pack will have "agents" that players and AI can assign to do mischief and counter-mischief instead.

+ ECONONOMIC ENGINE CLEANED UP! Production and research now works as follows: Labs and Factories produce N production of their kind. How much of their capacity is used is based on the domestic policy sliders (spend rate X what % on each of the 3 sliders is used).

That amount is then multiplied by 3 types of bonuses:

(1) Your Civ Ability (which you set at start and can enhance by mining special resources).

(2) Economic starbases with factories on them.

(3) Planetary bonuses that comes from random events, UP issues, etc.

50% of this bonus you get for free -- not charged for it. The other half you pay for out of your treasury.

Example: If I have factories producing 100 units and my spend rate is 50% from domestic policy and my military spending is set to 100% then that factory's base production is 50 (50% of 100).

If my Civilization ability on military production is 10% and I have an economic starbase doing 5% bonus and I had an event that increase planet production by 5% then I would have 50 + 20% bonus = 60 production. I would only be charged 55 however -- 10 bonus production, 5 free, 5 paid for.

+ Tax rate angers citizens less (a bit).

+ Your Morale ability is taken to the .90 power and then added to morale (was .80 power).

+ Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn. Now is would change at 3%.

The "population growth ability bug" wasn't a bug but rather a problem with having populations in billions rather than millions. The population growth was previously capped at 200 million per turn. 20% of say 1 billion (or
higher) reached that cap. So all those bonuses meant nothing.

Now, at 3%, if you have a population of 1 billion then you're looking at an increase of 30 million per turn X your population bonus. If your morale is 100%, that gets doubled again.

Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empire.

Population Growth = CurrentMorale X Government Level X PlanetQuality Factory X GrowthFactor.

+ If your morale is > 75% you now get a 25% extra bonus to population growth. If it's at 100% you get a 100% extra bonus.

+ Population growth ability taken into account at the very end of this process for maximium effect.

+ Research Ability used wholesale (previously it was chopped in half).

+ Base taxes collected now is the square root of the population of a planet. This may be tweaked based on play testing.

+ New clean APIs: CalcTotalMilitaryProduction() and social and research equivs that just give you how much a planet is producing (for AI use later).

+ Social Production that is not being used anymore is transferred to military. So you're no longer being charged for social production. However, only the BASE social production is transferred and that amount is not subject to bonuses and so forth (lest there be a lot of cheese tactics and gaming of the social production bonus). So you still need to manage your economy decently but you're no longer being charged for production you're not using.

+ AI at lower levels gets less money to account for improvements in overall AI.

+ AI now "adds noise" to its decisions based on difficulty level.

Essentially, on things that are prioritized, AI that is playing as a "dumb"
level will have injected into its calculations a noise factor that will result in it coming to wrong conclusions about what it should do and hence do stupid things. It's random

+ Planets on the verge of defecting are more likely to defect.

+ AI updated to use its points differently based on new ability costs.

+ AI Ship design looks at the galaxy size and then decides based on that whether it needs to focus on range or speed more. Before it was one size fits all.

+ Cost to upgrade ships now cheaper.

+ Lockup fix: AI could get confused on where to put a starbase and get into an endless loop.

+ Player and AI on same starbase rules: 4 friendly starbases per sector.

+ AI more likely to target starbases.

+ New function: FindClosestEnemyStarbase()

+ AI will send its ships to guard nearby planets rather than cluster them in hordes.

+ AI will target military support starbases more so.

+ Bonus production now displayed in various displays).

+ Updates to the various screens to display the correct economic data based on the new economic engine (involved 9 different .cpp files).

+ Planet Abilities decreased in player start-up. Before someone yells (or if someone can answer them on various forums): Before the abilities would then get nerfed in game. For instance, a research ability of 20 was treated as a 10 when calculated. Now, the research ability is half as much in the player setup window but multiplied directly. There's no net change, it's just a display change.

+ Message changed to tell players they can only build 4 friendly starbases in a given sector.

+ Most defense modules are now slightly smaller

+ Logistics change: Large ships now use 6 logistics (was 5). Huge ships use 8 (was 6).

+ HP change: Large ships get 30HP base (was 28).

+ HP change: Huge ships get 50HP base (was 48).

+ Nano Rippper damage changed from 8 to 6.

+ Capitals no longer provide a morale bonus.

+ Maintenance on labs and factories increased slightly (1 to 2) to compensate for higher tax income and easier morale.

+ Factories and labs produce slightly less base production (because the new bonus system provides more bonus production).

+ Cost of some high level buildings substantially decreased.

+ Slight tweaks to racial abilities.

+ Eliminated Galactic Mall and Concert Hall starbase modules. Since influence victory strategies have been strengthened, we require players to have to go for the cultural domination tech path.

+ Put cost to upgrade an influence starbase at the beginning, subsequent modules are free.

+ Mining modules have been significantly nerfed since abilities are now directly multiplied rather than modified.

+ If you have the cultural domination techs, you can build directly to  those upper cultural influence modules bypassing the wimpier lower level ones.

+ Influence modules are less powerful (since you can now go directly to them) but still very powerful.

