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What's new in 1.0X
Published on March 6, 2006 By Draginol In GalCiv Journals

What's new in 1.0X(.1)

+ NOTE: Your ship designs from 1.0D1 and before will NOT show up in this version. We have updated this version so that the ships contain their own unique version ID so that when we do FUTURE updates, your ships will still work. But we didn't implement this until now (now that we have seen the sophisticated ship designs people are creating).  So we apologize in advance for that, but it shouldn't be a problem going forward.

CLARIFICATION: Your ships in your SAVED games will work fine. It's just that ships designed in 1.0D1 won't automatically show up as new designs in 1.0X.  If you have a design you really want to keep, just load up the saved game and resave the ship. 

Light blue are what was added over the weekend over the pre-release 1.0x from last week.

+ Fixed Planetary improvements: Virtual Reality Center and Stock Exchange to be better.

+ Fixed Metaverse difficulty rating (doh!)

+ Various tweaks to ship upgrading to be more streamlined and robust

+ Misc. AI tweaks.

+ Fixed human-specific text in Events.xml

+ Fixed display name for Battle Stations Mark IV

+ Fixed Ship Design Upgrade button so that it removes all but the hull and jewelry.

+ Fixed Fleets with 0 moves bug.

+ Fixed Fleet movement exploit where you could remove a ship and the fleet got its full moves restored.

+ Tried to put more effort into keeping the AI from putting its rally points on its own planets which can disrupt its strategy

+ AI pickier about what it trades with each other, this should satisfy most people who feel the AI isn’t careful about what it trades with each other and the player

+ Performance tweak so that the AI isn’t evaluating putting a..ahem..starbase into a fleet. (it wasn’t doing it, but it evaluated doing so each turn)

+ Drengin and Terran AI personalities more focused on what they research.

+ Drengin tend to research more militaristic techs

+ Toned down minor races a bit. They no longer get quite as much money to start with.

+ Number of minor races is now randomized but still somewhat based on galaxy size. Generally there will be fewer of them.

+ Put a cap on planetary influence to remove cheese potential.

+ AI better at finding enemy targets.

+ AI better at protecting key home sectorsore priority into colony ship speed over colony ship range.

+ AI Heavy fighters now have more focus speed than range in their designs.

+ AI at "bright" or higher intelligence will make guesses (simulated intuition) as to whether a path is safe for a transport *experimental*

+ Fixed GNN Goto bug on Planet Details window

+ Fixed bug where players that turned off "Show Intro" option would get a crash when starting the Campaign

+ Added option to turn off trade route lines

+ Planetary bombardment will cause a new planet texture to be created to reflect lowered quality

+  “Invasion Cheese” effect removed where planet populations after the invasion were incorrect. 

+  Drop down icons (for ships and improvements completed) will no longer get “stuck” if another window pops up while the icon is falling down the screen.

+ added Difficulty index to save game code so that even if the game difficulty changes, the users will still see the one they started out with

+ Improved tooltip handling

+ Improved slider controls

+ There have been some changes to the graphics nodes in order to make them look decent when textures are turned off. 

+ There are now a ton of new graphics card options. Note that these have not had the same kind of wide scale testing as the other options.

+ Graphics card throttling. This should eliminate all known "random" CTDs.  Heat.  Users who experienced this issue should be aware that this may be an ongoing issue with other new games they purchase that make use of the newer GPU features.  ATI/nVidia are now running their cards very hot when all the goodies are used.

+ Starbase Production Modules now assist Planetary Research

+ MEMORY FIX:  I’ve implemented a more efficient and thread-safe way of destroying scene nodes when they are no longer in use.  This will speed up ALT-TABs and cut down on memory usage significantly.

+ Social Production Ability enabled.

+ Fixed a GNN Goto button popup bug in Planet Details screen

+ Should fix auto-save issue some have reported (multithread issue).

+ Right-clicking improvement-complete icons will now scroll to planet that built the improvement

+ New ship weapons and defenses for Good aligned players:

    -Telepathic Defense
    -Subspace Rebounder
    -Dynamic Shielding
    -Arnorian Battle Armor   

 

+ Fixed the problem where the game was reporting “Not in an Empire” for some players who are in an empire.  The code that checked for valid empire data was requiring the presence of a website URL; that information is now optional.

