GCII 2.0 - Of Starbases and Ships

- Cutting through to the Fun Stuff -

Galactic Civilization 2 Version 2.0 is being designed to blow our other updates away.
 
A few months back we traversed all the suggestions/requests/demands we've received since GC2:Dreadlords 1.0 and compiled a definitive list of new features to cram into our penultimate update.
 
I think these next two are going to make alot of people happy...
 
 
External Ship Designer
 
Yes, we've finally done it!  From the title screen, you now have the option to open up the Ship Designer!

Filled to the brim with every engine, weapon, fleet module, and extra component available in the game, you can now create without completely unlocking every tech in-game.

  
The end result is a quick, easy, and fun way to fill your tech-tree with unlockable ships based on your strategies.

 

It's been asked for since 1.0, so I apologize for the wait. I hope it was worth it! :)
 
 
Starbase Upgrade Managers
 
One of the major complaints we've received - again, since 1.0 - was the end game stream of Constructors and the resulting click-fest in getting new Starbases fully upgraded.
 
Now, when you bring up the Starbase Details window, you'll be able to sort the 'classes' of module that you want a Starbase to focus on. This is a very macro-friendly approach (we tried doing a explicit module queue and it ended up just as cumbersome as the old method).


So lets say you have a Economic starbase in friendly territory that you want to use in pumping up Production and Trade Income. Just bring up that Starbase's queue, send 'Production Assist' and 'Trade Assist' to the top, probably followed by some Starbase Defense and Offense module types. As constructors are sent, they'll automatically pick the best modules from your priority list and build without hassle.
 
 
More To Come
 
We're not done yet! Version 2.0 has some great new galaxy setup features that we have yet to talk about. Add to that a new ship style, negotiation, and our aformentoned espionage tweaks, and you have an update that feels more like an expansion.
 
Or, at least, that's what we're hoping for.  ;)
 
Up Thursday (er...now Friday...sorry, busy week): We'll dive into the new Galaxy Setup options, and finally show off how Espionage has been tightened up.
111,520 views 49 replies
Reply #1 Top

Wow! Awesome features :thumbsup: You guys are the best :)

Reply #2 Top

Starbase Upgrade Managers

One of the major complaints we've received - again, since 1.0 - was the end game stream of Constructors and the resulting click-fest in getting new Starbases fully upgraded.

Now, when you bring up the Starbase Details window, you'll be able to sort the 'classes' of module that you want a Starbase to focus on. This is a very macro-friendly approach (we tried doing a explicit module queue and it ended up just as cumbersome as the old method).

So lets say you have a Economic starbase in friendly territory that you want to use in pumping up Production and Trade Income. Just bring up that Starbase's queue, send 'Production Assist' and 'Trade Assist' to the top, probably followed by some Starbase Defense and Offense module types. As constructors are sent, they'll automatically pick the best modules from your priority list and build without hassle.

will this be accompanied by an optin to circumbent the popup window that lists available modules, automatically picking the module on top? (this might be an option already, I just can't recall off the top of my head).

i'll admit it wasn't the manager i'd hoped for (i was hoping for some kind of system to tell the game what modules to add and what modules not to add), but it does sound like a marked improvement nonetheless, and i commend your efforts!

Reply #3 Top

This all sounds all amazing to me. I'm going to wait to you release it to pester a friend I know will love this game to get it. He'll be more likely to buy the expansions with these sort of features in place.

Also the pictures do not show up in Firefox, however they do in IE. Same with the last blog.

Reply #4 Top

I was expecting so much more. You are the worst developer ever SD. Where are the carriers!

Jk, this is awsome! Now I can build whatever ship I want whenever I want. I typically win my games by influence or diplomacy before I even get to Large hulled ships (not to mention the Huge style). And did I see you were adding a new ship style as well???? And now a new manager to help me build starbases which I have just started getting into? Be still my beating heart. I cant wait to hear what else is in the update on Thursday, although I might have to read it Friday as Thursday I would have to tear myself away from WAR to read it.

PS. Ignore the carrier comment. I just said it to rile people up. If I want carriers, then I'll play Sins.

Reply #5 Top

Fixed the pics.

+1 Loading…
Reply #6 Top

What news on the backporting of 2.0 to DA or DL even for that matter?

Reply #7 Top

OMG... just these two features alone have multiplied my satisfaction ratio by 500% (And, i'm being 'easy' on this incredibly valuable number!).

 

1) Modding of ships (and, designing *Intelligent* fleets & concept_pattern) is now much more efficient and will allow people to CREATE their optimal hopes in the comfort of external peace & quiet without loosing precious gameplay time. Essentially giving us an indirect 'Spore_Creature_Creator_type_of_device' of Galactic proportions.

 

2) Starbases are now less daunting to manage as a result and may actually become a KEY element to develop the *proper way*. This offers huge potential for swift handling of a steady growth *because* it makes sense to flow through the whole activity. My mouse thanks you for the (what) something like 1000+ less clicks per year_game when i aim for all the powers these bases can provide IF i choose to - say- grab & maintain all special resources away from AI, defend any as i wish, USE the stuff as it should.

 

Superb work, people.

:beer:

Reply #8 Top

Fixed the pics.

Not from here, they aren't!

(SeaMonkey?)

