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More GalCiv II updates

More GalCiv II updates

So there's going to be a GalCiv II v2.01 soon.

Normally, this time of year, I would be playing a new PC game. But right now, I only buy new games from Impulse. I'm currently looking at The Witcher and Sacred 2. I'm going to get World of Goo this weekend for me and the kids.

But this past weekend, I played Galactic Civilizations II: Twilight of the Arnor which some of you know I helped develop and wrote the AI for.

And when I play, I always have the debugger open and so came up with some changes.

1. I made it so that tourism revenue grows slowly with time. Late game, I just don't like hitting the wall in terms of what I can do.

2. I made Terror Star techs a lot cheaper. Terror Stars are pretty powerful but so are Spore ships and they don't cost that much.

3. I made a new planetary super project called Fleet Command Centers that you get on Interstellar Construction. Once built, all your ships in orbit will work together as a fleet when any of your planets are attacked. This eliminates the old orbital fleet manager improvement.  I found it just too cheesy that I was able to go to a civ's capital planet, knock out their defense one by one with my mega fleet and take it which can often cripple an AI player.  It's too hard to defend against and too unrealistic so I changed it.

One of the best changes in 2.0 that I didn't really realize was going to make the game so much better was the change in weapon tech costs. It is now quite difficult to get up the weapons tree. Combined with other techs being less expensive (the removal of the big late game tech penalty) and you really end up having to seriously look at other strategies.

I've seen the AI start to finally build up influence starbases and economy starbases because the path to victory wasn't so obviously a simple climb up the weapon tree.

So this update should show up this week I think on Impulse. It should go along with the update for the European expansion bundle "Endless Universe" so that they can update via Impulse as well.

92,759 views 46 replies
Reply #26 Top

Flash forward to the year 1012

So, forward into the Dark Ages, then?  ;p

Reply #27 Top

Whoops, my mistake, meant to type a date further into the future, lol.

I think 1012 was in the high middle ages. The dark ages came much later, around the 1300s.

Reply #28 Top

Just add a zero in somewhere.  10120?  10012?  10102?  It's all good.

Reply #29 Top

Quoting WIllythemailboy, reply 21
Does anyone else think that the Fleet Command Center will be the first priority target in any invasion, thus instantly reducing an AI's ability to resist? Plus the part about it being a super project and not being able to build a second should something unfortunate happen to the first? Perhaps the organizational benefit should be attached to the tech that enables it, and not a highly vulnerable building?

 

I would have thought that you could build a second super project if you lsot the first. But i honestly never tried that...

Anyway. If you can launch such an attack deep into enemy territory, defend that planet surrounded by enemy worlds and still keep your invasion going you would have won the war without that too.

Reply #30 Top

sorry if this has already been gone over, but in 2.0 it seems like the AI still isn't expanding properly on "bright" and "intelligent" difficulty levels. the Yor are the worst offenders, and I generally see at least a few of their planets with shipyards full of unlaunched colony ships. the arceans also take the turtling strategy to the point of being non-competitive in every game, they simply cannot compete against other races with 5-7 planets. the Drengin and the Korath are also not expanding much either on intelligent, and usually colonize 7-10 planets and then call it quits, even if there are pq 9+ planets right next door. the races that do expand properly/aggressively (the Terrans, Krynn, Thalan, Altarian, and Drath, from what I've seen) have been dominating every game, which has gotten pretty old.

Reply #31 Top

I assumed he meant 1012 years after the founding of planet Stardock.  Most planets measure time based on local years, don't they? :)

Reply #32 Top

Thank you so much Brad! Very welcome these updates!

Reply #33 Top

I just enhanced the colonization behavior for some of the AIs to be better about expanding. Drengin, Yor, etc.

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Reply #34 Top

awesome, thank you. where else can a forum posting lead to direct resolution of an in-game issue by a developer? stardock just continues to impress.

Reply #35 Top

;) Thanks.

 

Yea, just got done playing a very long, all day game.  Made some minor tweaks along the way to the AI.

Reply #36 Top

Any news on when we can put our greedy little hands on your latest tweaks? "This week" (Nov 11) apparently didn't work. I'm thinking about nice GC2 gaming for the weekend, so it would be good to know. Thanks!

Reply #37 Top

man, that guy should get a real job - does he do anything but play and mod this game!

(Duck the inevitable thrown tomatoes - {G}) - Jonnan

Reply #38 Top

Brad, could you change the morale formula to allow planets with more than 20 b population?

