And now for something completely different...
Posted: Thu Feb 07, 2019 9:10 am
And now for something completely different...
BELLUM GALAXIA
A while ago, I set out to do a 1937 to 1939 Sino-Japanese Confict campaign ( tm.asp?m=4450188&mpage=1&key=War%2CResistance� ). I built up a nice map of China and embarked on the campaign itself. As I worked to add flavor and effect to the scenario, it became painfully clear to me that I would need to have a far better understanding of scripting, AI, the game engine and how the subtler interplay of those elements unfolded and affected each other.
So, as a pedigogical effort to help get a better, more indepth understanding I decided to push the limits of the game engine. This might help me understand just what is and isn't possible and give a clearer understanding of the interactions of the various parts of the engine. With that, I figured what could push the engine more than taking the game intended for historical simulation in exactly the opposite direction - to the far future.
Thus was born the Bellum Galaxia project. At first I was just tinkering to see what I could accomplish. As time went, the effort took on a life of it's own and momentum pushed my own interest to see if I could get something so radical going. I've made a LOT of progress and many things seem to be working well. Yet, there is a ton of work in front of me. So much, indeed, I'm not sure if I'll ever finish.
But, nevertheless, I figured I'd share what I've done and how it looks so far. Perhaps some of the historical minded folks here also have a penchant for the future history too and will be interested in what I've done.

BELLUM GALAXIA
A while ago, I set out to do a 1937 to 1939 Sino-Japanese Confict campaign ( tm.asp?m=4450188&mpage=1&key=War%2CResistance� ). I built up a nice map of China and embarked on the campaign itself. As I worked to add flavor and effect to the scenario, it became painfully clear to me that I would need to have a far better understanding of scripting, AI, the game engine and how the subtler interplay of those elements unfolded and affected each other.
So, as a pedigogical effort to help get a better, more indepth understanding I decided to push the limits of the game engine. This might help me understand just what is and isn't possible and give a clearer understanding of the interactions of the various parts of the engine. With that, I figured what could push the engine more than taking the game intended for historical simulation in exactly the opposite direction - to the far future.
Thus was born the Bellum Galaxia project. At first I was just tinkering to see what I could accomplish. As time went, the effort took on a life of it's own and momentum pushed my own interest to see if I could get something so radical going. I've made a LOT of progress and many things seem to be working well. Yet, there is a ton of work in front of me. So much, indeed, I'm not sure if I'll ever finish.
But, nevertheless, I figured I'd share what I've done and how it looks so far. Perhaps some of the historical minded folks here also have a penchant for the future history too and will be interested in what I've done.