Reply #9 Top

The only thing I've got beef with is GCII's handling of espionage (and the AI's annoying sudden love for it since the expansion), I'm really looking forward to seeing the espionage tweaks because it was the only thing that made me stop playing the game.

The rest of the features look great, can't wait for the patch. :D

Reply #10 Top

(and the AI's annoying sudden love for it since the expansion)

Yeah...it really sucks when the AI can fire upon you with a feature in the game.... :-"

Reply #12 Top

Work on firefox 3.

Reply #13 Top

You guys are the best
:blush: No, YOU GUYS are the best!

will this be accompanied by an optin to circumvent the popup window that lists available modules
Yes, all popups are ignored when Starbase production is automated (besides the final 'No More Modules to Add' notice).

i was hoping for some kind of system to tell the game what modules to add and what modules not to add
I know that people feel this may be a bit TOO macro, but I think you'll find it perfect for late game SB managment.

What news on the backporting of 2.0 to DA or DL even for that matter?
We made the decision a few months back, given the pain that a full back-port would cause, that the only thing being post-engeneered would be the Espionage changes to Dark Avatar.

The good news is that we're using that time to get these extra features in. I'd much rather have MANY new tweaks and features for the faithful than 2 tweaks for everyone...with appologies to anyone that falls into that latter category ;)

So, the rundown...

DL gets...the shaft
DA gets...Espionage Tweaks
TA gets...Espionage, Planetary Governors, Starbase Managers, External Shipyard, new Galaxy Setup options, Negotiation tweaks, new ship style, and more!

Which, IMHO, is better than...

DL gets...Starbase Manager
DA gets...Espionage Tweaks, SB Manager
TA gets...Espionage Tweaks, SB Manager

Reply #14 Top

i was hoping for some kind of system to tell the game what modules to add and what modules not to add

I know that people feel this may be a bit TOO macro, but I think you'll find it perfect for late game SB managment.

well yeah, and i didn't mean to sound ungrateful. you've got a big challenge, coming up with a utility that everyone can use. i'm sure that with 6 gamers at the table there will be 10 opinions on exactly how something "should" be handled. what you're developing sounds like it'll be a big boon to everyone without being the sort of thing that'll put some people off. kudos!

Reply #15 Top

Will the ships be available npo matter what race you play or what ships style you pick when starting up a game?

Reply #16 Top

And one of the big reasons for that is that every time the sales start to slow, we release an update, a meaningful update that gets people excited again, and the sales go back up at retail. So that was another thing. We thought, "Well, if people start doing that they'll see their sales increase."

 

Thank you guys, that is exactly the point, i have stopped playing TA for a while now but expecting 2.0 just excites me for the game again and i cant wait to play it with the new features. Your job is an ideal of how it should be with games in general, as you can see both parties profit of it.  

 

I am curious especially for the new espionage, there were some good suggestions in the forums that made me fantasize what might be possible.

Although what you already presented of 2.0 sounds very impressive i would like to know if this is the definite list of major tweaks. Or can we expect some other major, gameplay affecting tweaks for it? And cant u just drop a few hints what espionage will look like? ;) Please...

Reply #17 Top

Far as I know, any valid design which uses your ship style is buildable.

This update looks really promising, automating the constructors is sure to let the player focus on the gameplay a bit more.

Reply #18 Top

The SB Manager looks like it will be a big help for us big-map fans, and maybe more. My aging wrists thank you very much.

But I do want to try begging just a bit more for some sort of "Don't build" functionality. Perhaps just a checkbox to mark a base as "Civilian" so it does not auto-add attack or defense modules? Many of us almost never put defense or attack modules on econ or influence bases.

Reply #19 Top

Thank you guys for the great support!

What are the negotiation tweaks?

Reply #20 Top

The SB Manager does sound like an improvement, but... has anything been done to reduce the micromanagement of actually getting the hordes of constructors to the starbases?  Producing and sending constructors is what I found tedious, not picking a module once the constructor gets there.

Reply #21 Top

The SB Manager does sound like an improvement, but... has anything been done to reduce the micromanagement of actually getting the hordes of constructors to the starbases? Producing and sending constructors is what I found tedious, not picking a module once the constructor gets there.

have you tried using rally points?

Reply #22 Top

I suspected DA would get the shaft mostly, too, as that's got to be incredibly complicated- keeping mutliple builds of software all around for later patching.

TA sounds like the real expansion I always wished for.  Sometimes the best "features" are better management and UI improvements.

Speaking of UI improvements- any changes there to speak of?  I really like the suggestion of a Starbase list (thanks, CaptainYar), just like the planet list.  They're important enough to track separately.

Reply #23 Top

have you tried using rally points?

Those only take the edge off the pain for some of us. The current rally point UI contexts are not built for quick work with more than four points. You can't resize the windows so you have to scroll down if the point you're interested in is not at the top of the alphabetical sort, and there are no keyboard shortcuts that I know of. More mouse work = slower play, at least for us folks who can touch type...

Reply #24 Top

I still have to send a stream of constructors? Ouch. I was hoping all that would be, finally, done abstractly through investment streams. 

Reply #25 Top

If possible, there should be an option to remove module priorities altogether. That way, you won't end up wasting constructors on modules that you don't need at all. A option to save priority lists and load them quickly on new and old bases would be very nice as well. Maybe even have them persist through different games, like ship designs. Those features, if not there already, would make it close to perfect imo.