Deth McBone’s ‘Galactic Epic’ creation thread

Not to be rude or anything, but it has been over a month since we've last heard from you, at least about this great scenario. We all see you posting here and there every few days, so at the very least we know you're still around, but what's the status on the Galactic Epic? Are we any closer to the public beta?
 
If I can get around to it. :p

Okay, okay, I'll post up the pre-public beta in the morning. Nothing pretty, just what I haven't finished.

I'll post again with the link soon.
 
Okay, Rough Copy is up.

Man that took forever to upload.

DL is on the OP or right here.

And, no I have not tested this since I got the Sims 3. :mischief:

So...Start Commenting!!!
 
Yeah.

At this point I don't even want to call it the beta. It's just a rough beta.

Or something.
 
Could be a Gamma, I suppose. ;) That's next in the Greek alphabet.
 
So...Start Commenting!!!

Spoiler :
Alright, started a game as the EuroSolar Union.

First thing I noticed once I started playing the game is the infantry units costing one population point. Numerous other modders have tried this for years now, and the AI just can't handle it - they build up huge armies and their cities fall to sizes 2-3, at best.

Also, the end-of-turn time seems outrageously slow. This could be because of the aforementioned build up of infantry-based armies by the AI, and a certain large amount of scout ships that a certain someone has from the start of the game.

Another (very) small issue is that the Astro-Indus' and the Stellar Socialist's colors are very close, and its hard to differentiate, especially on this background.

The game is very, very, slow at the start, since there isn't much to but build up infrastructure and wait for a settler to be auto-produced. Once you have your settler (and a transport to put it on) is where, I feel, the game actually starts. Of course, you're pretty f-ed if your transport 'sinks' in one of the hyperspace lanes. This, of course, happens quite often - and makes the game fairly boring as you just sit there, doing nothing for turns on end, watching your one and only city build a lab, or decide what to research next. I played for nearly one hundred turns, and never was able to establish a colony.

Finally, when I had made it into the 2nd age and researched the tech that would give me a unit that could travel to other systems, I got this;
 
@Quinzy and Philadelphus...yeah...both good ideas.

@Wolf Brother: ;)
Spoiler :

I have no idea what the turn times are all about. :(

I'll start my own Beta testing tomorrow to check that out.

About the population points...I really put that in to stop something that I saw in the Space Opera scenario, which was really powerful capital Terran cities churning out units every turn and spamming any fortifications their enemies could put up. I'll do some testing to see if cost rebalancing could offset this problem.

The Scout ship spam really should not be a problem. They are set for immobile, so I don't see how they could contribute to the length. I put those there as an afterthought to keep that system off-limits to colonial powers. You are talking of the Insectid fleets, correct?

I think an initial settler as a starting unit is a good idea, but I am perplexed about your ships sinking. Which kind were you sending out? Only Colonial Freighters are rated for interstellar flight, not Colony Shuttles. I might also set the settler spawn time down.

The crash came from the Flash Spaceship requiring another of Flamand's unit in the same Scenario, and has been fixed. Just delete them from the Flash.ini. I'll upload another version once I have enough bugs to justify another upload.

Tomorrow I will also post some updated Biqs and will do some beta testing.

Anyhoo...cheers to you for your comments...

Cornetto?


 
I'll start my own Beta testing tomorrow to check that out.

Good! :lol: So far, except for the few things I've mentioned already, the game is fairly fun and seems extremely well done. I definitely get a very strong 'hard s-f' feel when I play.

Spoiler :
I have no idea what the turn times are all about. :(

I made a few modifications to your .biq - mostly I just removed the population cost and the the scoutpods. The turn times have now been cut down significantly, and have been brought in line with normal civ times.

About the population points...I really put that in to stop something that I saw in the Space Opera scenario, which was really powerful capital Terran cities churning out units every turn and spamming any fortifications their enemies could put up. I'll do some testing to see if cost rebalancing could offset this problem.

Rebalancing would probably be the way to go there. Like I said, if you make military units cost population points, the AI screws themselves over.

The Scout ship spam really should not be a problem. They are set for immobile, so I don't see how they could contribute to the length. I put those there as an afterthought to keep that system off-limits to colonial powers. You are talking of the Insectid fleets, correct?

Yes, that's what I'm talking about, and yes, it does seem to be affecting turn time, even if they can't move.

If you're looking for a way to keep human players out of insectid territory, I would suggest you find another way to do it. I've done three game-play tests now, one in debug mode, and by the time any of the human players would make contact with the insectids, the bugs have disbanded all of the scoutpods - I'm not sure why, but they're just not there once the humans starts to explore that portion of the map.

