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Re: [Other games] Galactic civilizations released March 26th.
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Re: [Other games] Galactic civilizations released March 26th.
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Re: [Other games] Galactic civilizations released March 26th.
Well, the developer of GalCiv declares that their strong AI is due to the multi-threaded mechanism. I remember there is an option to set a total ship number uplimit in order to reduce end-game AI calculation time. So calculation is very time-consuming for the computer. But using multi-threaded mechanism, the GalCiv probably won't have such kind of issue, because the computer thinks while the player is still making his arrangement!
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Re: [Other games] Galactic civilizations released March 26th.
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Re: [Other games] Galactic civilizations released March 26th.
[quote]Originally posted by Imperator Fyron:
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Re: [Other games] Galactic civilizations released March 26th.
Just attack and defense value of ships for combat resolution? Sounds very complex to me. http://forum.shrapnelgames.com/images/icons/tongue.gif
What features does it have that SE4 doesn't? Besides multi-threaded AI (which does nothing for the complexity of a game). [ March 17, 2003, 04:32: Message edited by: Imperator Fyron ] |
Re: [Other games] Galactic civilizations released March 26th.
The socio-economic and diplomacy models are more complex. The planetary infrastructure is more complex. In effect, Gal Civ makes SEIV look like a game that is just about moving about fancy looking ships. SEIV really is a pretty simple game when you get down to it. Given that the author of SEIV didn't have to consider politics, social forces, planetary infrastructure, etc, it really is disappointing that he couldn't come up with at least a checker-like AI. Still, the Eliza-like intelligence simulation does well enough when you give it a bonus that is about 2000% of the bonus in any other equivalent space conquest game.
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Re: [Other games] Galactic civilizations released March 26th.
If you can only interact with the AI, complex diplomatic models do not mean much. It all boils down to "do we like you or not". SE4 actually has a complex diplomatic model; the AI just does not work with half of it. http://forum.shrapnelgames.com/images/icons/icon12.gif
So basically, GalCiv has a lot of needlessly complex information and models. There is often beauty in simplicity. From what you have said, it sounds like GalCiv will be a micromanagment hell. http://forum.shrapnelgames.com/images/icons/icon7.gif That level of detail for each and every planet looks like too much for a 4X game. You are not developing a planet, but an inter-galactic empire. The focus should not be on planetary infrastructure and the socio-economic forces of each planet, but more on a galactic scale. SE4 could use a little more complexity in planetary infrastructure and such, but not too much. |
Re: [Other games] Galactic civilizations released March 26th.
Why don't we just wait and see? http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: [Other games] Galactic civilizations released March 26th.
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