+ Fixed some tech tree bugs where the category was wrong. The AI relies on category to determine what type of tech it is since the AI isn't scripted.

+ Lots of tweaks to technology costs based on play testing and user feedback.

+ AI values tweaked. Miniaturization was valued very low. So the AI tended to have lots of cheap and ineffective ships compared to expert players.

+ AI less aggressive at lower levels.

+ Fixed typo in UP issue.

+ Prevent Cheese: Do not allow player to open fleet manager for a ship that is fighting. They could disband or change the ships in the fleet.
 
+ If a component on the ship is selected, size and rotation will remain the same as the selected component when a new component is chosen

+ You can click a slot at the top of the window to select a component on the ship. Clicking the slot again, de-selects the component.

+ Clicking a component on the ship, high-lights its slot in the component list

+ Fixed bug where if you choose a filter, and then add a component that should be filtered out, it would still show in the list

+ Size and rotation settings are no longer reset when selecting a new component type

+ Fixed bug where Clear button did not restore modules ( like colony, trade, etc) in the list of available components if they had been added to the ship before clearing it.

+ Fixed an exploit where players could add several modules of different types on the same ship by using auto-place.

+ Fixed not being able to select slots Slots now tint to the correct color

+ Took out the old component "slots" code and replaced it with new code using a grid list control.

+ Implemented the filter controls for choosing function or structural parts, or all parts. Known bug: if you choose a filter then add a component of diff type it will show in the list.

+ Added support for mouse wheel to the rotation dials. They will use whatever increment you have set in the options screen for rotations.

+ Made the constructor highlight slightly less transparent to make it more visible

+ Random ?'s turn on and off on the Opponent screen Polished

+ Functionality on the Opponent Screen added funciton to

+ "OverrideTextDisplay" of Spinners

+ added code to make civ save extra research points when it has more needs for the current tech

+ changed code to save ship designs as .xml files blind exploration now works

+ Changed "Enable Minor Races" option to "Disable Minor Races"

+ Changing any of the Game Options in Galaxy setup will now trigger the galaxy thread to be recreated if it is already running

+ Random Number of Races option working

+ Random Selection of Races option working (PaulB will be cheking in a screen to fix the clipping)

+ Random Intel option working (PaulB will be cheking in a screen to fix the clipping)

+ Added Stat in "Foreign Stats">"Misc" that gives the intelligence of the race.

+ NEW FEATURE: Auto-Pilot Lines checked in NEW FEATURE: "Show Auto Pilot

+ Lines" option added to Options screen NEW FEATURE: Resource icons on

+ tactical map are now color-coded NEW FEATURE: Number of weeks to move

+ to destination appears on the destination cursor

+ Tweak: Made dial needles thinner in ship designer

+ Fix: Bug where adding a ship with moves to a fleet with 0 moves restores the fleet's moves

+ Fix: Potential crash in overlay code

+ Fix: Made constructor highlights slightly more visible

+ Fix: Fleet Manager updates context area if fleet is disbanded

+ Fix: Removed code in CalcAStarRoute (used by trade routes and auto-pilot lines) that prevented the route from reaching across a gigantic galaxy

+ added code to FindPath to allow AI ships to get a new destination when they don't have one

+ added code to CanRaceBuildShip to check for an existing model file if  it's a user defined ship

+ added code to classShipTypes to save out an XML file for its def. If a ship is user defined and this function can't find a .shipcfg file for it, it will now return FALSE. This fixes the bug that Brad found where he was playing as a custom race and he changed what style of ship he was using.

+Fixed length of the Zombie Army event to make it fit nicer in the box

+Added ability to pan and rotate main map with the Keyboard:
   -CTRL and Arrow keys to rotate (with snapback working if activated)
   -SHIFT and Arrowkeys to pan main map

+ Old "hardpoint modifiers" that rotated and flipped hardpoints have been marked as "hidden." This removes them from the components the players can choose, and also allows them to keep using the designs they have previously made that use them.

+ Improvement Summary window now shows tile improvements and their effects on the improvement and planet

+ Fixed bug where obsoleting a ship that had been purchased prevents the star port that purchased it from ever building anything else again

+ Improvement Summary Window: Fixed spacing of units

+ removed some references to humanity in the Tech Tree (but only where it made sense to remove, most places it worked well)

+ Fleet Manager: Now displays number representing ship's logistic value in ship thumbnail

+ Fleet Manager: Implemented the command buttons

+ Ship Designer: Implemented "Reset Component" button

+ Ship Designer: Added tool-tips to the new design UI controls

+ Ship Designer: Fix: Scaling selected part now scales ONLY that part

+ Fleet Manager window is implemented

+ Dbl-click a fleet or click on Details in the fleet context window to open it.  Use it to add ships to your fleet. Use it to move ships from one fleet to another. It still needs a few graphical tweaks: Some things don't tint Will be adding a number next to the ship icons to show their logistics (like the stacked ships window does)
 

+ You can no longer multi-select dead ships or ships hidden by FOW (This fixes bug where multi-select highlights empty spaces)

+ You can not cycle through fleets in the ship details window anymore (This is to make way for the new Fleet Manager screen)

+ Action buttons in ship details screen are now disabled if the ship cannot perform that action

+ Fixed bug where text in trade screen would display green when using the money slider even if the AI would refuse to trade a military tech because the civ was too powerful.

