Brad Wardell's Blog


Galactic Civilizations II: 1.0X released

Published on Monday, March 6, 2006 By Brad Wardell In GalCiv II News

Galactic Civilizations II v1.0X has been released.  If you have previously downloaded one of the pre-releases you'll want to update to this version.  Version 1.0X inclues a bunch of new options including GPU throttling, video controls, tweaks to game balance, bug fixes, and much more. In theory this version should resolve all known compatibility issues that we have control over (users absolutely need to make sure they have recent video drivers and if they have a dual-core AMD to make sure they're running the latest chipset drivers if they run into any issues).

You can read the full list of changes HERE.

A lot of time has gone into cleaning up the ship design stuff.  The ship designer in the game has kind of taken on a life of its own. We're glad people love it. We've done our best to make things like upgrading and modifying easier to do in this version and more robust.  As one person in the forum put it, it's like having a CAD program bundled with a game (though a lot easier to use of course).

You can download it from Stardock Central or from the Downloads page.

Retail availability increases further

Published on Monday, March 6, 2006 By Brad Wardell In GalCiv II News

Today something unprecedented happened -- for us anyway.  Several retail chains re-ordered more units in a single go than their initial order. EB Canada, for instance re-ordered a very large number. Yay Canada!

See, typically what happens at retail is that you get your initial "sell-in".  Re-orders are only designed to bring stocking levels back to that initial sell-in level. So over time, the game fades away. It's very unusual for a game to actually increase its retail stocking after the release.

So now we're in unknown territory.  We no longer have any idea how many units the game will sell.  The first one sold roughly 75,000 units in North America and roughly that many overseas / electronic. We've shipped around 50,000 so far and we're starting to run into a back order so availability is going to get tight in the coming days as we're now rush manufacturing another batch to handle. 

This all happened before the reviews even started to come out. The reviews should certainly help. But it goes to show how powerful word of mouth is.  And if there's other small developers out there, bear in mind, Galactic Civilizations II had only a handful of full time developers and roughly that many artists on it.  If you're at home, open up one of your game manuals and look at the credits to see what's the norm. 

You can be a small development house and still make a game people like. Word of mouth is absolutely crucial. I also am convinced that having the developers themselves interact in the forums directly is important as well. It lets us hear issues people run into.  We've also learned a lot in the process.  I also think that putting out timely regular updates is key as well. In fact, we're planning to put up the final version of 1.0X tonight.  Lots of new video options, AI tweaks, glitch fixes, that nasty hard drive formatting bug if you're using an ATI or nVidia card (just kidding) should help spice things up.

Once 1.0X is out, we'll start talking about what we want to do with 1.1.  We have a lot of ideas ranging from random alien players, being able to create your own custom players, UI support for mods, and of course putting in user requested features, tweaks, etc.  But that'll be in a few weeks.  1.0X will likely be the version where we take a bit of a breather.  People who visit our IRC channel (#galciv on irc.stardock.com) will be able to access our daily internal build if they're feeling particularly masochistic.

So stay tuned, we'll keep you informed on how things are going.  And don't forget, if you see the game at a retail store, take a picture, put it up in this thread, and win a chance to get a free GalCiv II T-shirt.

You'll be able to get updates over in the Downloads area.

Fuzzy math and game development

Published on Monday, March 6, 2006 By Brad Wardell In GalCiv Journals

World of Warcraft is one of my favorite games. I was in the beta from the start of it and when released, re-did my Paladin. And it was good.  I didn't really pay much attention to all the numbers. I knew that doing X was better than doing Y.  I didn't really know how much better it was, I just knew it was from the description. 

My Paladin today doesn't resemble too much my Paladin of that initial launch (let alone the beta). A lot of that is from player feedback.  Third party tools combined with players putting all the stats together resulted eliminating a lot of the "fuzzier" mechanics. Things like "Procs" got dissected and analyzed at levels I couldn't even imagine.  That's not necessarily a bad thing mind you, it just means the game has such large appeal that it's attracted both the casual gamers and the ones who want to understand the ins and out.

The first Galactic Civilizations was all fuzzy math.  Even I would have a hard time explaining with precision how morale worked or how production worked in terms of putting together a formula.   In GalCiv I, your planet quality was central to everything. Various planetary improvements, morale, and bunches of other attributes got in there to do all kinds of multiplications to the various numbers.  The order of some of these mattered since there'd be an addition here, a square root there.  The system was designed essentially that building improvement X was better for production than improvement Y.  The numbers, in essence, were all relative to one another.  Someone looking for an entertainment network to make their morale go up by 15% would be sorely disappointed.

