Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
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Published on April 6, 2006 By Draginol In GalCiv Journals

Here's what's new in v1.1 Beta 3 over Beta 2.

+ More balancing on what techs AIs should research

+ Tighter controls over tech trading

+ AI won't lower relations with a player for military reasons unless it has a distinct military advantage

+ Good civilizations now get an outright + to their relations from neutral civs.

+ Torians better at making use of constructors

+ AIs will tend to have much different sets of technologies based on race.

+ AIs will make a priority out of terraforming their tiles

+ Terran Alliance AI ship designs more flexible with galaxy size (other civs already using this)

+ Terran Alliance will use economic bases to extend their range

+ AIs will accelerate military production if they fall behind enough on military spending.

+ New API FindClosestLocalUnfriendShip(). AIs will use this to put ships near potentially hostile ships that are somewhat near its worlds.

+ New APIs: CalcFullAttack(), CalcFullDefense(). These APIs allow the AI to quickly (CPU wise) determine if a potential target is getting benefits from military starbases and make decisions based on this information.

+ Military Might makes use of the new CalcFullAttack and CalcFullDefense APIs

+ Precursor Rangers don’t show up until after game year 5 (was 3).

+ Some Civs put more emphasis on increasing food production

+ Tech research slightly faster at default tech rate

+ Cleaned up planet economy display so that ()’s only show up if you’re not spending.

+ Tool tip for military spending now shows up if you mouse over the actual number. It will explain where that number comes from.

+ AI better at valuing the worth of planets.

+ AI more wary about attacking fortified starbases (this is harder to balance than it might seem, you want the AI to sacrifice units if necessary to wear down a starbase but you don’t want it mindlessly throwing ships at them, it’s a fine line).

+ Start-up abilities made cheaper but less powerful too. More opportunity to spread ones Civ out.

+ Political Parties re-balanced based on new values.

+ Updated graphics for some planetary improvements.

+ Some planetary improvements made less expensive

+ Spin Control Center now requires Majesty

+ Neutrality Learning Center added

+ Attack Assist Modules now cost typically $300 per module.  The reason for this is that these modules essentially give the same benefit as building several small ships when used correctly. $300 may even be too cheap. Late in the game, these costs won’t be significant but it prevents a player from b-lining to these techs and eliminating opponents before the game has really started.

+ Attack and Defense assist modules will require that the starbase have battle stations on them at the very least.

+ Starbase militarization techs cost more to research.

+ Terran Alliance AI focuses more on self-defense of planets Drengin

+ AI now uses experimental weapons focus technology system Scoring system tweaks. See https://forums.galciv2.com/?ForumID=345&AID=111746 for details

+ Music playing tweaks

+ Update the influence borders when an influence module is added

+ Drengin racial morale increased to 25%, Soldiering racial bonus decreased to 20%.

+ fixed bugs reading in height map mods

+ added ability to read in .str files from the mods\data folder

+ added support for modded star types

+ added support for replacing the custom planets and race config files with copies in the mods folder (but not adding new or partial mods)

+ added support for replacing the abilities xml file with a copy in the mods folder

+ tweaked code that sets the star type so that we get more variety, and made it so that yellow stars only appear for systems with habitable planets and purple stars for systems with class 20+ planets

+ made it so that if you want to mod the AbilityBonuses.xml file it will use additional entries which were previously excluded like Logistics.

+ Implemented “Disable Point Sprites” option.  This option will force the game to not use point sprites whether or not the hardware supports them or not.  It can be used to speed up performance for cards that do not support point sprites, because point sprites will not need to be emulated with software.  The option has the following effects:

   a) Stars will not be rendered  ( no appropriate substitute without point sprites )

   Engine exhaust will not be rendered ( no appropriate substitute without point sprites )

   c) Ship damage will show as electricity whenever it would normally appear as a fire, smoke, sparks, or any effect that uses point sprites

 
+ Fixed dials precision in ship designer.  When using certain rotation amounts, cardinal directions like 180 deg could not be accurately obtained.

+ Fixed display bug when number of weeks before an election was calculated as negative

+ Stacked Ships window: If you select a fleet, the Details button will change to “Manage”

+ Fixed bug in invasion where number of colonists in colony ships was included in amount of troops after an invasion

+ Fixed autosave loading crash when mods are used

+ Fixed bug where all class 0 planets have the same texture after reloading a saved game

+ Fixed bug/exploit where if you use a fleet with both transports and attack ships to attack a defended planet that belongs to a civ you are not at war with, and you vote to declare war, you skip fighting the ships in orbit and go straight to a land invasion

+ Fixed wrong number of troops displayed when choosing invasion tactic if the fleet has both colony and transport ships in it.