+ Fixed bug that Brad e-mailed about (Planet logos missing when zoomed out)

+ Fixed bug in Tutorials window where pressing ESC key would hang the game

+ Fixed UP Starbase Tax law-related problems.

+ Fixed bug where a player could not attack Dread Lord planet with an orbital fleet manager on it

+ Fixed non-working scroll bar in rally point window Added GetTurnsAway  function to classStarShip that returns a float indicating number of turns it will take to get to specified tile CTRL+I now displays the number of turns it will take a ship to get to its destination.

+ MiraclePlanets Event: Now updates the overlay icons for the planets. (They used to have "uninhabitable" icons even though they were upgraded by the event)

+ Fixed exploit where you could get around UP starbase module limit using a fleet of constructors

+ Fixed sizing to 0 error message in debug.err in ShipCombatShipsEntryWnd.

+ AIUpgradeShip will not allow you to use it on a fleet (it will abort gracefully) “Fleets” themselves cannot be upgraded, but the ships in them can

+ Fixed UP Law bug where starfaring tax was applied even if the civ in question was dead

+ Fixed UP Law bug where war tax was applied even if the civ you were at war with was dead

+ Fixed UP Law bug where Starbase tax was applied even on starbases that were destroyed

+ Changed starship::GetFleet function to return a pointer to itself if the ship is a fleet.

+ Found and fixed source of “Influence Flooding” bug.  If the invader used the “Use unhappy citizens” tactic, these citizens could be counted as casualties and the casualties would exceed the number of troops on the transports, thus giving a negative population.

+ Fixed crash when memory allocation fails on ship type creation in ship designer. Adds message to debug.err when this happens and takes appropriate action to avoid crash

+ Fixed crash in Polyline.  It now checks number of points in the line to avoid out of bounds crash.

+ Fixed CTD on Governor Screen.   pColony was not set in governor mini map. Pointer is checked now.

+ Fixed bug where removing components does not remove their tech requirement.

+ Fixed crash when entering victory status screen.  Planet was not set in colony::CalcMorale.

+ Fixed incorrect stat shown in ship statistics text (Trade screen)

+ Fixed bug where data on main screen (treasury, tech, etc) would not update immediately after loading a saved game

+ Fixed crash in OverlayGraphic::QueryInterface function.  Pointer was not being checked.

+ Trade Screen, if you right-click a ship, you will now get the “ship intelligence report” on that specific ship, instead of a generalized ship type information popup.

+ Trade Screen, if you right-click a starbase, it will now show the correct data based on what modules your starbase has.

+ Fixed a typo in conversations

+ Fixed a “false positive” message in debug.err.  It would display “Could not find texture” when PictureFrame images were being set to NULL (to clear the image).  This is ok.

+ If population after an invasion is less than 1, it will be set to 1

+ Fixed incorrect data being displayed in Ship Upgrade window

+ Fixed colors in a few end game summary screens to use race color instead of interface color

More to come...

UPDATING GERMAN and other Non-English versions

Published on Friday, March 24, 2006 By Brad Wardell In Galactic Civilizations II

As of March 24, 2006 at 5pm EST the 1.0X update of GalCiv II convert international users into the English version.

When 1.1 goes public, we will work with Paradox to get the new files translated into the appropriate languages.

The other thing we have heard is that some people have had problems graphically with non-English versions. We do not know the cause of this but we do know that you can fix it (until we find out the real cause) by:

Go to Control Panel. Open up Regional Settings. Change to English. It shouldn't make a difference in how your computer works. We don't understand why it makes a difference in a computer game either.

Beta 1.1 Eve

Published on Friday, March 24, 2006 By Brad Wardell In GalCiv Journals

We plan to release 1.1 this week which means between tomorrow and Sunday.

Note to gamers: BETA means it's going to be buggy. I played a long game tonight and it was quite buggy. Hopefully we'll get them straightened out tomorrow. Most of the bugs revolve around the auto pilot line drawing so we may just take that out for the beta and keep working on it. It wasn't a hugely requested option anyway.

The New options:

People are going to like those. But realistically, I find the game lacking without tech trading. I've spent a week playing with it and without trading tech, you really lose something.  I rewrote how the AI trades tech so that it's pickier with each other but at least people have the option.  Don't get me wrong, it is a nice change of pace.

I actually MUCH more like the blind exploration feature. This is where you can't see the other players in the game with the influence mini-map option until you've explored the territory they're in.

The two new features here totally rock and I think if we added nothing else to 1.1, would be the most significant in terms of expanding the replayability. You now have the option to simply select N players and have it pick them out. The randomize intelligence lets you pick a overall difficulty and the game will randomize up the intelligence to fit that so that some civs are smarter than others.