Currently even class 20 worlds can hardly support more than 25 billion people. Morale improvements simply don't help after that amount.

Reply #39 Top

3. I made a new planetary super project called Fleet Command Centers that you get on Interstellar Construction. Once built, all your ships in orbit will work together as a fleet when any of your planets are attacked. This eliminates the old orbital fleet manager improvement.  I found it just too cheesy that I was able to go to a civ's capital planet, knock out their defense one by one with my mega fleet and take it which can often cripple an AI player.  It's too hard to defend against and too unrealistic so I changed it.

Cool! Just last night I thought "why does such a great game have a crap feature like this orbital fleet manager thing"? I mean, either you waste a precious tile on an improvement that you might not need even once in the entire game, or you risk a couple of enemy transporters slipping in and inviding your planet, while your powerful fleets are waiting just one tile away (or, of course, you let your ships be killed one by one). The first option is just plain stupid, the second is frustrating, so the whole concept kind of sucks. The Fleet Command center will be a great improvement there, I´m really looking forward to get my hands on it!

I´d still prefer, though, to either have all ships in an orbit defend it´s planet as a fleet by default (which is most realistic), or to enable the player to put fleets in orbits (which reduces micromanagement a bit). Another option I´d like would be to have a tech that enables fleet-planet-defense in itself, without any projekts to be build. If you ever integrate this, the Fleet Command Center could give another bonus - like, for example, give planet-defending-fleets a logistics bonus which normal fleets don´t have.

Reply #40 Top

Hello :beer:

I just down load the v2.01.  I had no problems downloading it.

Thank you 5*  Stardock and all others that help.

Happy Turkey Day everyone :frogboy:

How many games do I have to play to get my Custom Medal? Does anyone know?

Mmm Seek knowledge we must Mmm

XD  

 

Reply #41 Top

The fleet defense project sounds good, but it really won't help the AI.  Most of my games I rather them have OFM's so that I can wipe them out in 1 attack as opposed to 6-10.

As it is now, at least not having an ofm meant their cannon fodder ships were at least somewhat effective in slowing me down...

The real problem as someone above said, is that the AI still builds hords of crappy ships, and leaves them orbit.  What is the purpose of crappy ships?  The AI should build the most expensive/effective ships it can, because 1 good ship is worth hundreds of crappy ones.  When is that update going to happen?

 

Reply #42 Top

I also would like to see the morale formula tweaked to allow much higher population levels.  For instance, the Thalan's Hyperion Matrix essentially ruins a planet if it is built on a farm tile - why can't a planet have 42 billion people living on it?

Besides the obvious, I mean.

I would really like to be able to have super-populated planets if I so chose.  You would have to keep an eye out for the Torians and Krynn though.

 

Also, it would be cool if you added in a 'food' race ability.  Civs such as the Drath are supposed to be lower in population, but they really aren't.  Maybe if a food ability was added, then you could give them a negative bonus so that there really are less of them.

Reply #43 Top

One of the best changes in 2.0 that I didn't really realize was going to make the game so much better was the change in weapon tech costs. It is now quite difficult to get up the weapons tree. Combined with other techs being less expensive (the removal of the big late game tech penalty) and you really end up having to seriously look at other strategies.

 

Spot on. Nice one.

Reply #44 Top

Besides the obvious, I mean.

I guess that statement confuses me?

I could see having other arguments regarding where to draw the line, maybe a large planet allowing for a larger population or 'x million per usable tile' and if you go above *that* is when the morale penalty cuts in, but if I'm going to play a game that has any internal logic at all, I'm perfectly content with there being a limit on the requirements that the population has a size limit - <G>.

Jonnan

Reply #45 Top

Hi There fellas,

 

I just bought GC2 Ultimate Edition (I'm in the UK). Never played it before but read lots about it so I thought i;d give it a go, i'm a big Civ fan so this sounds great.

Only problem is I can't register my copy on Impulse and so receive the updates. I've checked a couple-a forums and i'm gathering that it's being worked on, and also that i should post here to politely remind Brad (hey, Brad) that us European types are still waiting to be able to update.

Community for this game seems good so hopefully it won't be too long before its sorted. Any situation updates would be appreciated.

Oh, and Happy Thanksgiving to our American Cousins.

James

Reply #46 Top

Hello All,

I bought GC2 ultimate edition in Singapore and can't register on impulse. I'm new to this game and have never played the campaigns before, which is why I can't wait to get the 2.0 update, as it allows the original campaign to be played under the Twilight of Arnor. I hope GC2:UE will be added to impulse soon.

 

Eugene