Terraforming in GC2 matters a lot more because it will allow you to turn useless tiles into usable tiles. We'll probably have it be in a lot earlier in the actual game.
Frogboy
energy into it.
That's not likely to happen. The reason our AIs are so good is that they're not script driven. They are really designed to play like people which means a lot of very specialized coding just for hte game.
The GalCiv UI is a series of .dxpacks . http://www.desktopx.net and download DesktopX.
Well given that we did just make The Political Machine, I think it's safe to assume that depending on how much spare time we have, we'll be cramming a lot more diplomatic/political stuff in.
Oh who knows, maybe someone did swipe our source code, looked at it and saw it was so horrible that htey assumed it couldn't be the real source code!
Bigger planets have the potential to have more tiles. Ultimately, it's about the planet class. And larger planets are more likely to be a higher planet class.
I do have a can of mace here. I just thought you should know that...
We're about one-week away from the first BETA. It's going to mainly be about figuring out what % of systems currently out there blow up on loading it (don't worry, we don't really mean blow up, it's more of an explosion type scenario ). But it'll give players a chance to check out what we're doing and let us know what works and doesn't work and what direction they'd like to go. Anyone who has an active TotalGaming.net subscription OR has pre-ordered Galactic Civilizatio
The worst possible thing would be the computer AI with outpost ships. You don't want to hand something like that to something that is designed to mathematically calculate the fastest way to do something.
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lic. I wouldn't be surprised if the # of people who would pre-order a multiplayer version of GalCiv, even if it were extremely inexpensive were less than 1,000.
In my experience, the # of people who really want multiplayer just isn't that large. I love multiplayer games but I'm in the minority.
Jakub from Firing Squad is very familiar with Galactic Civilizations and Stardock. He has a very in depth interview with regards to the game along with some choice screenshots.
We are currently aiming for a March 24th release date for the BETA (that means test version) of Galactic Civilizations. For those of you who haven't been through a Stardock beta program before, our betas tend to be much earlier on than what is the norm. Most betas, by definition, are "feature complete" with only bugs to fix. Stardock's beta programs have traditionally encompassed both th
FileFront has an interview with our team regarding Galactic Civilizations II. Take a look.
have that same blind spot.
We won't be having star bases be conquerable. It would create way too many game play changes that we wouldn't be able to see the potential side effects of.
s a whole new engine (for starters) with lots of new features.
I'm not sure what you mean by extra beta activity. But I'm sure we'll need it!
Check out Allen Rausch's in depth interview with us regarding Galactic Civilizations II. Definitely worth the read!
Our goal is to have battles take place on that map. Each used sector would be treated as a "city" on this map (so it wouldn't look quite the same). We'll see what we have time for. That wouldn't be in util this Fall at best.
If you pre-order Galactic Civilizations II (or have an active TotalGaming.net account) you will be able to get the major betas of Galactic Civilizations II. For those of you unfamiliar with betas, it's important to realize that a beta isn't like getting the final game except with some bugs. In March, Beta 1 will show up and since the final game isn't expected until end of this year or even early next year, you can imagine how much will be missing. So here is the schedule
In terms of listening to customers - Starbases weren't our idea. They came from customers during Beta 4 of Galactic Civilizations I. Star bases ended up being on the cover of the box. So even major concepts will come from beta testers.
We're currently working on the new research screen. It is a pretty significant departure from the old "tech tree". It's much more linear now with it categorized into specific areas (propulsion, weapons, etc.). When you select a particular category, indviidual tech trees will show up that let you move up, for instance, the beam weapons tech tree under "weapons". If anyone has any requests, this is the place to do it.