Red's Box

Best waste of time since sliced bread.

2/22/2011

Stardock's 2010

Post by Unknown |

Stardock has released their annual report which you can browse here at your leisure.

Best part? Sins of a Solar Empire announcements due this year! Woot!

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2/10/2011

Sins of a Solar Empire Beta Patch Released

Post by Unknown |

Sins of a Solar Empire Trinity/Diplomacy is receiving an update with quite a few balancing fixes and engine updates to hopefully squash any memory crashes.

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog


[ Engine ]

The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.


[ Gameplay ]

Pirates

The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
The Pirate base's population upgrade will now properly increase population growth rate.


TEC Balance

Kol:
Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.

Dunov:
EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.

Marza:
Incendiary Shells: Stacking limit increased from 1 to 3.
Missile Barrage: Range reduced from 10,000 to 8,000.

Hoshiko:
Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.

Novalith Cannon:
Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.


Advent Balance

Radiance:
Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.

Rapture:
Vertigo: Increased range from 4500 to 4500/5000/5500.

Revelation:
Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
Clairvoyance: Duration increased from 90/120/150 to 90/150/210.

Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it.

Vasari Balance

Jarrasul:
Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.

Skirantra:
Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.

Antorak:
Distort Gravity: Reduced cooldown from 45 to 40.

Vulkoras:
Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.

Stilakus Subverter:
Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
Distortion Field: Reduced radius from 2000 to 1600.

Kostura Cannon:
Will no longer damage and stun enemy ships.

Orkulus:
Debris Vortex will now only activate when debris is in range of the effect.
Debris Vortex's second level will now unlock correctly.

Raider Xenophobia: Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).


Diplomacy System

The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.


[ AI ]

The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).


[ Interface ]

The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.


[ Misc. ]

Fixed a couple errors in the entity files that would cause the game to crash.
Ability PhaseOutHull will now play the proper sound effect.
Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
Missions can now be rejected so long as there's at least half the original mission time remaining.

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7/30/2008

New Signature

Post by Unknown |

Created me a fancy new signature, based off of Sins of a Solar Empire. Fantastic game, pretty lame 2d work on my part though. Check it out anyways, created using the GIMP.


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4/07/2008

Stardock and Impulse

Post by Unknown |

Click the post title for full article
Gamasutra has a pretty interesting interview in regards to Stardock and the upcoming Impulse.

April 7, 2008

Q&A: Stardock's Wardell Talks Distribution Revolution With Impulse
In this wide-ranging Q&A, Gamasutra talks with Brad Wardell, founder of publisher Stardock (GalCiv), about how its new distribution platform Impulse could breathe new life into PC gaming.The series has a unique opt-in subscription and microtransaction model and MMO developer services, and details on its exclusive publishing deal with Gas Powered's forthcoming Demigod.

See the rest of the interview after the break.

Can you introduce us to the concept behind Impulse?

Brad Wardell: Impulse is going to be our new digital distribution platform. We've been doing digital distribution for years and years on our own stuff. We had Totalgaming.net for games, and Object Desktop for non-games. What we've done with Impulse is we're consolidating it on one platform, so you can literally manage all of your games or all of your applications and tools and utilities all in one place. Historically, we've just put our stuff, or if indie developers wanted us to distribute their stuff, we'd let them, but we didn't really push it. Now, with Impulse, we're going out and getting major third-party games and applications put on here as well. By the end of the year, you should be able to get most games on Impulse.

Is this going to adhere to a genre strategy? Is this all going to fall in line with what you're known for?

BW: No, it'll be all games. You'll be able to get to them on the Internet. For example, players would have a choice between various publishers like THQ or Sega, etc?

So it's sort of a Steam competitor, then, but more broad?

BW: Yeah, exactly. It's more broad. We like Steam, and I'm currently playing Team Fortress all the time, but we've talked to a lot of publishers and developers who do not want to replace Wal-Mart at retail with a digital front. They want there to be more avenues for them. I know there's Direct2Drive and GamersGate and other things like that, but in terms of a consistent platform where you can just manage and run your games and be a part of the community and that sort of thing, that's what Impulse is bringing. We're starting to go out and get not just game content, but non-game content as well.