But THIS BELOW will almost certainly be the most popular new feature:

Way m ore space to design your ships, rotateable parts, able to hide parts, it's just much better overall. You can even go back and rotate/resize after something's been placed.

This is the auto pilot line feature. It's pretty cool and very useful in large maps. It's a bit buggy right now though. I'm sure they'll get it fixed soon.

You can now tell what area of effect a starbase will have before you build it.

See how you only see their influence based on what you've explored. So you can't easily tell how vast someone's empire is. The fun factor of this is much higher than I thought it would be.

There's a ton of other features, we'll have a full log of it before we go up.

Thursday review round-up

Published on Thursday, March 23, 2006 By Brad Wardell In GalCiv II News

More review have come in!

The first one is from Gamer's Temple. I've long been a reader of Gamer's Temple. It's a great site.

From the review:

The game also boasts the best ship editor ever to appear in a strategy game. Of course you can select which engines, weapons, and systems go into each ship class, but beyond that you can see each component visibly and select where you want to attach it to the ship. There is even a whole collection of parts that are purely aesthetic so you can make your ships as cool, unique, or ugly as you’d like. The interface is very easy to use – just select a part and then drag it to the point that you wish to attach it to. You can adjust the size of each part, and even attach parts to parts. It’s really amazing how versatile the ship designer is and how many completely different designs you can develop.

BTW, wait till you see what you can do with v1.1's ship editor, it's even better! And it'll be easier to share your designs with others.  Read their whole review here.

The second review comes from LoadedInc. Our European publishing partner, Paradox, were the ones who wisely sent the game to Loaded Inc.

When it’s all said and done, Galactic Civilizations II strives to be an in-depth strategy game that creates a unique universe with an AI smart enough to compete. It not only meets that goal but surpasses it with ease.

LoadedInc, was a site I wasn't familiar with. But as I explored it, it's a pretty neat site that's well organized.  Check it out. Read the full review.

The next new review came from Game Vortex. You can read their full review here. This one was a pretty interesting read and while it gave a good score, there were some interesting points brought up. This is what they summed up:

Galactic Civilizations II: The Dread Lords is a great game, at least if you’re already into strategic gameplay. If your idea of fun is managing all the little facets of a civilization, this is the game for you. Even if you’re remotely interested in strategy games, Galactic Civilizations II: The Dread Lords is such an amazing experience that you’ll even force your way through the unfriendly interface and other issues. If action is more your thing, this isn’t the game you are looking for.

I can't really comment on whether the UI is good or not since I designed a good chunk of it.  I think a lot of it boils down to whether strategy games should be designed for the lowest common denominator. I think we clearly made our choice: No. And in some reviews, we've paid the price.  This month's PC Gamer gives us a positive review but talks about how inaccessible the game is to casual gamers. Even belaboring the point. 

I'd put it like this: The last few years have seen a dumbing down of strategy games to the point where if the mechanic can't be represented with a graphic and tooltip then it's "too complicated".  I'm willing to lose some sales in exchange for making a game that has some extra meat to it.  We can certainly improve the accessibility with a cleaner UI experience for sure and we continue to do so.  But I do think the casual game market has been more than served.

What we've tried to do is create a strategy game that is accessible to new players but does require they have some interest in strategy games. My 9 year old son figured out the game on his own and beat the campaign (and yes, he lost the first Dread Lord mission but took the alternative path and did fine).  But the game isn't purely a beer and pretzels type game -- for good and for ill.  I highly recommend reading the Game Vortex's review though because it does bring up many good points on that topic.

A decade ago (roughly), PC strategy games were having their golden age. Master of Orion, Civilization, Master of Magic, Stars, VGA Planets, etc.  And these games required the player to think.

I think the recent increase in popularity for PC strategy games, gamers have said loud and clear: "Enough. No more dumbed down games." 

I think that's one of the reasons why multiplayer has gotten so popular -- because the base games are so simplistic that they can't hold a player's attention very long so it's only in multplayer that they really have any lifespan.  

The next review we found is from a site called eToyChest.org.  They gave us a 97/100 which was really exciting. As the AI coder for the game, I particularly appreciated this part:

One of the biggest accomplishments of the first GalCiv game was its phenomenal A.I.. It was original, reactive and believable as an artificial opponent. In GalCiv 2, Stardock has raised the bar even higher. Featuring a multi-threaded A.I., GalCiv 2 offers an entirely customizable level of challenge. When set to the level of ‘Fool’, the A.I. will not only slow down and go a lot easier on the player, it will also make some really poor decisions and silly mistakes. At the ‘Intelligent’ level, however, it will be a tough nut to crack and will even give the impression that some behind-the-scenes cheating is going on. According to the developer, the success of the A.I. even prompted the game designer to debug the code at one point because he felt it was somehow cheating, only to discover that it was manipulating planetary taxation and morale-boosting planetary improvements in a completely legal—and economically devastating—manner. Coupled with the wide variety of races and paths to victory, the A.I. in GalCiv 2 probably represents the most complete and extensive challenge in the strategy game business.

