...Than you can shake something at.
Published on October 19, 2007 By ScottTykoski In GalCiv Journals


Another fun week of Improvement creation! While I'm enjoying myself, making these race specific improvements is really starting to take it's creative toll on me. For GalCiv3 I'm going to fight for Improvements that are real-time 3D models and an 'Improvement Editor' where it's easy to crank them out (plus it'd open the door for more custom-created improvements).

But enough looking forward....let's dig through the past two weeks and see some new Twilight stuff!!!

(Starting at the upper left corner, going clockwise...)

Black Market: A fun way for Evil nations to bolster their planets economy.

Industrial Cluster: Thalans grow their factories. With a small seed, some building supplies, and a pinch of love, this mid-game improvement can adjust itself help the Thalans in multiple ways.

Flesh Incinerator: Yes, I know it looks like a BBQ grill, but what better way to combust the poor, sick, and useless than with a amped up foreman (that, may I add, it cuts fat in half)?

Diplomatic Brain Trust: I really just wanted an excuste to have an improvement that looked similar to a capitol building, but this Terran-specific wonder will boost their diplomatic ability.

Healing Pools: While under the rule of their Drengin overlords, one of the few pleasures Torian slavelings discovered was resting their whip-weary bodies in the non-lethal cooling pools of the Factories they worked in (unless they got caught....then it wasn't relaxing....cause they'd be dead). This practice became part of their culture, so Morale buildings for the Torians tend to reflect their hotspring-loving ways. The 'Healing Pools' is the first in this line of improvements.

So there's your sneak-peak at some of the improvements you'll be building on your planets once Twilight falls (ooh...going to have to send that Tagline over to marketing)!!!!!!! I hope they got you excited - but if not, here's a few more exclamaction points to seal the deal!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Have a fun weekend with 1.8a...cya on Thursday for Twilight: Beta 1!
Comments (Page 2)
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on Oct 21, 2007
Technically it should probably be 1.10, but that'd get confusing with 1.1, etc.


You could be like Startrek and have Galactic Civilizations 1.9.1.2.3.4.32

Now that would confuse some people!  
on Oct 21, 2007

What we want to do is after Twilight of the Arnor, go back and update the base game as well as Dark Avatar to version 2.0.

It may be a long time before we do a GalCiv III so we want to make sure GalCiv II is left in a state that lets it stand the test of time.

I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).

on Oct 21, 2007


I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).


I think that's a great idea, and don't think it can happen soon enough (assuming you don't stop doing "free updates" after this weekend). And let Boogie have his real time models...that would be sweet. Lots of modding potential! You could even then have a neat little planet screen where you could pan around and see the improvements in real time. Oooh...you could have a "globe" view where you could rotate the planet in 3d and see the improvements on the planet! Oh! And dynamic lighting for the improvements, so the inductrial cluster bathed all the stuff around it in a nice green glow...Oooh, and another thing...
on Oct 21, 2007
Glad to see those changes.

As for the extreme planets- what I'd suggest is a game option for frequency of planets.

None, Few, Some, Many, Most - which would determine what percentage of planets would require extreme tech.

Really glad to see espionage being fixed.
on Oct 21, 2007


I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).


I think that's a great idea, and don't think it can happen soon enough (assuming you don't stop doing "free updates" after this weekend). And let Boogie have his real time models...that would be sweet. Lots of modding potential! You could even then have a neat little planet screen where you could pan around and see the improvements in real time. Oooh...you could have a "globe" view where you could rotate the planet in 3d and see the improvements on the planet! Oh! And dynamic lighting for the improvements, so the inductrial cluster bathed all the stuff around it in a nice green glow...Oooh, and another thing...


My processor just screamed in pain     
on Oct 21, 2007
What modders could do (and we may have some special techs that do this) is have Improvements that have to be upgraded from pre-existing Imps that they can't use.

For example, lets say your the Terrans, and you've landed on a Yor planet filled with 'Electrolyte Gardens'. Since these are basicially how the robotic civilians 'eat', humans have no use for the improvements. However, you could (and we may) have Technologies that allow Bioforms to convert these energy gardens into special power plants, or factories, or something cool that gives an extra incentive for taking over a specific world.


Very cool, I can see modders getting a lot of use out of such a feature.

I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).


Exactly the kind of thing I've wanted.

Now, is there any chance we might see changes to what information a player knows about other Civs based on their Information level? Like exact ship attack/defense/etc stats only known to someone with at least Low or Medium, or needing at least Low Info level to be able to see and place agents on planets?
on Oct 21, 2007
Brad i would love to see the espionage changed to that form Would it be at all possible like esteemed 'thehandofzarquon' said to have your knowledge of an AI's ship contents only become viewable once you reach a certain espionage level? This would be in more keeping with the game as you would then have to invest in spies to find out who has what in their ships.

Just a bit of wishful thinking on my part
on Oct 21, 2007
I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).
[Commander] [Former Top 25] [5 Game Winner] [Custom]


Great! That alone is worth the upgrade money for me.
on Oct 21, 2007

Brad i would love to see the espionage changed to that form Would it be at all possible like esteemed 'thehandofzarquon' said to have your knowledge of an AI's ship contents only become viewable once you reach a certain espionage level? This would be in more keeping with the game as you would then have to invest in spies to find out who has what in their ships.

Just a bit of wishful thinking on my part


I've been asking for the same thing for the last year, and would definitely love to see this, to give espionage in the game a much clearer value, but I don't want to sound like I'm complaining, or ask for anything else "for free", or make Brad any angrier than he is at us already.

But yeah, this would be great. We should really stop hijacking Boogie's thread though. Make sure you give a token acknowledgement of his neat new improvements with your comments
on Oct 21, 2007
As for the extreme planets- what I'd suggest is a game option for frequency of planets.

None, Few, Some, Many, Most - which would determine what percentage of planets would require extreme tech.


On top of that you could have extreme planets linked to a certain star type. Right now yellow stars are running the scene, and purple stars have the major planets. All of the other stars out there are just flufff with ne real purpose, so why not give each certain star a certain planet type. And if you have any left over stars without extreme planets, make those stars have a lot of asteroids.
on Oct 21, 2007
Indeed! Sorry Boogie

Rad new buildings dude LOL

In all seriousness they do look good!
on Oct 21, 2007
Another idea for the devs re: Boogiebac's idea for prereq techs.

Perhaps such techs should be event driven. They will happen, but the tech would only become unlocked at a certain time based on a random die roll (weighed if you have lucky trait or creative trait) and tech rating to "Get the idea". Making having the prereq techs and certain other techs would modify this role positive.

Could the event engine handle all that?


on Oct 22, 2007
once Twilight falls (ooh...going to have to send that Tagline over to marketing)!!!!!!!


nice one!
on Oct 22, 2007
I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like the Dread Lords espionage).


if i might be able to make another suggestion... it's not placing agents i find overwhelmingly tedious, not in itself... it's not fun, but it's not horrible. what gets me is when i've built up 20+ agents and i'm rotating civs i want intel on. having to remove them once i finish gathering the intel is a pain.

it's be great if you added shift and ctrl functionality to select multiple spies easily and then remove them all in one fell swoop (it'd be great functionality for a number of features, actually).
on Oct 22, 2007
The improvements look great. awesome.
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