What kind of stuff?

BW: Well, for example, we just signed Gas Powered Games' Demigod. Stardock is going to be the worldwide exclusive publisher of that, at both retail and digitally next year. I believe we're going to have most of the game publishers on here as well, we hope, by the end of the year. Demigod will be coming out in February next year.

But when it comes to non-game related things?

BW: Oh, non-game? I can't talk about it yet.

Just broadly, I don't mean specifics. What kind of content?

BW: Like paint programs, antivirus, disk defragmenting...

What about media content?

BW: We're not going to be doing movies or music for that. We have a lot of work with the PC OEMs, and we don't want to try and compete with the any of the things that are going on there. It would make it much harder to get it distributed widely. The main reason we wanted to talk to you guys about this is because I know you guys have been covering how the PC game industry is going from here. Impulse has integrated into it support for what is called mini-subscriptions and micro-expansion packs. Currently, a lot of people think that a subscription model is the only way to go, with some sort of MMO, but what we think is that a lot of games will come out with support for people purchasing additional content. That itself isn't that new, but that includes also having optional subscriptions. You could, for a few dollars a month, subscribe to something where you keep getting new maps, new characters, and new items, but it wasn't required and you weren't forced to subscribe -- and that's the critical part. A lot of people will go, "Why do I have to be nickel-and-dimed in every single game I play?" But if you get into a game and really like it, then here's an option to get new stuff out of it, rather than the current model, which is "Publisher gives developer big advance. Game gets made. One patch is made, then expansion packs." That's it. Then all the people who are into the game are basically abandoned after that.

It would be subscription-based -- so it would be a monthly charge?

BW: You would be able to do both. You would have that option. You could either buy the subscription and get all the content as it comes, or you can pay another price and get just the content that you want to get.

It sounds potentially like the microtransactions model, like buying swords and stuff for a game.

BW: The thing that's nice about subscriptions is that the developer then has a steady stream of revenue coming in, so they can then start to plan out. The problem with microtransactions on their own is that they're kind of hit-or-miss. And microtransactions lend themselves a little bit more to abuse than subscriptions. For example, we're well-known for releasing free updates with new features. We don't want that to go away. We're going to continue to release... like with Demigod, we're going to be doing free updates for that for a year. We don't want someone paying five dollars for horse armor or something like that. We want people to get that sort of thing for free. But if they want to get significant new content for a game that they love, here's an option to do that.

So we're talking about something more significant than a single item?

BW: Exactly. You don't want players to feel like they're being nickel-and-dimed. But at the same time, for people who really got into a game, they don't want to feel abandoned after a year, which is the current PC model.

Well, for years, I thought it would be nice if console games... it wasn't feasible up until the current generation that it could support something like that.

BW: Yeah, they didn't have that.

But it's an idea that I, as a gamer, personally had years ago, the idea that "Why can't we get additional content for these games that we love so much?" They're kind of self-contained.

BW: And yet make them optional, so you don't have to. If I want to play [a game] and I like the game as-is, I shouldn't have to pay for a subscription if I don't want to. But if I really get into it, and it starts giving me more realms to explore, more castles, and more armor -- all kinds of cool stuff -- I'm willing to pay for that. You know... it doesn't take that many people to make it worthwhile. I mean, even if you only have 100,000 or 150,000 people subscribing, or even 10,000 people subscribing, you're making $100,000 a month. That's enough to have a dedicated team constantly enhancing the product year after year.

Well, the same thing is true of Nexon, who do MapleStory. They're totally microtransactions, but I think it's something like three percent of the people who play actually buy a lot of items, but that's enough to give it a huge profit, basically.

BW: Exactly.

There are some people who just play for free.