The fact the reviewer was able to see that the AI plays differently at different difficulty levels is just so cool. I read many user reviews on various sites, both positive and negative and it really drive me nuts when I see someone say "The AI in this game is overrated, I played at normal and the AI did dumb things." When in fact, yes, it does, I had to write code specifically to make it do "dumb things". It's not just economic penalties. 

Of course, getting a 97 means that, like many you reading this, needing to check what other games got. From what I could tell, 97's the highest they've ever given a game so that was particularly cool.  They've got a lot of reviews for games I hadn't played or heard of.  That's one of the things I've noticed about many of these less traveled sites -- they have quite a variety of games and I think most gamers end up missing out on some of the little treasures out there. But I digress...

So that's all for now.  I'll bring you more soon. There's some interesting blog site reviews I want to do a round-up of. The CGW and CGM reviews are still to arrive.  We're really glad people like the game! 

More to come!

Game Example: Cultural Domination

Published on Thursday, March 23, 2006 By Brad Wardell In GalCiv Journals

This is full test-game #2 using the v1.1 computer AI.  A lot of changes have been made that will affect game play. The purpose of this journal entry is to determine what works and doesn't work and what areas still need to be improved.

You WILL see bugs in this as it's our internal beta.

Things that have been changed in the computer AI and game:

  • I am making use of the "No Tech Trade" option to see how well the new computer AIs deal with that.
  • The computer AI is much more sophisticated than previously about researching technologies. But that sophistication comes possible "bugs".
  • The computer AI is much more sophisticated on ship design with regards to deciding whether to put speed or range on its ships.
  • The computer AI is much better at building up its planets.
  • Because social production is funneled to military projects rather than wasted, the AI has to cope with that new reality.
  • Logistics have been changed such that the advantage of larger ships is lessened.
  • The AI now knows how to upgrade its ships
  • The AI focuses more on fewer but better ships.
  • The AI will build defenders that have no weapons to act as an obstacle to early game "rushes"
  • The AI has been updated to deal with the new economic system (cleaner, more straight forward).
  • The AI builds starbases much more intelligently. MUCH MUCH.
  • The AI (in theory) will go after resource starbases (we'll see).
  • The AI will patrol their planets rather than having their fleets be all in one spot.

So here's my game setup.  A large galaxy, uncommon everything. Playing against the Drengin, Humans, Torians, and Altarians.

The galaxy was set up like this.  I was playing again as the Dominion.  The Dominion with the Stardock logo was in a very good starting position.  The Terrans were in the middle.  How the galaxy would proceed would be interesting.

All computer players set to intelligent (tough) which means they're playing at the same level as I am.  I will take advantage of my knowledge of the AI and immediately raise my taxes so I can outspend them right away.

First thing I'm going to do is build a faster colony ship:

Using the new ship design features, I rotate some of my  new parts around in interesting ways. In the options menu, I can control how much I can rotate things (i.e. free form all the way up to 90 degree intervals).

I then send my ships out. One of the new features in 1.1 is that I can see the destinations of selected ships as animated lines:

Meanwhile, population growth being one of the things that's been changed in 1.1 requires me to worry more about my approval rating. Population doesn't grow nearly as fast anymore so the goal now is to make sure you keep them happy to make them repopulate faster and don't colonize too fast or else you'll end up with a crippled economy. So colony rushing will have to be considered carefully. I tried the standard colony rush last night and ruined myself because it took me too long to repopulate my planets and by then the AI had had plenty of time to build up and do bad things to me.

I was also sending out constructors around to look for things.  Now on Constructors you can see what area they will affect when they become starbases.

It's the economy, human!

By the start of 2227, the Altarians and myself have expanded our borders considerably.  It's a dead-heat in terms of economics though the humans amazingly have a slight edge.  They have a particular edge in research which is very worrisome.

It was time to adjust my spending to be more research oriented:

The updated domestic policy screen displays how many resources I'm getting from bonuses. What's nice about bonus production is that I only pay for half.  So here I'm getting 11bc worth of bonus production that I'm paying for but there's another 11bc that's off the books.

Let's look at Haven for instance:

I'm doing 46 units of research. 

Let's look at my summary screen:

There's a bug next to one of the Xeno labs. 1.1 will now display how much extra production you get from a special tile. So my research capacity is really 38 + 21 = 59.

My spend rate is 100%.  That is, I'm putting all my people to work. And 60% of my work force (from the previous domestic policy screenshot) are doing research.  So 60% of 59 is 35 research.  But I'm doing 46 research.  So how did that happen? Why am I doing 46 research even though I'm only using 60% of my research capacity?

Well that's where my research ability comes in -- I picked that at the start.  The Dominion gets a 30% Research Ability.

So that base 35 research then gets multiplied by 1.3.  That takes me to 45 research.  10 bonus research. 5 of that is free and the other 5 I have to pay for. 

But I'm doing 46. Where's that last one coming from?

On details I can see that my starbase is add +3 (and that's not clear enough so changing it to say Production/Research) as Starbases in 1.1 do both research and production bonuses.

If this confuses you, don't worry about it. First, we're going to try to add some tool tips that will actually explain what I just explained when you mouse over that number in the colony management screen. And secondly, it's just to let you know that the numbers now cleanly make sense. Those abilities you get at the beginning for social, military, and research production are taken into account at face value.