For the sequel, I wanted to dispense with as much of that as possible. A factory would build X production units. A research center would produce Y research units. Period. How much of its capacity was used depended on how fully funded the building was.

Entering the sausage factory

Things get murky when you start dealing with civilization ability points.  One might argue that if I have a planet where my approval rating is 50% and I have a morale ability of 10% then my approval rating should be 55% (50*1.1).    And if I build an entertainment network whose job is to improve morale by 20% that my approval rating would then be 50*1.3 = 65%. 

What about production? If I have a factory that produces 10 units of production and it's all on social production and my social production ability is 20%, then my social production should be 12?  Sure.  But should the player be charged the 12 units? Or should it be 10 units with the other 2 production as bonus?  That's the way it is on research.

Speaking of which, if I have 10 units of research being produced and my research ability is 50%, shouldn't my research by 15?  No argument from me.  On the surface, that's how it should be.  And indeed, often that's how things start out.  Then you have human beings playing your game and all those good designs go out the window.  Probably the biggest reason for that in this particular game is from the mining resources. 

There are research, military, economic, influence, and morale resources.  To keep the game from being too complex to the casual user, starbase modules that mine these resoruces are the same no matter what type you are building on.  That is, A mining barracks adds say 10% to your ability regardless of whether it's a morale resource or a weapons resource.  The problem is, a 10% bonus to research is hugely different than a 10% bonus to morale which is a huge difference form a 10% bonus to weapons.  I mean, heck, if I have a ship with 8 attack, I won't even get an additional point.

And we're just getting warmed up.  Should a 10% bonus to your morale ability increase it by 10%?  Or should it add 10 points to it?  That is, if my morale ability is 10% and I mine a morale resoruce for 10%, should my morale ability be 11%? Or should it add 10% to it and make it 20%?  We add it because otherwise, any semblance of balance could go out the window (create a civ with a 80% morale ability natively and then these percent multipliers would get crazy). 

Has your head exploded yet?  Because it just keeps getting better. In order to have some semblance of balance, we mess around with the ability values in order for them not to get out of whack.

That morale ability?  fCivABilityFactor = pow(fCivABilityFactor,0.80f);

At release, Your Civ Ability at morale was just that.  But it turned out on a large galaxy you could have several morale resources cranked up to over 100 points each.  So suddenly you could have 100% taxes and 100% morale.  Oops.  So it was changed .95, then .9, then .7, then back upu to .8.  That's the sausage factory that's game development.  Where all your nice clean, elegant mechanics start to get murky.

Your research ability? It's chopped in half for the same reason.

Government waste

And what about "wasted" social production? In GalCiv I, military and social production was wasted even if you weren't building anything. 

For GalCiv II, we decided to eliminate that.  If you weren't building a ship or an improvement, you weren't charged for that production.  That makes sense.  Except, well, it turned out that players couldn't control their economy if social production was handled that way. 

What happened is that say you're playing on a really large galaxy with 100 colonies and your economy is producing 5,000 net revenue per turn.  Your planets have no improvements being built.  Then an alien offers to trade you xeno factories.  You take it.  Then suddenly your net revenue goes to -2,000 per turn.  Huh? What happened? All your planets started upgrading their factories and all that social production started to get charged for again.  Yikes! Worse, it would gradually come back down as those improvements were completed all without the player doing anything. 

Given that there's people who find the economic system in GalCiv II to be complex (what? separate tax and spend sliders?) having massively changing net revenue without user intervention would have put them over the top.  So we ended up charging for social production.  Which, is probably more realistic anyway and requires the player to put a little bit of effort into making their government more efficient.  Still, it's not ideal because it has to be rationalized.

One of the ideas we had was to have social production go towards approval rating.  But it's the same problem. Players see their approval alter by moving the spending slider and it's just another complexity.

Another idea was to have social production be added to military production on a given planet if there's nothing else to build.  This is possibly more doable.  And if there's no ship being built, it would still be spent.  But at least that way, there's some benefit.

You have the power

Just like with World of Warcraft, games, especially statistics laden games like Galactic Civilizations are designed to evolve.  We'll listen to what you have to say and together we'll keep improving the system.   But never think there's a "best" system.  There is only, at best, a system that annoys fewer people than the alternatives.

