Just finishing updating the Scenario and Map editors to Brad's comments last
week. Almost done. I should be done by the end of the week. Here are some
screens of the newest functionality:

Here you can enter various information about the scenario. These
texts will be used when the scenario is loaded and during victory/defeat
dialogs.

On the Rules page, I added the starting funds option as well as
the allowable victory conditions. The victory conditions are nice because
they'll make your play a little varied.

The Tech page was one of the hardest pages to code up. I spent most of Friday
trying to extract tech parser stuff from GalCiv. It would have been nice to use
the GalCiv parser to parse the tech file and get all this information for free.
That didn't end up working though. The GalCiv stuff is too deeply integrated. I
had to write my own parser. The good news is that once I decided that a new
parser was needed, it only took about an hour. Anyways, here you can setup your
starting techs as well as the restricted techs. This can be expanded with logic
that automatically restricts any technology dependant on a restricted
technology.

This shot shows most of the cosmetic changes to the map editor.
Even though you could edit the planet quality in the list control, Brad wanted
and extra control to make it more visible to the users. To that end, I added the
Quality edit box under the planet list. You can edit multiple planets by
selecting more than one planet in the control. There's also a right-click menu
for the objects now. Most of them just have "Delete". Their options might expand
in the future. Who knows.
Big Brother IS watching you.
After I finish the map editor, then it's on to a campaign editor
that ties all this stuff together. After that, it looks like we'll be full time
on the expansion pack for a couple of months. GalCiv2 is on the backburner until
we get this out. That doesn't mean I'm not going to do any 3d work. I'll still
be doing it in my spare time. My home time has been taken up by games and family
so I haven't gotten a lot of work done at home. Game playing is restricted here
so that's the only place I can get some time on them.
I also registered for the
"ATI - RenderMonkey
NetSeminar" on 11/19. I'd like to use RenderMonkey for developing our
shaders in GalCiv2. You should check it out if you're interested in DX9, HLSL,
or RenderMonkey.

On the game front, there's another turn based strategy game
coming out real soon. It was actually released in Europe a couple of days ago.
The US date isn't till 2004. Go figure. It's Nival's
"Silent Storm". A real
turn-based game with a WWII feel (what's with the glut of WWII stuff nowadays?).
I played the demo and I'm looking forward to the release. It's the closest I've
found so far to X-Com style turn based.
Morale has a direct effect on Productivity.

Also on the game front, I've made it to Russian campaign in Call
of Duty. I think I'm about halfway through the Russian third. There's only one
picture on the box that I haven't seen yet. All in all, I'd have to say that the
opening missions of the Russian campaign really make this game for me. I haven't
felt so immersed in an FPS in a long time (except for HALO PC
) They were also
some of the hardest. I must have spent at least 3 hours straight trying to get
through the mission where you have to retake the 4 story building and then hold
it until help arrives.