I think an initial settler as a starting unit is a good idea, but I am perplexed about your ships sinking. Which kind were you sending out? Only Colonial Freighters are rated for interstellar flight, not Colony Shuttles. I might also set the settler spawn time down.

I was attempting to send out settlers in shuttles; my bad.

The crash came from the Flash Spaceship requiring another of Flamand's unit in the same Scenario, and has been fixed. Just delete them from the Flash.ini. I'll upload another version once I have enough bugs to justify another upload.

Yeah, I fixed that the moment I saw it, but I thought it was important enough to point out to you.
 
there's no "colonial orion.pcx" wonder splash thingie :badcomp:
also the AI doesn't seem to know how to spread out I've got about 5-6 collonys and just now one of the human civs has got its first, quite odd
other than that its amazing, :goodjob:

edit: just found the image in your other thread lol
 
i just noticed this thread and im really impressed and excited especially since the link for Space Opera doesn't work

BTW: Just to let you know ... The Space Opera links are fixed now. Look out for my post at the end of NavyDawgs thread to dl the biqs and about five posts above you`ll find the main file.

Bye
General 666
 
Alright thanks for the bug report, Omni.

Yes the AI expansion problem is very widely reported. I'll try to fix that.

BTW, your techs will be done around Wednesday.

Thanks, General666 for the new links. That's a great scenario, and was one of my inspirations for this one.
 
I think I have come up with a solution to the expansion problem,
a few things need to be changed:
1 no population cost of the initial units
2 more food (just one in orbital space seems to do it)
3 the voyager ships should not "sink in sea"
4 the colonial transports also should not "sink in sea"
This seems to aleviate the problem... mostly. Maybe being able to build settlers rather than having to wait would help, but I get the feeling that it is intentional.
 
Some good stuff, Moose and Omni.

Moose, yes I know about the Orion missing, and it has been fixed.

Omni,

1. Cost rebalancing will probably replace the pop cost.
2. Orbital space already has 1 food, and pop-point-less units would free up a lot of people.
3. Voyager probes should upgrade to Surveyor probes in the Space Age or with the Surveyor Program Wonder (which is available early on), and those do not sink in sea. Realistically speaking, Voyagers are far too slow to actually make it to another star, hence the "lost in space" sinking in sea. The AI should not depend on scouted locations to send transports, really. I could be wrong, though.
4. The very first Colonial Shuttle are meant to be bigger versions of Saturn-Vs, really. Those as well cannot go interstellar. I might rework the starting units to include a single Colonial Freighter, which would help both the AI and the player.

The thing is that some extra free techs might go a long way to correcting the boring first few turns. Once the entire tech tree is finished, I plan to release a galaxy map for open play, and in it you will start with one planet in a system of many, so there is time to expand. This scenario just picks up where humanity has already done that.
 
3. Voyager probes should upgrade to Surveyor probes in the Space Age or with the Surveyor Program Wonder (which is available early on), and those do not sink in sea. Realistically speaking, Voyagers are far too slow to actually make it to another star, hence the "lost in space" sinking in sea. The AI should not depend on scouted locations to send transports, really. I could be wrong, though.
4. The very first Colonial Shuttle are meant to be bigger versions of Saturn-Vs, really. Those as well cannot go interstellar. I might rework the starting units to include a single Colonial Freighter, which would help both the AI and the player.

the voyager thing is so that the AI can find a habitable place to put its colonist, and c.shuttle thing so that it doesn't get lost in space when it trys to put it there
 
Just to let people know, I'm pretty sure my Alienware's HD is gone. Which is extremely suprising, as it always is. Hardware issues mystify me. Why can't things work forever? Anyway, just about all of my modding has ground to a halt. I can't get Civ3Complete to load on my University loaned HP, the GIMP isn't installing as well, and my last Alienware backup stopped way before half-done due to a crash. To sum things up, my Alienware, and by extension most of my modding tools, are dead in the water for at least a month, maybe two. If I can get the GIMP to install, or find a way to get Civ3Complete on the HP, then I'm back in business, but until then I'm just stuck to...well, I guess conceptual thoughts and PediaIcons work. Oh boy.
 
I was lucky in the fact that I did manually copy all of my Civ3 WIPs onto my external HD before the internal crashed, but like I said before, I can't get the right programs to utilize them.

My internal HD was less than 2 years old as well! I don't understand...:(
 
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