1.0X change log

Published on Monday, March 6, 2006 By Brad Wardell In GalCiv Journals

What's new in 1.0X(.1)

+ NOTE: Your ship designs from 1.0D1 and before will NOT show up in this version. We have updated this version so that the ships contain their own unique version ID so that when we do FUTURE updates, your ships will still work. But we didn't implement this until now (now that we have seen the sophisticated ship designs people are creating).  So we apologize in advance for that, but it shouldn't be a problem going forward.

CLARIFICATION: Your ships in your SAVED games will work fine. It's just that ships designed in 1.0D1 won't automatically show up as new designs in 1.0X.  If you have a design you really want to keep, just load up the saved game and resave the ship. 

Light blue are what was added over the weekend over the pre-release 1.0x from last week.

+ Fixed Planetary improvements: Virtual Reality Center and Stock Exchange to be better.

+ Fixed Metaverse difficulty rating (doh!)

+ Various tweaks to ship upgrading to be more streamlined and robust

+ Misc. AI tweaks.

+ Fixed human-specific text in Events.xml

+ Fixed display name for Battle Stations Mark IV

+ Fixed Ship Design Upgrade button so that it removes all but the hull and jewelry.

+ Fixed Fleets with 0 moves bug.

+ Fixed Fleet movement exploit where you could remove a ship and the fleet got its full moves restored.

+ Tried to put more effort into keeping the AI from putting its rally points on its own planets which can disrupt its strategy

+ AI pickier about what it trades with each other, this should satisfy most people who feel the AI isn’t careful about what it trades with each other and the player

+ Performance tweak so that the AI isn’t evaluating putting a..ahem..starbase into a fleet. (it wasn’t doing it, but it evaluated doing so each turn)

+ Drengin and Terran AI personalities more focused on what they research.

+ Drengin tend to research more militaristic techs

+ Toned down minor races a bit. They no longer get quite as much money to start with.

+ Number of minor races is now randomized but still somewhat based on galaxy size. Generally there will be fewer of them.

+ Put a cap on planetary influence to remove cheese potential.

+ AI better at finding enemy targets.

+ AI better at protecting key home sectorsore priority into colony ship speed over colony ship range.

+ AI Heavy fighters now have more focus speed than range in their designs.

+ AI at "bright" or higher intelligence will make guesses (simulated intuition) as to whether a path is safe for a transport *experimental*

+ Fixed GNN Goto bug on Planet Details window

+ Fixed bug where players that turned off "Show Intro" option would get a crash when starting the Campaign

+ Added option to turn off trade route lines

+ Planetary bombardment will cause a new planet texture to be created to reflect lowered quality

+  “Invasion Cheese” effect removed where planet populations after the invasion were incorrect. 

+  Drop down icons (for ships and improvements completed) will no longer get “stuck” if another window pops up while the icon is falling down the screen.

+ added Difficulty index to save game code so that even if the game difficulty changes, the users will still see the one they started out with

+ Improved tooltip handling

+ Improved slider controls

+ There have been some changes to the graphics nodes in order to make them look decent when textures are turned off. 

+ There are now a ton of new graphics card options. Note that these have not had the same kind of wide scale testing as the other options.

+ Graphics card throttling. This should eliminate all known "random" CTDs.  Heat.  Users who experienced this issue should be aware that this may be an ongoing issue with other new games they purchase that make use of the newer GPU features.  ATI/nVidia are now running their cards very hot when all the goodies are used.

+ Starbase Production Modules now assist Planetary Research

+ MEMORY FIX:  I’ve implemented a more efficient and thread-safe way of destroying scene nodes when they are no longer in use.  This will speed up ALT-TABs and cut down on memory usage significantly.

+ Social Production Ability enabled.

+ Fixed a GNN Goto button popup bug in Planet Details screen

+ Should fix auto-save issue some have reported (multithread issue).

+ Right-clicking improvement-complete icons will now scroll to planet that built the improvement

+ New ship weapons and defenses for Good aligned players:

    -Telepathic Defense
    -Subspace Rebounder
    -Dynamic Shielding
    -Arnorian Battle Armor   

 

+ Fixed the problem where the game was reporting “Not in an Empire” for some players who are in an empire.  The code that checked for valid empire data was requiring the presence of a website URL; that information is now optional.

