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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 4)
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on Mar 07, 2006
Thank you for the quick response. I look forward to 1.1 How soon is the question, of course...
on Mar 07, 2006
Is there any way to disband rally points that are under a starbase, I cant get them to delete. dreamer
on Mar 07, 2006
Is there any way to disband rally points that are under a starbase, I cant get them to delete. dreamer
on Mar 07, 2006
Is there any way to disband rally points that are under a starbase, I cant get them to delete. dreamer
on Mar 07, 2006
Annoying bug:
With some races (such as the Altarians), if you choose a bonus with you points, the racial bonuses disappear! This happens for me on the Altarians, it may also do it on others, I'm not sure. Is there any way to fix it and could you please fix it in the next patch?
on Mar 07, 2006
excellent! now just some tips on how to cool down my crudy NVidia6800 card (which overheats on just about any modern game) and I will be happy
on Mar 07, 2006
+ Fixed Planetary improvements: Virtual Reality Center and Stock Exchange to be better.


What exactly are their bonuses now? I hated Stock exchanges and refused to research them or use them, so I'm wondering if now they might be worth it.

on Mar 07, 2006
+ Fixed Ship Design Upgrade button so that it removes all but the hull and jewelry.


I might be in the minority, but I hate this. When I hit "Upgrade", I almost always want the same ship I started with, only with the latest versions of whatever was on before. Now I have to remember what those things are and re-add them all. Until I read this changelog, I thought the patch had simply broken the upgrade functionality
on Mar 07, 2006
When I hit "Upgrade", I almost always want the same ship I started with, only with the latest versions of whatever was on before.


That's a good point - can you guys make it so that the upgrade button does exactly that? The exact same ship, but with the newest tech on it (space permitting, of course)?
on Mar 08, 2006
What about the 'disappearing software mouse cursor' issue. Wasnt it supposed to be resolved with 1X?
on Mar 09, 2006
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?


With "scroll the main window using keyboard" could you also check the functionality of Enter/Esc ? According to manual they should close the current window but the behaviour is different depending on the window. Usually pressing Enter just ends turn even if some window is open.
on Mar 13, 2006
Free Arms I think this is intentional. I believe the designers are encouraging you to play the races with their default abilities, because if you modify them you are basically playing as a custom race. Concerning the Altarians in specific, IIRC they begin with Luck +30, which is outside the abilities you can give to a race (luck is +25). Adding new abilites probably results in a reset, and the Luck +30 goes away.
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