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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 3)
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on Mar 04, 2006
Thanks for the update.
on Mar 04, 2006
Sounds great!

Is there anywhere to regularly get patch versions that are in testing? I've seen Frogboy link them a few times in other posts.
on Mar 04, 2006
finally upgrading ship designs works now
on Mar 04, 2006
Citizen Phil Schwan
[quote 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. ]
Well probably because there's been multiple versions. Theres the retail version, there's the initial download version 1.0d and there's the 1.0d1 first patch. And some of those added ship parts (jewelry).
I myself dont have any elaborate ship designs, but I feel the pain of some of the people who do, like that guy who biult all those wonderful ships that made it to the front page. Wow, thats going to suck to redesign those.

Probably the best thing to do if you have elaborate ship designs is to install galciv 2 patch to a new install of galciv 2 (maybe even on another computer nearby). Then you can run one to look at the old design, then redesign the ships into the patched game.
on Mar 06, 2006
i have 1.01X.0009 and i still had an invasion cheese problem.. Planet had 90 TRILLION inhabitants after invasion. is this a different patch than that?
on Mar 06, 2006
You'll want to get 1.0X.10. 
on Mar 06, 2006
Is better stack-fleet management ever coming? And, I'm still getting "oceans" on Mars... /sigh
on Mar 06, 2006
Astrocat: yes.  That'll be in v1.1 along with a bunch of other stuff.  These 1.0<letter> ones are just maint. builds.  The really cool stuff is for 1.1.
on Mar 07, 2006
tnx stardock guys, great patch!!

Ill check this one right now: + Fixed Fleets with 0 moves bug - because of this I couldnt play gc for 10 hours, neitherr could i sleep lol
on Mar 07, 2006
Good stuff. Thanks again to the GC team!!
on Mar 07, 2006
just wondering when your gonna fix the bug with planet city lights not working properly such as either not showing up at all for some people or being totally randomized for others. Full details are in this thread that has been largely ignored...
https://forums.galciv2.com/?ForumID=162&AID=102806&cmd=myposts#817882
on Mar 07, 2006
I installed Catalyst 6.2 and 1.0X and in the new game I started there were city lights on planets. Not all of em, so I suspect there is something wrong in the code still?

Frogboy: I sended you a debug.err where you suspected there would be crash on some races random event. After I installed 6.2 catalyst and updated my audio drivers I haven´t had any CTD, but then again Iam playing on completely new race Thalans. Just thought to let you know as it can be the drivers doing the CTD too

I really like this new build, AI defends its main planets, their Colony Ships really seem to be faster. Plenty to do in UI section, lets hope 1.1 will bring us better ship builder and much much better fleet handling

Must report couple things I have seen with 1.0X.

- Has anybody noticed that when you start a game, especially the Music is always on default sound volume? I have toned it down from 8000 --> 6000 but everytime I start the game it is as loud as 8000 setting, the slider says 6000. I have not deleted my prefs file in my documents either, minor annoyance but still. Could be my audio drivers aswell but I doubt it.

- I always use Quick Battles speed at first it seems to work, first battles go really fast everybody shooting at will as it supposed to be. But after couple battles it slows down to normal battle speed and I have to crank up the battle timer speed > 1x . I have observed this one in all the builds, anybody else?
on Mar 07, 2006
+ Put a cap on planetary influence to remove cheese potential.


Hi Frogboy,

please give us some details on the caps. What I would really like is a summary of all active caps. In GC1 it took quite a while until I realized that my investments where wasted

Are the caps from GC1 still active, i.e. planet income and planet production?

I know that the population cap is still 200 per turn and 100 billion total per planet.

How does the influence cap work?

What else is active?

Thank you very much for all your efforts
on Mar 07, 2006
Wow, I had th>e 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...
I got a fully developed research base for the Korx in the middle of their territory today (1.0X.10).
on Mar 07, 2006
Will you be fixing the Mouse Scroll of the Main window issue? It does not work a lot of the time.

Also, would you please make the Window push faster (100% is not fast enough), and consider making the Arrow Keys remapable so they can be made to Scroll the Main Window?

Thanks
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