+ Fixed a bug in classGalaxy::CalcGameDifficulty(); it was including the first minor race in its calculations.

+ Trade Goods and Galactic Achievements now transfer their benefits when ownership of them changes.  In the case of Trade Goods, ownership of the Trade Good is transferred and the old owner no longer has use of the Trade Good.

+ CalcAbilities() is now called whenever a civ acquires/loses a special improvement.

+ Fix for an exploit that allowed players to build improvements more cheaply/quickly than they should.

+ Lots of AI tweaks to improve social handlings, particularly for the Terran Alliance AI.

+ Better slider control behavior.

How many updates are too many?

Published on Monday, March 6, 2006 By Brad Wardell In GalCiv Journals

In a perfect world, we could release an update every single day.  But from a marketing point of view, that would be a disaster. You need pauses between releases in order to justify announcements and the like.  If you're doing a daily update, a site like Blues News or Gamespot is not going to mention it, they couldn't.

I've mentioned this previously but when I play the game, I have it in the debugger.  Previously, I only had my own insticts to go off on when it came to tweaking things.  Now I've got tens of thousands of other people to rely on which really helps.

For instance, tonight I tweaked these things:

+ Tried to put more effort into keeping the AI from putting its rally points on its own planets which can disrupt its strategy

+ AI pickier about what it trades with each other, this should satisfy most people who feel the AI isn’t careful about what it trades with each other and the player

+ Performance tweak so that the AI isn’t evaluating putting a..ahem..starbase into a fleet. (it wasn’t doing it, but it evaluated doing so each turn)

 

+ Drengin and Terran AI personalities more focused on what they research.

+ Drengin tend to research more militaristic techs

+ Toned down minor races a bit. They no longer get quite as much money to start with.

+ Number of minor races is now randomized but still somewhat based on galaxy size. Generally there will be fewer of them.

+ Put a cap on planetary influence to remove cheese potential.

+ AI better at finding enemy targets.

+ AI better at protecting key home sectors

One of the things I want changed but isn't in my area is the ship upgrading.  I want ship upgrades to automatically remove the space-using components and just leave the extras.  I'm going to see if that can be put in tomorrow.  The current upgrading thing is simply too complicated and complicated = bad on many levels (makes it hard to use, increases the odds of someone doing something no one else has done which means doing something that was never tested and so on).  And besides, let's be real, we upgrade because we want our cool ship design to stay and we just want to toss on different weapons and engines and such based on the latest tech.

But like I said, we can't realistically do daily updates on Stardock Central and such.

So here's a compromise, for people who are really techie, you can download the latest internal build here: www.galciv2.com/latestbuild

Don't post comments on these builds to the forums or the support people will be really pained.  But you can comment on this journal.  Mind you, I code the AI mainly so some UI feature or something is out of my area.

New servers are coming!!

Published on Sunday, March 5, 2006 By Brad Wardell In WinCustomize News

As the site continues to grow in traffic we always end up with performance issues trying to handle it all.

So we've bought some new servers which should be going up within the next 4 weeks.  They're MONSTERS. Holy cow.  SMP Dual Core with both redundant RAID and RAID for performance (a lot of hard drives there).

We also increased our bandwidth by an additional 100 megabits but it'll be a bit before we are fully exploiting this new bandwidth level.

So stay tuned, changes are acoming..

GameSpy review of Galactic Civilizations II

Published on Sunday, March 5, 2006 By Brad Wardell In GalCiv II News

The GameSpy review of Galactic Civilizations II has been put up.

The final line of the review "Master of Orion is dead. Long live Galactic Civilizations II! "

 

The review talks a great deal about the computer AI.  Veteran strategy gamer Allen Rausch talks about how brutal the computer AI can be in the game:

Then, just as I was about to conquer his homeworld, the Iconian leader sent me a message telling me that, while he knew he couldn't defeat me, he was going to use his last action to spit in my eye -- he was going to surrender to the humans. Suddenly all his planets and ships belonged to the human leader who had doubled the size of his empire in a single turn. My next message was from the human leader who told me to say my prayers because I wasn't long for this world. The humans! They had been everybody's buddy! They had built up a great trade network and were the most peace-loving race in the galaxy. They had also given technology to the Iconians and encouraged them to go to war with me, all to pull me out of position and swoop in for the kill. I found this out because the computer AI sent me a message taunting me for my stupidity in falling for it! The greatest thing about Galactic Civilizations II is that something like that happens every game. I may not have enjoyed being flimflammed by the computer, but that's the kind of immersive gameplay every strategy game player dreams of.  