+ Fixed various crashes caused by texture painter not getting initialized

+ Fixed glitch where some components on core ships could not be removed because they said there was something attached to them

+ Planet Context window now takes into account bonuses for ships in orbit

+ Fleets have their own version of CalcFullAttack and CalcFullDefense to add up the full attack and defense of each ship in the fleet

+ added code to make nosprites option read in from prefs.ini file

+ fixed bug where setup appearance screen didn't have the correct style selected in the lisbox

+ added function to galaxy to return the correct directory for the shipcfg file based on the shiptype

+ adding code to be able to upgrade but not overwrite core designs and mods

+ added code to track if a data type is a mod or not

+ now if the anti-aliasing is set to an invalid value, it's just disabled

+ added code so that it will always try to create at least 11 stars (1 for each major race) to keep the code that picks the starting locations for civs from breaking down

+ added code to delete ship cfg files when galciv2 is loaded if there is no definition for it

+ updated shipcfg files for the pre-canned ships so that they save the component name as well as the model name

+ FOW tweaks to remove cases where FOW is permanently unhidden

 

-- below is from the previous betas --

+ New Option: No tech Trading. Players can prevent any tech trading by anyone.
+ New Option: Blind Exploration. Players can now start out not knowing where the other civilizations are located.

+ New Option: Disable Minor races. No minor races.

+ New Option: Randomize player intelligence. This will scramble opponent intelligence by around +/- 10 points to have more variance.

+ New Option: Randomly pick opponents. Players can simply choose to play against N opponents and it will pick them out.

+ Ship Design Screen re-designed to allow far more visible space for designing.

+ Ship Design Screen supports panning with left-mouse button held down.

+ Ship Design Screen displays installed components in a grid list. Right click to remove a component.

+ Ship Design Screen supports rotation of components.  See options screen to control how much you can rotate them.

+ Ship Design Screen supports copy/pasting behavior with ship size/rotation. If you select an existing component and then select a new component, the new component will automatically take on the size and rotation of the installed component you had just selected.

+ Ship Design Screen supports symmetry in rotation. Select an existing component, then select a new component to add on and then RIGHT-CLICK on the appropriate rotation dial and it will mirror the rotation automatically.

+ Ship level doesn't add as much to max HP.
+ Option now to display an animated dotted line showing where your selected ship is going.

+ How many turns it will take to reach a destination can be displayed at the destination target for selected ship. Note that you can hold down the Shift key and drag select multiple units.

+ If low-level espionage achieved, you can see the destination of selected enemy ships.

+ AI values range technologies more

+ Sensor techs increase sensor ability

+ Lots of little AI tweaks not worth mentioning but together will make a substantial difference to making the AI more enjoyable at low levels and more challenging at higher levels.

+ AI's more aggressive about expanding range with starbases. (some of  them anyway)

+ Uncommon habitable planets tweaked to make them slightly more likely to have habitable planets.

+ Fixed AI bug where it would sometimes put its rally points on planets when it didn't mean to.

+ AI takes distance more into account than it used to for determining relations.

+ AI more sensitive to cultural and military build up using new APIs that do fewer false positives.

+ AI gives more effort towards researching propulsion technologies.

+ AI puts more effort into logistics techs.

+ AI puts more effort into miniaturization techs. In all 3 cases it does  an evaluation of the galaxy state to determine whether it should be doing this.

+ Some AI personalities focus on significantly different techs.

+ AI will design faster or longer range ships depending on its needs

+ AI tech trading rewritten so that it doesn't do sweetheart deals. Tech trading somewhat rarer now as a practical matter. May need to be balanced so that human player doesn't get too much of an advantage.

+ AI can upgrade ships if it has enough money and thinks it's worth it.

+ AI manages colony improvements more effectively.

+ AI adapts economic strategy based on whether the new "disable tech trading" option is on.

+ AI generally better at picking techs based on new algorithm for evaluating galactic state.

+ Some AIs smarter about building constructors/freighters/defense.

+ Terran Alliance AI will not allow it to fall behind militarily beyond all hope.

+ Most AIs now will try to upgrade existing starbases more so than building new ones.

+ Most AIs will tend not to upgrade starbases that exist just to extend range.

