Draginol
GalCiv2 Designer
- Joined
- Feb 12, 2006
- Messages
- 100
We put up BETA 2 of v1.1 tonight.
Here's the list of changes:
http://www.galciv2.com/Journals.aspx?AID=110651
There's a couple changes in particular that I thought you guys might find worthwhile:
1) If you play as a good civilization, other races are even more likely to like you. So there's a more substantial benefit to good races.
2) AI trading techs with players and each other tweaked such that it won't tend to trade weapons anymore.
Here's why:
So last night, I'm playing the game and fighting a long war with the Arceans. The Arceans had been blackmailing other races and building up quite a treasury. I managed to build up a fleet of ships that have defenses set to fight against the Arceans when POOF, the Arceans upgrade their main ships of the line to a whole new set of weapons to counter mine.
Sure, that's a smart thing for the AI to do but it's incredibly NOT fun and totally unrealistic. Did the Arceans researchthose techs? No. They traded them with another player.
So in general, more work has gone into having the AI not tech trade weapons techs with each other or players. They will still do it but it should be much less likely.
You want players and AI to have to make their bed (pick their weapons and defenses) and have to really make a bunch of tough choices on what to research. If everyone just has every weapons tech, it makes that aspect of the game meaningless IMO.
3) We're still working on the escorting algorithms or more to the point, the AI's simulated intuition. The AI will not escort trnasports if it thinks the coast is clear. The problem is that (without cheating) it's hard to simulate a good guess. As we play the game more and listen to others, we get better at putting together better guesses.
4) We coded in a new API called EvasiveAction. Right now, only some AIs with transports use it. But essentially it'll try to run away from danger. We'll see how that works.
5) There's been a bunch of nice new tweaks over v1.1b1 with regards to the ship design screen.
But there's tons of usability stuff in this build too.
Still left to do:
a) Get those neutrality learning centers in!!
b) Get the mods UI in (they're almost done)
c) Play balance the new changes more
After that we'll call it 1.1 and then new stuff will go into 1.2.
Here's the list of changes:
http://www.galciv2.com/Journals.aspx?AID=110651
There's a couple changes in particular that I thought you guys might find worthwhile:
1) If you play as a good civilization, other races are even more likely to like you. So there's a more substantial benefit to good races.
2) AI trading techs with players and each other tweaked such that it won't tend to trade weapons anymore.
Here's why:
So last night, I'm playing the game and fighting a long war with the Arceans. The Arceans had been blackmailing other races and building up quite a treasury. I managed to build up a fleet of ships that have defenses set to fight against the Arceans when POOF, the Arceans upgrade their main ships of the line to a whole new set of weapons to counter mine.
Sure, that's a smart thing for the AI to do but it's incredibly NOT fun and totally unrealistic. Did the Arceans researchthose techs? No. They traded them with another player.
So in general, more work has gone into having the AI not tech trade weapons techs with each other or players. They will still do it but it should be much less likely.
You want players and AI to have to make their bed (pick their weapons and defenses) and have to really make a bunch of tough choices on what to research. If everyone just has every weapons tech, it makes that aspect of the game meaningless IMO.
3) We're still working on the escorting algorithms or more to the point, the AI's simulated intuition. The AI will not escort trnasports if it thinks the coast is clear. The problem is that (without cheating) it's hard to simulate a good guess. As we play the game more and listen to others, we get better at putting together better guesses.
4) We coded in a new API called EvasiveAction. Right now, only some AIs with transports use it. But essentially it'll try to run away from danger. We'll see how that works.
5) There's been a bunch of nice new tweaks over v1.1b1 with regards to the ship design screen.
But there's tons of usability stuff in this build too.
Still left to do:
a) Get those neutrality learning centers in!!
b) Get the mods UI in (they're almost done)
c) Play balance the new changes more
After that we'll call it 1.1 and then new stuff will go into 1.2.