+ Fixed a bug in classGalaxy::CalcGameDifficulty(); it was including the first minor race in its calculations.

+ Trade Goods and Galactic Achievements now transfer their benefits when ownership of them changes.  In the case of Trade Goods, ownership of the Trade Good is transferred and the old owner no longer has use of the Trade Good.

+ CalcAbilities() is now called whenever a civ acquires/loses a special improvement.

+ Fix for an exploit that allowed players to build improvements more cheaply/quickly than they should.

+ Lots of AI tweaks to improve social handlings, particularly for the Terran Alliance AI.

+ Better slider control behavior.


Comments (Page 2)
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on Mar 03, 2006
Great work guys. I've never seen a company have so much communication with the public and actually in a down to earth way. It boggles the imagination but that's a good thing.

One thing, I've decided its my personal quest to press this one issue...

Please please please, make it so items added in the ship designer can be sized & rotated after they're attached. Plus, why keep track of the hardpoint rotations in the list? Seems simpler without it.

I'm not sure if this'll be easy or possible but it'd make me so happy.

Keep up the awesome work and expect to hear from me again on this issue until I hear some word on it.
on Mar 03, 2006
Any news about resources disappearing when you destroy their mining starbase?
on Mar 03, 2006
I just Dl'd 1.0X.009, time to give it a workout!
on Mar 03, 2006
RichVR: Resources not reappearing was fixed in the last version, at least for me.
on Mar 03, 2006
Farny, Sad to say, yes.

Sorry about that, however after this build all this should not happen again. These changes should alos make it easyer for us to get the "ship design" library runing in the metavers.
on Mar 04, 2006
Oh well, guess I'll finish this game up first and patch later. Thanks for the response and thanks to the entire Stardock team for their tireless efforts to improve the game.
on Mar 04, 2006
+ NOTE: Your ship designs from 1.0D1 and before will NOT show up in this version. We have updated this version so that the ships contain their own unique version ID so that when we do FUTURE updates, your ships will still work. But we didn't implement this until now (now that we have seen the sophisticated ship designs people are creating). So we apologize in advance for that, but it shouldn't be a problem going forward.

Oh well.

My earlier builds needed to be updated with the new design methods, anyway.
on Mar 04, 2006
Farny, Sad to say, yes.

Sorry about that, however after this build all this should not happen again. These changes should alos make it easyer for us to get the "ship design" library runing in the metavers.


Funny thing, I still see all my ship designs! I just reloaded a previous save game and my designs are still there, and ALL my ships are on the map and they seem to be working fine. Is that normal?
on Mar 04, 2006
good patch
on Mar 04, 2006
I've had the Korx saying their support me by giving me ships and instead gave me 2 resource starbases and an economic starbase.This can't be very good for the A.I agenda, they should only give ships.
on Mar 04, 2006
I've had the Korx saying their support me by giving me ships and instead gave me 2 resource starbases and an economic starbase.This can't be very good for the A.I agenda, they should only give ships.


Wow, I had the exact same thing happen in my game, but instead of me, the Korx gave it to another A.I. There must be something wrong with the Korx A.I. Did yours happen with a previous version save game too (before 1.0X)? May it's got to do with that...
on Mar 04, 2006
Just to clarify, if I have a game in progress that has "custom ships" should I finish it first before loading the patch? I do not want to lose the substance of my game but if my *bling* is gone but functionally the ships capabilities are the same I do not care.

Thanks
on Mar 04, 2006
It does beg the question: why not treat "file without version number" as "version 0", and handle it like you will other versioned changes?

I'll be the first to admit that backwards compatibility code isn't always worth writing, but if a patch that makes previous saved games unplayable doesn't qualify, I don't know what does.

Which isn't to say that I'm ungrateful; more curious.
on Mar 04, 2006
Any word on whether this bug got fixed?

https://forums.galciv2.com/index.aspx?ForumID=162&AID=102974
on Mar 04, 2006
I want to add my two cents to the request for a rally point disband option on the colony management screen.

I also concur that it would be neat to be able to upgrade fleets or at least upgrade stacks of the same type ship
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