- Never Play an Immense Map without 'Em -
Published on September 12, 2008 By ScottTykoski In GalCiv Journals

For the last few months the team has been toiling away on THREE seperate projects...Political Machine 2008, the unannounced fantasy strategy title, and GalCiv 2.0. And for those months we've kept players in the dark about 2.0...mostly because of the frantic, nose-to-the-grindstone pace we've maintained.

But now it's time....time to finally start talking about what will hopefully be the ultimate update to our little GC2 series

For those that don't know, GalCivII 2.0 is the final major update that we'll be producing. More updates are sure to trickle out, but in terms of huge new features being added, this will be our last huzzah Sad, but inevitable.

For this reason, we really wanted to pack it FULL with all the little features that were straightforward enough to keep the game balanced, but interesting/exciting enough to make 2.0 special.

The first of the new added features (and what's turned out to the the most suprisingly time-consuming) is the addition of Planetary Governors.

The necessity of this feature really came late in the testing of Immense galaxies in the Twilight gamma. There were just too many planets to deal with, and even queuing up planet improvements on initial colonization got cumbersome. Looking back, it's a feature that players have requested for a long time, so putting it in was a no-brainer. Also, for everyones future reference, the best way to get a feature added is to get the programmers annoyed by it's obmission

All you do is create a governor type (give it a name and short description) and fill that governors queue. As techs for better improvements are unlocked, the queue will automaticially update. Special tiles are searched for and properly utilized, and terriformed spots are filled as they become available.

The system is slick, and works well as a 'macromanagement' feature opposed to a 'let the AI handle my planet building'.

We hope to have all the new features in the beta (Thursday, September 25th), with a final release on Wedensday, October 8th.

Up Next Monday (Now Tuesday): Another Manager, and a Feature Requested Since Dreadlords 1.0...stay tuned!

 


Comments (Page 2)
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on Sep 13, 2008

...will the released version of enable us to create new governors and delete ones we don't want any more?
Cartainly   You can create as many governors as your strategies require.

Will the Planetary Governor allow for setting parameters?
No, we went for the simple solution on this one   I think you'll find the queue system works 99% of the time, and I'd rather the team puts the extra time into new features than over-tweaking this one.

...will it be intelligent enough to realize that an improvement on the list has been completed and just continue with the next building on the agenda?
Yes. Every time an imp is completed it basicially goes down the list until an unbuilt improvement is found. If you add some per-planet improvements early that are further down on the queue, they will get skipped when it's time for them to be built.

on Sep 13, 2008

Thanks for the 'glimpse(s)'... if that's (Planetary Governor(s) --true-- control! Love it!!) any indication, we're in knee deep for yet another great *NEW* ride with this wonderful game.

I think everyone will agree, it's already worth the loooong wait.

I just hope CodeCritter fixed the surface tiles naming scrambler 'situation' so that i can finally detect my modded extremes tiles and produce a steady (and, "working" as it should) implementation of some third layer of colonization in X-Worlds.

 

It feels soooo strange - like i took a sneak peek over classified items from SD programmers' development workstations.

Bring it on - we enjoy being teased until the BIG day comes.

October 8th - calendar checked.

 

on Sep 13, 2008

As techs for better improvements are unlocked, the queue will automaticially update.

Will this replace existing improvements? For instance, if I was the Drengin and I got a hold of the techs for industrial sectors, can I do something with the governers so all my slave pits get replaced by industrial sectors?

Can you also stay low tech? Unfoturnately, many mining and planet assist starbase modules are tied in with the factory techs. As such, you can't get one without the other. Its annoying trying to deal with your factories trying to auto-upgrade to less cost effective versions. Its a serious problem with the Yor who lack the ability (without tech trading) to mass produce economic improvements to generate the money needed to offset the increased costs of production of their improved factories.

Special tiles are searched for and properly utilized, and terriformed spots are filled as they become available.

How well does this new governer handle planet populations? If I have a special food bonus tile on a planet and my governer has a farm on its list, will it try to place the farm on the food bonus tile? Can you tell it to do otherwise? As you should know, the closer you get to 25 bil, the more your morale drops on that planet.

