Lead Developer, Stardock Entertainment
Published on October 22, 2007 By CariElf In GalCiv Journals
Ever since GalCiv1 came out, people have commented on how personally we the developers take comments/criticism on our games. Well, yes, we do take it personally, and that's really not a bad thing. It's because we love the game. We love what we do. The GalCiv2 team is composed of workaholics, no one more so than Brad. Between our love of the game and our workaholism, we've put a lot of effort into making the game something that you want to keep playing, even years after the release. So when people start posting things like "you've ruined the game", it really is a slap in the face to us. And after having worked more hours than is really healthy for us, and then spend additional time working on second level support and reading the forums, our tempers can get a bit short. In a perfect world, people posting criticism on our forums would do so in a constructive manner rather than just posting, "OMG you've ruined the game!" To that end, I would like to thank the people who crunched numbers, sent in save games, etc..

After some discussion here at the office, we decided to put up another update to 1.8 which increases the number of habitable planets back to 1.7 levels. The code for setting the initial planet class isn't exactly the same because I decided to leave some of the tweaks Brad made to the code that picks the actual class value. This is how the code works to select the initial class of a planet:

1) It takes the value from the Number of Habitable planets spinner and uses that to calculate the Habitable Planet Factor.
2) The Habitable Planet Factor is used in a random roll to determine if the planet will be class zero.
3) If the planet is not a class zero, it does a few more random rolls to determine the non-zero class.

The part of the code that is now the same as it was in 1.7 is the code that calculates the Habitable Planet Factor, which directly impacts the number of class 0 planets. The code that is different is the code for step 3, which doesn't affect the number of non-zero planets, but the actual class values. Note that none of this code has anything to do with the planet type (toxic, heavy gravity, etc). At this time, we're not going to touch that code. I didn't even have a chance to check for other bug reports, and I won't until I get some work on Twilight of the Arnor done.

Anyway, we put this update today because we really love this game too. Just try to remember that the next time you're about to hit the submit button on that flame, ok? The less time we spend reading your flames and getting mad about them, the more time we can spend on coding.




Comments (Page 1)
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on Oct 22, 2007
Thanks for loving the game as much as we do. And probably, a lot more.
on Oct 22, 2007
Thank you very much. I enjoyed the games I played under 1.7, and nothing was so radically different about the planet count/ mix that it ever made me take notice.

How much do we owe you for the fix?
on Oct 22, 2007
The text is black on black again, in the journal section.
on Oct 22, 2007
you guys are the most best ever
on Oct 22, 2007
Dear Pope,

I would like to elect the staff of Stardock for sainthood. That is all.

Sincerely,
Nik
on Oct 22, 2007

The text is black on black again, in the journal section.

I've fixed it, but it may take awhile for the cache to catch up. 

 

on Oct 22, 2007
We love you too Cari [BLUSH]

Seriously though a huge thanks to you all!

on Oct 22, 2007
THERE. END OF STORY. NOW ALL YOU GUYS CAN HAVE YOUR 500 PLANETS, TAKING 1 HOUR FOR EACH TURN JUST MOVING 200-300 NEW SHIPS PRODUCED ON THESE PLANETS, INSTEAD OF ONLY BEING ABLE TO MOVE 150 SHIPS AND TAKING 50 MINUTES PER TURN, IN THE RECENTLY "OMG-RUINED" VERSION OF THE GAME.

I HOPE YOU GUYS ARE HAPPY NOW, AS THE GAME IS NOW OFFICIALLY "UNRUINED".

ANYONE WHO CRITICISES STARDOCK NOW UN-CONSTRUCTIVELY DESERVES TO BURN IN HELL.

NOT REALLY JUST KIDDING!!
on Oct 22, 2007
Thank you Cari, for your clear explanation. Long hours and lack of sleep can take their toll on the best of us, and I hope you all take an afternoon out every now and then for a siesta.

I know, at one point, I sent you what I'm sure was an annoying number of "It still doesn't work" e-mails over the minimap pop up game crashes. You responded quickly and without annoyance through them all. I appreciate that.
on Oct 22, 2007
LOL. I think there was a lot blown out of proportion in that other thread.

Personally I think both sides were mis-reading the other. Calling problem reporters "whiners" isn't good, and neither are people who post "OMG you wrecked the game."

The thread started out ok, in that it was people noticing an issue / difference, and then it rapidly went downhill.

Anyway I never intended to insult anyone. The game is great, and thanks for the hard work.
on Oct 22, 2007
Thankyou for all the work you put in to providing free updates.
GC2 has the best support I have ever encountered in about 15 years of gaming.

on Oct 22, 2007
Cari,

I wouldn't worry about the proportion of Habitable planets that are Extreme. As I mentioned in that "unmentionable" thread, unless Stardock wants to totally revamp the idea of Extreme environments, the current mix is about the only way to make the researching of those technologies worthwhile (gameplay-wise).

As always, thank-you for all the hard work. If it were possible for you to publish a mailing address for you and your team, we could inundate you with chocolate or something. But, since it's probably not possible, mere thanks will have to do.
on Oct 22, 2007
Cari, will you marry me?


on Oct 22, 2007
Once again, this the reason why I will continue to support stardock indefinitely. You guys are the most wonderful, hardworking, caring company I have ever had the pleasure to support.

Especially after all that ruckus in the previous thread, I am impressed all the more with how much effort you all put into this game.

You guys have my sincerest gratitude for producing such a wonderful game that I will likely be playing for years to come. Hell, I bet my kids are going to end up playing this game one day.

Thank you   
on Oct 22, 2007
You guys do a great job. We just happen to do just as great a job at griping as you do at coding. Believe me, finding things to gripe about on your games isn't the easiest job in the world.

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