It's the military's time to shine

Using the new rotational features (the 3 dials) I rotated the wings so that they're arced up.  The 3 little buttons next to the space display are not hooked up yet but will let you toggle what components are displayed.

The Terran Alliance would be the first target. I wasn't about to let them just sit there and research doom weapons while I messed around.

The real question is, are the Terrans inviting quick defeat? They're way too defenseless compared to others. I'm the brown civilization (The Dominion) and if I have a bigger military then that's sad because I just have a few fire hawks.

Let's take a look at the source code:

The Terran Alliance AI module (pet peeve: When someone says "The AI in this game suxors" or whatever it means they've not played the game very much in all likelyhood. There is no single AI in the game. Each civilization has its own AI module which has its own C++ code. The Terran Alliance code here looks very different from the Drengin's. It's not just a bunch of different values.).

Anywho... The ulMyMilitaryRating = 48 means that its Military Quotient is only 48. 100 is average.  It's basically worthless at anything less than 75 (think of a real IQ test, 100 is normal, anything less than 75 is "special".  The Terran Alliance is basically drooling).  So I'm going to tweak this so that they don't let themselves become such an obvious target.

The Terrans are staying out of war thanks to their high diplomacy which gives them +1 right now in relations and they're getting +3 from their trade (I know that because I looked in the debugger because I wanted to know why they aren't being squashed -- bug or by design?).  They're also pretty far away from other civilizations and it's only 2228.

Dominion Options

For the past year, my civilization's been experience an economic boom. So has everyone else.  And so I have tons of money. But then again, so does everyone else.  I'm using this money to build up my infrastructure as fast as I can.

The Terrans clearly had some ideas on what their strategy was. Look at that, 4 economic starbases in their home sector.  All producing extra production for Earth and Mars and all heavily defended. The Terrans (And other AI) had gotten much better about building starbases.

So my strategy is to build up a military starbase and take out the Terrans quickly.

My high influence has impressed the Drengin.  Military isn't the only way to win after all.

Once I remove the pesky humans, I will use my vast culture to take the rest of the galaxy. Whoahaha!

I've been building up as well incidentally.

My two star bases are parked right next to each other. Oh, how is that? Because under 1.1 the humans and the AI live in harmony under the same rules -- 4 starbases (of your race) per sector placed where ever you want.

The Vigilant class ships have come on-line.  They will spearhead my Terran assault.  Stupid Earth humans.

It was about time for them to die now.  The key to a good surprise attack is..well surprise. This sort of thing only works on maps where a side only has a couple of planets tied together. People who "Beat" the AI tend to play on maps where each side maybe has 1 or 2 planets.  It makes it a lot easier to do a sneak attack like this.

I almost feel sorry for the Earth humans.  They like me. 

It's also time to take the path to the darkside.

And so I prepare for attack...

And yet they're oblivious.  Time to look at the code again..

Using new APIs since 1.0X, I can now look at ships relative distance away in terms of striking distance, galaxy size, and how far away they are from their homes relative to me.

Time to put in some changes...

(reload)

Better. But too late for this game.

Let the dogs of war run!

Higher logistics values in 1.1 means bigger fighter battles! W00t! The Terrans have no chance. Not even one ship lost.

My one medium ship towers over the others.

Meanwhile, the Altarians are not amused by my influencer bases. Sure, maybe, maybe I'm doing something deliberately, but no court could prove that right? Isn't it cute though? The Altarians are building their own influencer starbases to try to counter mine.

With the Terrans crushed, there's no much left to do except...

Accept their surrender.

With that, it's now time to culturally dominate the galaxy.

The United Planets has put a major damper on me though...

My cultural domination strategy involves putting a lot of modules on starbases.  I may have to leave the United Planets.

The Torians and the isolated Altarian world would be the first victims of my cultural conquest.  To effectively do this without going nuts, I put some rally points for my constructors to go to as they're built:

The economic boom continues into year 4.  Fantastic.

Culture of Dominion

The economic boom that's lasted 4 years has finally come to an end.  Now I'm in deficit spending. But with 20,500bc in the treasury, I can go quite awhile with my deficit spending.

The key for an influence victory is going down the cultural domination path on the tech tree.  The technology tree of Galactic Civilizations II isn't supposed to be like the traditional technology tree. It's more of a technology toolbox. It's supposed to be "big" because there's a lot of options, a lot of paths to take.

Part of the victory strategy here also involves trade. I need trade to keep them happy with me even as I assimilate them into my culture. The aliens are perfectly aware of what's happening. They are very sensitive to cultural conquest strategies (they're very easy to spot). However, they are also designed to play as a civilization and not as a strategy gamer -- like in the real world, you can culturally assimilate a culture if you are making the population happy and wealthy enough through trade.  Something to think about next time you're having that McDonalds hamburger while drinking a Code, wearing blue jeans and a T-shirt of some pop culture icon/product/company as you walk with your Nike shoes.