BW: Right. But it's a win-win for gamers and a win-win for developers, because the current PC game model is just not that stable. The whole "spend millions of dollars on a game and then one expansion pack..." Even if it's a hit, it's really hard to recoup it, especially in an age with World of Warcraft and things like that.

There's been a lot of discussion lately about piracy and how that affects the market.

BW: Yeah, I wrote an article on it.

I'm familiar with it. I see it both ways, kind of. Obviously, I agree that not putting in the aggressive copy protection is better for everybody, because it's cracked anyway, and it just creates a really unpleasant experience for people who actually pay, rather than creating a barrier for pirates.

BW: Exactly. Not to mention that an increasing percentage of PC users have laptops, and if I can't play a game on my laptop, I'm not buying it. And if I'm going on a trip like this, I'm not taking a bunch of DVDs with me and my games. Every little bit matters to me.

You just want to install on your laptop, and your desktop, and just...

BW: Play it whenever I feel like it. If I'm paying $40, $50, or $60 for a game, don't treat me like a criminal.

Speaking of which, if you have installed multiple times, how do you manage the save file across multiple installs?

BW: The save file?

You know, like your progress in the game. Is that something you've looked into?

BW: It depends on the game. Demigod is going to have a persistent universe, so all your characters and stuff are server-side. But what I'm saying is that it's not the platform that does that. It's the individual implementation from a game point of view.

Going back to the piracy thing, I think it must be an issue, though.

BW: Oh yeah, piracy is a huge issue. But there are ways to solve it. I don't like piracy. It drives me crazy when I see my stuff up on some torrent, -- especially when some people go there and criticize the game -- but the solution isn't to make it harder for the users who bought the game. That's the thing that's insane. That's not stopping the pirates. That's just making it inconvenient for the users.

The last time it came up for me was with Starforce, which really was a PR nightmare for them, more than anything.

BW: Oh yeah, because it would install hidden drivers on your machine. No game or piece of software has a right to install drivers on your machine without telling you what they are. That's really a problem. And that hurts their sales in the future. But here's the thing. What we do with our games, like Sins of a Solar Empire, we've already released two updates for it, and we have another update coming out. We can control who gets those updates, because we have every serial number that we've actually shipped that's out there and is connected to a person's e-mail address. So sure, pirates can get your game, but at some point, it's more convenient to just buy the game. If you support your products after release, you keep getting people who will convert over because it's just too much of a hassle to pirate. And the people who don't are not a lost sale in the first place, because they never would have bought it.

Do you have any research besides your success that suggests that supporting the game after release does increase its sales?

BW: It would be so hard to do a truly scientific study on that, but I think common sense says it does. First of all, every time you do an update, you get some media coverage of it, so that's almost like free advertising. Two, some number greater than zero of people who want to pirate it who don't want to go through the trouble of trying to find yet another update are going to buy it. So it's certainly not going to cost you sales. Therefore, it has to increase sales.

I'm just thinking about the cost of developing the update.

BW: It doesn't cost very much. Like on Demigod, we're going to do a full year of updates for that, too. Gas Powered Games has converted over to the way we're doing things.

When you're doing the budgets for your game, you know this far out for a game that's not coming out for a year that you're going to do a full year of updates for Demigod. How does that affect the budget? Do you decrease the budget for the initial product, instead having a full budget over the course of the product's lifespan which includes all the updates?

BW: We just increase the budget overall. So the main game doesn't lose anything. You just add a little bit on the back, and you're going to make it up in extra sales.

That's really interesting, because it sounds so counter to the mercenary way that a lot of things in the game industry are run.

BW: Yeah, but everyone says that the PC game industry is dying. Maybe they should change course.

It's a discussion I've had. I think when people say the PC game industry is dying, they mean that the way we've done the PC industry for the last 20 years is dying, and they sort of equate those. The way we've been doing it is the PC gaming industry. It's not. It just has to evolve to survive.