Will it be smart enough to avoid that, or will we be needing a new planet management feature to restrict maximum population capacity?

on Sep 14, 2008

Will this be the only new feature in the first beta? Or will we get a glimpse at the new spionage in it too for example?

on Sep 14, 2008

sry, you wrote you hope to get all the new features in the beta, question answered

on Sep 14, 2008

I am german but i think "planetary governers" is wrong, am i right?

on Sep 14, 2008

Right... nice feature but (as i don't play super large games, just medium...) i'm more interested whether the diplomacy and/or UP will be improved.

on Sep 14, 2008

I am german but i think "planetary governers" is wrong, am i right?

If I'm understanding how the feature will work, I'd agree that the name is a bit of an exaggeration; the term "governor" does imply that the thing would be making some choices on its own somehow, at least through a set of decision parameters that BoogieBac already says are too tall an order for 2.0.

But the more accurate alternatives might have just sounded to dull to the devs: "Custom Build Lists?" "Colony Development Plans?"

on Sep 14, 2008

I'll probably call them Planet Templates anyways, so they can put it as whatever they like in the game .

on Sep 14, 2008

will it be possible to tell your gov's to replace all discovery spheres with stock markets, for example?

don't supposed anyone's thought about an asteroid mining manager...? okay i realize it's late in the game to ask for this, and probably low priority anyway. but on immense maps, i've been able to get 5K industry on a single planet by directing all the asteroing mining there. it's just very, very time consuming, especially because asteroid mining bases don't have any hot keys (i know of). a while ago i was preparing a suggestion... i guess it at least couldn't hurt to recapitulate it here.

basically it boiled down to a new kind of rally point, a "mining destination." the option only comes up if you place a rally point on a planet. hook a couple hot keys to asteroid mining bases, one for the destination function, another for the rally points. throwing in a governer that'd allow you to re-assign the asteroid mining targets would be great as well.

but even just a hotkey would be helpful. either way thanks for all the hard work

on Sep 14, 2008

Holy crap.  I've been wanting this since about 2 hours into playing DL a few years ago.  I may have to break down and get TA.

Does this mean the AI will use it, and actually do a decent job at planetary development?

Also, are you going to add any hooks to control the starport via this governor?  So for example you could tell all your econ/farm planets to build transports, all your research to build constructors?  I'd much rather the old govenor got removed in favor of this style.  (based on named govenors)

 

on Sep 14, 2008

Also, is the govenor smart enough to not build terraforming when you have free tiles and something else to build?  That's something the AI's been doing wrong for a long long time...

on Sep 14, 2008

dystopic
will it be possible to tell your gov's to replace all discovery spheres with stock markets, for example?

don't supposed anyone's thought about an asteroid mining manager...? okay i realize it's late in the game to ask for this, and probably low priority anyway. but on immense maps, i've been able to get 5K industry on a single planet by directing all the asteroing mining there. it's just very, very time consuming, especially because asteroid mining bases don't have any hot keys (i know of). a while ago i was preparing a suggestion... i guess it at least couldn't hurt to recapitulate it here.

basically it boiled down to a new kind of rally point, a "mining destination." the option only comes up if you place a rally point on a planet. hook a couple hot keys to asteroid mining bases, one for the destination function, another for the rally points. throwing in a governer that'd allow you to re-assign the asteroid mining targets would be great as well.

but even just a hotkey would be helpful. either way thanks for all the hard work

I'd settle for a button that automatically resets all mine destinations to the nearest planet. In the middle of an influence rush, I often flip the mines before the planet, so a mine ends up sending to a planet 3 sectors away even though it's touching a newly-flipped planet.

on Sep 14, 2008

I'd settle for a button that automatically resets all mine destinations to the nearest planet. In the middle of an influence rush, I often flip the mines before the planet, so a mine ends up sending to a planet 3 sectors away even though it's touching a newly-flipped planet.

that's a lot easier than trying to reassign asteroids from across the entire map. you have to find the planet again each time, and if while mousing around you accidentally click on something else, you have to go back. i know it's not the highest priority in the world, but i think because of how difficult it is to work with them they were sort of an underwhelming addition when DA came around. just my opinion anyway.

on Sep 14, 2008

I had mentioned in the "Things you'd like in 2.0" thread, that a scheme like the ctrl+click/drag to box a group of asteroids(like you can with ships/SBs) and assign them as a group would be a massive help in dealing with them. Seeing as the ctrl+drag scheme is already there for ships and such, it seems to be possibly the easiest way to institute a management system for asteroids.

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