Seriously though, this is one of those "single player" advantages I'd say. In a multiplayer game, this sort of thing would never work because a human player would immediately go to war and you could simply never have a cultural domination path that involves these starbases unless you had immense military power to back it up.

Like I said, the AI isn't stupid, it knows what I'm doing. It's a question of whether I'm going to have enough money in trade to bribe them from doing something. The higher the difficulty, the more $$$ I have to have.  The Torians monitor my progress carefully.

One of the big changes in 1.1 for Influence strategies is that you no longer have to all the way up the line with the piddly influence modules. If you get Cultural Domination, you can start with the big modules right away now which makes it a lot cheaper to do this strategy and a lot less tedious.

Too easy? We'll probably be tweaking these values. But with 4 modules I got 180% cultural bonus.

But like I said, the other civs are sensitive to this.

The Altarian War

This would be more of a challenge than the Terrans were. But I have the advantage, I have both my planets and the Terran's 3 planets.  Our militaries are pretty similar.

The Altarians were removing my cultural influence the really old fashioned way.

Quality vs. Quantity. Except...except...the Altarians were the ones with the quality now. Oh that's right, people on the forums complained that the AI wasn't good enough. So they now focus on making better quality ships. Nasty. Tough. Evil. Ships.

Wish I was running at higher resolution for this, everything seems so tiny at 1024x768.

As Joseph Stalin said, quantity has a quality of its own.  Those 3 Altarian fighters might be great. But I've got 9 of mine and that's enough to end that conversation.

It's a tough war though. Lots of battles, lots of damage to both sides. The AI being better at targeting starbases and such is more effective than I'd like. I really rely on starbases like most other experienced players.

My big concern is protecting my morale resource mining starbase:

3 Altarian fleets have cleared out my defenses and are heading to it. It's providing a 20% bonus to my morale which lets me keep a very high tax rate.

Unfortunately, I lose it and my morale jumps way down.  What's ironic is that the Altarians have, in my opinion, the weakest of the AI modules. They've done decently here but I can see some of their weaknesses coming up that I'm correcting as I play.  The main one being that the Altarians don't worry about logistics very much which is hampering their style.

And so what I couldn't get by influence I take by force.

Not escaping notice is a Drengin scout ship that is monitoring things and keeping an eye out to see if those resources that were..liberated in battle are still ripe for constructors.

They also have built a little starbase out there. Some people on the forums have said "Why do they do that? That's stupid?" Because the AI doesn't cheat, it has to build starbases just like the player to extend its range. It wants those galactic resources, therefore it needs to plant a starbase at the edge of its range to make it so that it can get constructors to those resources.  If there are any AI developers reading this, they can tell you that it's non-trivial to write something that plans several moves ahead -- formulates a strategy. Especially in a game where the turn button goes by in less than a second. There's no "please wait" dialog.  But yea, that's why you see starbases on their own. The AI is trying to expand its range.

But the Drengin now have other problems.

And the Altarians want peace..

No.

Well, okay, since I've finished cleaning the area of your starbases, but it's gonna cost you.

I'm doing pretty good at this point. I'm definitely going to win and the AI has learned a lot of new tricks and I've added a bunch of new ones from this game.  If the Altarians had had better logistics, they would have been a real force to reckon with.  If the Terrans had not let themselves be so obviously vulnerable and then blind to my attack, they would have done a lot better too.

And there's a lot of other ideas that I can add in the future as time permits.

Cultural Inevitability.

The Drengin surprisingly have defeated the Torians. Well, that's not really that surprising, the Drengin have the best AI module right now in this cirumcstance. But still very surprising that they made up the difference.

But my culture has spread far and wide at this point. And there's nothing anyone can do about it.

The Drengin have the military power to put up a fight. And if the Drengin and the Altarians teamed up, they could probably defeat me. But they won't and I'll tell you why: The Dominion is evil. The Drengin are evil.  The Altarians are good.

This is where playing against the computer can be more fun.  The Drengin don't care if I win culturally.  The Altarians care a lot. In the report screen the Drengin don't have my influence as a negative. The Altarians do.

I do design a couple of new ships. I'm somewhat disappointed with the Drengin designs though.

Something I'll have to work on tonight is make the Drengin and other players focus more on what technologies they need rather than scatter shot it.  The other issue is they haven't focused enough on logistics. Logistics matter.  If you can't build large fleets whether they be fighters or large ships, you're going to have problems.  You can get away with lower logistics if you have big hulls since bigger ships will take out a lot of smaller ships, but the AI is not aggressive enough in this area.

I have a pretty lethal fighter now too. The F-20 Sky Shark:

I used the new ship designer tools to turn around those wings. They look pretty cool I think. My large ship, the Orion, is also quite lethal.

My fighter uses 2 logistics points and does 10 attack and has 6 hit points.  My capital ship uses 6 logistics and has 30 attack, 6 defense and 28hp.  Even though it has 3 times the logistics cost, it does 3 times the attack, has defense, and over 4 times as many hit points. 

The Altarians have been completely consumed by my culture and the galaxy is just about mine.

Influence victory!

So what happened? How did I win? Where did the AI go wrong?