BW: That's what Impulse is about, putting in the features necessary to allow to evolve to the next level. Integrating extra content into a microsubscription and microexpansion packs, letting people get to their games however they want. If I buy a game at the store, let me download it through Impulse, so I don't have to worry about losing a CD... not having any sort of copy protection, and it will be so seamless. Some of our games have activation. Galactic Civilizations II does. But nobody notices it, because they're downloading it through this anyway, so it's not a big deal.

You're talking about how you'd be frustrated if you couldn't play your game on your laptop and PC, yet you're talking about activation. So you'll have to activate once, and then it will be okay?

BW: Yeah, once you activate once, you're set.

So the impetus is just to have a user-friendly service?

BW: Right.

You said you're working with other publishers. Do you have a set of standards they have to adhere to, or do you just say, "Your rules are your rules?"

BW: It depends. We're getting more comfort with the way we're doing things. I can't speak for any particular publisher, but generally speaking, even what's on Steam usually is not that draconian.

Sure. It's almost like a philosophical question, getting people to understand their audience. It's a big problem in all markets right now, I think, is the disconnect between the audience and the people who supply the content a lot of the time.

BW: We're hoping that Impulse can provide a game development platform for developers, so, for example, where Steam has specific features [via SteamWorks] for first-person shooters, we're going to have persistent universe support and that kind of thing for strategy games and so on.

So support for game developers... pro or indie?

BW: Both. Sins of a Solar Empire and Demigod will both be able to make use of the matchmaking services, and you'll have a persistent character in Impulse that you use between games as you build up your stats, and you'll have friends, and that kind of thing.

So it's sort of a metagame.

BW: Exactly. But it gives a reason for people who are into one kind of game to try out another game and that sort of thing.

Are we talking like an Xbox Live sort of thing, where you have a name and points that you earn?

BW: It's a little bit more than that. The community thing isn't in yet, but you'll be able to have your own blogs, talk about your own experiences, setting up clans, and that sort of thing right within it. You can work with other people, play games with other people, and give tips and tricks to other people within it. One of the things Demigod is going to have in terms of a persistent universe is that you have this world full of arenas that you keep conquering, but it lasts between games. It's kind of like what you were talking about earlier, where it's not just on my local machine. I'm part of a virtual world.

I'm just trying to get a handle on how much is tracked between different games.

BW: It'll depend on how much each publisher wants to participate, really. Valve has Steam, but Stardock's Impulse has the advantage of Stardock being an actual game publisher as well. Obviously, Valve can do it on Half-Life and their own games, but we have Gas Powered Games' games in there, and Ironclad's, and they'll all have the seed of something that others can grow and make use of.

So say you buy one of your games at retail after this service is launched. Will it install this service as part of the retail disc?

BW: Yeah. We want people to make use of this because for one thing, it will let you re-download the entire game. So from a support issue, if they've damaged one of their CDs, we don't want people to think like, "Oh no, my CD is scratched." Once they get on here, then from then on forever, they can re-download the entire game and not have to worry about their CD. Even if they lose their serial number, they only need their username and password on this. Even if they lose that, they can get that e-mailed to them.

That's sort of bridging the gap between the retail present and the online future.

BW: Right. We make no distinction where you buy. People who buy Galactic Civilizations 1, back from 2003, in Germany, they'll be able to download this and be able to download all the latest versions of Galactic Civilizations from scratch. They don't need their CD anymore. They can just toss their CD.

They just need the key.

BW: They just need the key that came with it.

Going back to the question about discussing Impulse as a development platform, you talked about attracting indie developers and maybe pro developers. Are you just talking about using this as a distribution channel for them, or also...?