For new players, we do want to assure you that you can set the game difficulty down and the computer players do play very easy so that you can learn the ropes without being wiped out. It's all about how challenging you make the game.  Check out the whole review, it's a very informative read.

QA Post Mortem

Published on Sunday, March 5, 2006 By Brad Wardell In GalCiv Journals

Some users have suggested that we prune/moderate the GalCiv II forum.  The reason for this is because what inevitably happens is that as a software product gets out there, you end up with a lot of people in absolute numbers who have a problem, ignore pinned topics, and just make an obnoxiously titled posts such as "This game sux! bugz! Rushed to release!!11" or something to that effect. 

If you have a 2% problem rate and you have 50,000 people running the game, that means you've got a 1000 people with problems. And some number of them are going to make posts.  It only takes a half dozen to a dozen posts to change the perception of a forum. So I do recognize the temptation to eliminate duplicate posts or venting posts.  But I also feel that people should have the right to go out and vent. They paid $40 for the game, they should be able to vent if they have a problem.

Of course, I reserve the right to vent back at the guy who posts a diatribe about how the game is a "bugfest" only to find out that they're running a video card with 3 year old drivers and literally ignored the warning dialog that popped up.  Or to remind the person who's screaming how his machine can't run it that he posted no info on his machine.

That said, I don't want to give the impression that the game is perfect. It's not. Every software product will have some problem, somewhere. It's purely a matter of percentages. Even consoles have problems.  Go to any forum for the recent launch of any software (console or PC) and watch. 

We don't like getting yelled at by customers who run into some problem any more than you like running into problems.  And we especially get no joy out of people making forum posts that ignore the stickies proclaiming the game is buggy. 

Let me put it like this, if the game crashes, we consider that unacceptable.  After months and months of testing, we made sure it was rock solid before sending out.   So far, we've only encountered two crash bugs since release that were due to bugs in our code, the rest have been old drivers, bad drivers, etc. (and people wonder why developers like consoles).

So below is a list of things we've compiled that cause people problems and how to work around them.

Whenever you have some problem, you should look at your debug.err which is created in the game's directory.  This will tell you a lot about your system. And if a person does experience some problem with the game, they should go to the pinned topic in the forums that is appropriate to them and post their debug.err info there. That's where tech support watches the most

 I'm going to put this vaguely in the order of what causes a problem.

#1 Game crashes immediately.

Happens to approximately 2.5% of users.

Most common cause: Running your desktop at below 1024x768 or running your desktop in 16-bit color.  This resolves 99% of users.

#2 Game crashes randomly while playing!

Happens to approximately 2.5% of users.

Most common cause: People with older video drivers. We weren't kidding, you MUST HAVE A RECENT (past year) set of video drivers. If you don't, the game will crash randomly. The readme says this. The stickies say this. We're not kidding around here. You must update your video drivers. Ignoring all that and running into the forum and saying "How could they ship this piece of #$@#!" is not going to update your video driver. You must update the video driver.

Next most common cause: People who have eliminated their page file or have a very small page file.  That's your virtual memory.  Check the debug.err and near the top it will say how much virtual memory you have allocated. If it's less than a gig (heck, nowadays you should have at least 2 gigs for virtual memory) then there's your problem.

Next most common cause: Overheating. The game's 3D engine has no polygon count, no texture limit. It's designed so that even 2 years from now, you can with mods plug in advanced textures. Some modders have already put in ships from popular sci-fi movies that have over a million polygons and it works.  But it comes at a cost: Your video cards are fully utilized. And that can translate to heat.  This mostly affects people who have built their own machines and thrown in a powerful video card.  Version 1.0X (and later) support GPU throttling which should solve this.

Ex: If the player is running the nvidia 81.95 drivers, update them to 81.98 or better.

Next most common cause: People with AMD64 Dual Core who haven't updated their chipset drivers. GO here, get your drivers, play game, have fun.

#3 Game crashes when I save a ship design.