  1. The Terran Alliance was too weak for too long. It allowed me to make a surgical attack that wiped them out.
  2. The Terran Alliance was oblivious to my build up until it was too late.
  3. The Altarians, who could have done something, were not researching logistics technologies enough
  4. The Altarians also didn't improve their ship sizes.
  5. The Drengin, might have been able to do something but got a bad start and by the time they got a better start, they were too far behind.
  6. The Drengin squandred research points on scatter gun researching.

These 6 items I've implemented.  I've also adjusted the logistics costs on ships so that large is 6, huge is 8. Logistics techs have gone up as well so we'll see bigger fleets all around.

GalCiv II: Size Matters

Published on Wednesday, March 22, 2006 By Brad Wardell In GalCiv Journals

When it comes to battles, size matters.  To balance that, Galactic Civilizations II introduces the logistics concept.

The logistics concept was designed to prevent the age-old strategy game issue where each side just builds a single mongo fleet/army/whatever and wipes out everything in its path.  The number of ships you can put into a fleet is hence limited by your logistics ability which you can research to improve.  How many logistics a ship uses is based on hull size.

In Galactic Civilizations II v1.0 that was:

Tiny: 2 points of logistics
Small: 3
Medium: 4
Cargo: 5
Large: 5
Huge: 6

It was done this way to keep it simple for players.  But here's the problem -- ship sizes.  A tiny hulled ship has 16 space.  A large hull has 55 space.  That's over 3X as much space but the large only uses up 2.5X in logistics. Advantage: Large hulled ships.  There are other factors involved too such as hit points and cost -- which are well balanced. But logistics are out of whack in our view.

So in v1.1, it's going to be this:

Tiny: 2
Small: 3
Medium: 4
Cargo: 4
Large: 7
Huge: 9

The various logistics techs will be pumped up too.  The fact is, we want people to be able to build swarms of ships as a viable strategy. We also want people to be able to fixate on building huge capital ships as well.  Now, the current system isn't horribly imbalanced by any means, the guy researching the larger hulls isn't able to put in time researching some mongo weapons.

If you go strictly by a spreadsheet, you can see plenty of imbalances depending on how you want to look at it and how nit-picky you want to be.

But I want to stress - the guy who's building huge ships had to go and research (or trade some equally valuable) technology to those huge hulls. They also had to put together the manufacturing capacity to create them and make the sacrifice of putting their marbles into a single ship rather than a bunch.  In addition, there are various "round off" things that they have to deal with as well and many components, particularly defenses, take size into account when determining how much size they use.

Update: 

After play testing during the evening and taking more into account things like starbase bonuses and the cost of getting those large hulled ships I made a minor tweak:

Tiny: 2
Small: 3
Medium: 4
Cargo: 5
Large: 6
Huge: 8

The Cargo hulls didn't need to come down because the new logistics abilities increase your logistics quite a bit. Before you would have 12 logistics after researching enhanced logistics. Now you'd have 15. You could hence fit 3 transports into a fleet at that stage versus 2 previously.


 

BETA version of v1.1 THIS WEEK!

Published on Wednesday, March 22, 2006 By Brad Wardell In GalCiv II News

We've got a ton of new features, tweaks, and enhancements in store for v1.1.  For casual players, the AI plays easier on lower levels.  For expert strategists, the AI has gotten a significant overhaul in tactics across the board.

We've made a ton of tweaks both large and small based on player feedback.  Little things like the selected ship showing the auto pilot path it's on to bigger changes like no tech trading options, fleet managers, tons of "glitch fixes", an enhanced ship design option, and much more.

The Beta will be on Stardock Central so you'll need to grab that if you haven't already from the Downloads section. 

I think people will be surprised at how significant some of the improvements are, especially for how short of a time the game has been out.  We'll have a full development log put together soon. It's going to be long - longer than originally planned.

The beta won't be the full feature set we mentioned previously as we added other things along the way (streamlined economic engine, no social wastage, bunch of other things).  Stay tuned!

WindowBlinds 5.01 released

Published on Tuesday, March 21, 2006 By Brad Wardell In GalCiv II News

What's Stardock's secret for being able to develop and publish its own games? The answer: Object Desktop, the world's most popular, award-winning desktop enhancement suite. And the flag-ship program of that suite is called WindowBlinds.

A new version of it went up today. Odds are, you already have a piece of WindowBlinds on your computer in some form or other. ATI uses it for skinning their Catalyst Control Center. nVidia includes a lite version with many of their cards. Blizzard used it to create the WoW Desktop. The Xbox 360 desktop uses it as well. And if you go to the hospital for an X-ray, if they're using a recent GE Medical X-ray machine, odds are it's using it as well.

WindowBlinds works by changing your Windows GUI system-wise -- title bars, borders, push buttons, Start bar, radio buttons, everything. Version 5 introduced the ability to make use of ATI and nVidia's DirectX acceleration so that in most cases, WindowBlinds is actually making Windows run faster even as it makes it look cooler.

Here are some screenshots:

  

It's home page is www.windowblinds.net. Have fun!