BW: A little of both. On the distribution sidethere's professional developers and professional publishers. We'll use Gas Powered Games as an example, because they're a professional developer, right? They make their game, and then someone like Microsoft or THQ in the case of Supreme Commander, or in Demigod's case Stardock, publishes it. But historically the developers are cut off. They're at the mercy of the publisher. With Impulse, though, they can actually generate money by using Impulse to sell their game. Because we have an affiliate system, which is something that no one else has. Let's say if Gamasutra had Impulse. When you install Impulse from Gamasutra, it would print to the registry the Gamasutra affiliate ID, and every time someone ever bought a game or anything from Impulse, Gamasutra would receive 15 percent of the gross on it. What's nice is that developers, even the ones that have publishers, can essentially push their own game and still make 15 percent of the sale, which is nice, because historically, they're locked out. You can tell people to go to Best Buy, but there's no affiliate system for that or Steam, or what have you. There's no affiliate. Even today, if a publisher puts their title on Impulse, anyone can try to sell it, just like if my title is at Amazon.com, there's nothing stopping anyone from trying to get people to buy it from Amazon.com.

Yeah, I guess my only question is... you're talking about Gas Powered, how they're published by THQ, and obviously THQ has a relationship with Impulse, but what about for the theoretical publisher that doesn't have a relationship?

BW: Right. In that case, if they don't have their game on Impulse, there's nothing we can do, but it creates an incentive for everybody to put their title on Impulse, because it's a way of generating higher amounts of revenue. Let's say for example THQ used Impulse as their store. They would get the 70 percent royalty because they're the publisher, and then they get another 15 percent as the affiliate, so they're making 85 percent. That's better than the typical e-commerce solution. If you went to Digital River or whatever, they can't even match that.

When it comes to development, you're not offering any tools or anything? You're just trying to attract developers to distribution?

BW: Demigod's going to be the first one to make use of this...

The flagship?

BW: Yeah, flagship of additional services that are going to be able to apply to developers. If you want a persistent universe, if you want to provide subscriptions to your users, if you want to provide mini-expansion packs, we can do that. In fact, we already have that on the desktop side. It's like, here's my software, and then I can have this extra content that just pops in here because I'm subscribed to Object Desktop. It pops up every month, and I can try that out. Right now, because we can support that right out of the box, a developer or publisher who goes "You know, I'd really like to do this. I'd like to be able to provide this,"...we're the first platform that can seamlessly do that kind of thing.

It's interesting, because right now there are so many strategies percolating around the industry, and so many platforms, that I don't think anyone knows how things are going to shake down now.

BW: I don't know if there's one way it's going to work, but I think most people will agree that they've played at least one game in their life where they would say, "You know, I would pay a few dollars a month if that game kept going and going year after year." Especially if it's optional. I want to stress that. You don't want people to feel like they have to pay for some service to get to play the games.That's why free updates are so important. You have to say, "We're doing free updates, but for the hardcore people who want to see new stuff being made..." That part, you have to say, "All right, what are some new things that you guys want to see?" You talk to your community, and they'll tell you what they want to see, and you make it. At that point, obviously you weren't holding back stuff, because the users themselves are the ones who came up with it.

POSTED: 07.17AM PST, 04/07/08 - Christian Nutt - LINK

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3/08/2008

Woops - I've been Sinning

Post by Unknown |

It has been a while since I last posted, sorry about that.

Sins of a Solar Empire has been consuming my soul. To say that I am addicted would be understating the issue. In fact, I should consider action against Ironclad and Stardock for my wonderful misery. The epic space battles are all consuming, and I recently found a mod that adds a little more flare to the visual effects. It is called Bailknight's Graphic Mod, and it is in the early stages, but already adds a lot more umph to the game and makes the battles all that more visceral.

Also to complete the Sins obsessing experience check out Stardock's MyColors SoaSE theme, for both XP and Vista 32bit (no 64bit support).

Hey, that's all I have for the time being, check back, I will make feeble attempts to post more often.

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Post by Unknown |

I picked up Sins of a Solar Empire on release day, 2/5/08, and I will have to say it is quite possibly one of the best strategy games I have played in a very, very long time. The one more turn mentality strikes again, except this time there are no turns, just seamless exploitation, extermination, exploration and expansion. Hats off to Ironclad and Stardock, this one is going to be on my hard drive for a good long time.

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