THIS one is our bug.  Cause: If the player selects a planet from the GNN dialog, clicks on the star port, clicks on the shipyard, builds ship, it will die in 1.0.  Basically the Z-order of the windows gets confused.  Obviously, nobody in the beta/gamma/RCs ever tried to build a ship this indirectly (we just clicked on the shipyard icon).  It was fixed essentially immediately.  You'll need to download the update or not go to the shipyard via all those dialogs.

#4 Game crashes when I invade a planet once in a great while when playing as a custom race.

THIS is also our bug. It only occurs when you play as non-human and only once in a very great while. Fixed in 1.0X. Though at this point, we're talking cases that can be counted on one hand.

OTHER TIPS:

Read the stickies! Post your debug.err.  Or at the very least tell us what kind of computer you have (though debug.err will tell us all about your computer). 

If the game crashes on the player, they should be able to assume that there's a reason for it and that there's probably a solution for it.

GalCiv II: KNOWN issue list

Published on Sunday, March 5, 2006 By Brad Wardell In Bug Reports

We don't like getting yelled at by customers who run into some problem any more than you like running into problems.  And we especially get no joy out of people making forum posts that ignore the stickies proclaiming the game is buggy.  Let me put it like this, if the game crashes on you, we consider that unacceptable.  But you can be certain that the game shipped with plenty of testing to make sure it doesn't crash. We've only encountered two crash bugs since release that were due to bugs in our code, the rest have been old drivers, bad drivers, etc. (and people wonder why developers like consoles).

So below is a list of things we've compiled that cause people problems and how to work around them.

Whenever you have some problem, you should look at your debug.err which is created in the game's directory.  This will tell you a lot about your system.  I'm going to put this vaguely in the order of what causes a problem.

#1 Game crashes immediately.

Happens to approximately 2.5% of users.

Most common cause: Running your desktop at below 1024x768 or running your desktop in 16-bit color.  This resolves 99% of users.

#2 Game crashes randomly while playing!

Happens to approximately 2.5% of users.

Most common cause: People with older video drivers. We weren't kidding, you MUST HAVE A RECENT (past year) set of video drivers. If you don't, the game will crash randomly. The readme says this. The stickies say this. We're not kidding around here. You must update your video drivers. Ignoring all that and running into the forum and saying "How could they ship this piece of #$@#!" is not going to update your video driver. You must update the video driver. 

Ex: If you're running the nvidia 81.95 drivers, update them to 81.98 or better.

You also absolutely must be running at 1024x768 or higher. That means both X and Y must be equal to or greater than those two numbers.

Next most common cause: People who have eliminated their page file or have a very small page file.  That's your virtual memory.  Check the debug.err and near the top it will say how much virtual memory you have allocated. If it's less than a gig (heck, nowadays you should have at least 2 gigs for virtual memory) then there's your problem.

Next most common cause: Overheating. The game's 3D engine has no polygon count, no texture limit. It's designed so that even 2 years from now, you can with mods plug in advanced textures. Some modders have already put in ships from popular sci-fi movies that have over a million polygons and it works.  But it comes at a cost: Your video cards are fully utilized. And that can translate to heat.  This mostly affects people who have built their own machines and thrown in a powerful video card.  Version 1.0X (and later) support GPU throttling which should solve this.

Next most common cause: People with AMD64 Dual Core who haven't updated their chipset drivers. GO here, get your drivers, play game, have fun.

#3 Game crashes when I save a ship design.

THIS one is our bug.  Cause: If the player selects a planet from the GNN dialog, clicks on the star port, clicks on the shipyard, builds ship, it will die in 1.0.  Basically the Z-order of the windows gets confused.  Obviously, nobody in the beta/gamma/RCs ever tried to build a ship this indirectly (we just clicked on the shipyard icon).  It was fixed essentially immediately.  You'll need to download the update or not go to the shipyard via all those dialogs.

#4 Game crashes when I invade a planet once in a great while when playing as a custom race.

THIS is also our bug. It only occurs when you play as non-human and only once in a very great while. Fixed in 1.0X. Though at this point, we're talking cases that can be counted on one hand.

#5 You lose your mouse pointer

People with nVidia Geforce 6X series cards (for the most part) have reported this. We have yet to get it in our internal lab and it doesn't seem to be that wide spread but it's a real show stopper.  The solution is to use the hardware mouse cursor which is in the video options area of the game.

OTHER TIPS:

Read the stickies! Post your debug.err.  Or at the very least tell us what kind of computer you have (though debug.err will tell us all about your computer).