+ Terran Alliance AI builds helper starbases closer to home.

+ Terran Alliance experimental strategy: Very focuses research - will  ignore other weapons techs other than its main strategy. If you're not playing against the humans, you're missing out.

+ Terran Alliance has a whole new ship design sub-module for having its very own types of ships.

+ Terran Alliance will build defenders with no weapons (not needed to keep invaders out).

+ Drengin AI planetary management substantially different from others.

+ AIs take into account wasted social production (which is no longer wasted) into account when deciding what to build.

+ Drengin more likely to escort transports.

+ Drengin will focus more on trying to have the strongest military at all times.

+ Terran Alliance focuses on diplomacy techs, gifting, etc. to keep relations up so that it can pursue technology.

+ Drengin and Terran AIs now very much focused on controlling all nearby galactic resources.

+ Drengin focus more on extending their range of their ships and getting more morale building techs than previously.

+ Drengin tend to focus more on their primary weapon and defense techs. We'll see how it works.

+ Drengin AI a LOT smarter about what they research.

+ Yor AI now derivative of new Drengin AI.

+ AI, in general, values research more than it did previously.

+ First attempt, but probably not last, for AI to try to take out resource starbases of enemies where it can find them (as a reminder to players, the AI doesn't necessarily know the existence of a resource starbase, it has to "see" them. So if you have some resource in the corner of the galaxy, don't wonder why it's not getting attacked any more than why you don't see their resource starbases tucked into some corner).

+ Trade revenue increased on larger galaxies, decreased on smaller galaxies.

+ Starbase factories improve the production of factories and labs on planets by X%. Half of that increased bonus is "free" and the other half is charged for.

+ The -2000 ceiling on debt has been eliminated for players playing at higher difficulty levels.

+ Last vestiges of aborted feature "Propaganda" eliminated. Expansion pack will have "agents" that players and AI can assign to do mischief and counter-mischief instead.

+ ECONONOMIC ENGINE CLEANED UP! Production and research now works as follows: Labs and Factories produce N production of their kind. How much of their capacity is used is based on the domestic policy sliders (spend rate X what % on each of the 3 sliders is used).

That amount is then multiplied by 3 types of bonuses:

(1) Your Civ Ability (which you set at start and can enhance by mining special resources).

(2) Economic starbases with factories on them.

(3) Planetary bonuses that comes from random events, UP issues, etc.

50% of this bonus you get for free -- not charged for it. The other half you pay for out of your treasury.

Example: If I have factories producing 100 units and my spend rate is 50% from domestic policy and my military spending is set to 100% then that factory's base production is 50 (50% of 100).

If my Civilization ability on military production is 10% and I have an economic starbase doing 5% bonus and I had an event that increase planet production by 5% then I would have 50 + 20% bonus = 60 production. I would only be charged 55 however -- 10 bonus production, 5 free, 5 paid for.

+ Tax rate angers citizens less (a bit).

+ Your Morale ability is taken to the .90 power and then added to morale (was .80 power).

+ Population growth fixed dramatically. This is going to have a significant game play result that we're still having to fix in the AI. Before, on a class 10 planet with a morale of 70 your population would increase at 20% per turn. Now is would change at 3%.

The "population growth ability bug" wasn't a bug but rather a problem with having populations in billions rather than millions. The population growth was previously capped at 200 million per turn. 20% of say 1 billion (or
higher) reached that cap. So all those bonuses meant nothing.

Now, at 3%, if you have a population of 1 billion then you're looking at an increase of 30 million per turn X your population bonus. If your morale is 100%, that gets doubled again.

Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empire.

Population Growth = CurrentMorale X Government Level X PlanetQuality Factory X GrowthFactor.

+ If your morale is > 75% you now get a 25% extra bonus to population growth. If it's at 100% you get a 100% extra bonus.

+ Population growth ability taken into account at the very end of this process for maximium effect.

+ Research Ability used wholesale (previously it was chopped in half).

+ Base taxes collected now is the square root of the population of a planet. This may be tweaked based on play testing.

+ New clean APIs: CalcTotalMilitaryProduction() and social and research equivs that just give you how much a planet is producing (for AI use later).

+ Social Production that is not being used anymore is transferred to military. So you're no longer being charged for social production. However, only the BASE social production is transferred and that amount is not subject to bonuses and so forth (lest there be a lot of cheese tactics and gaming of the social production bonus). So you still need to manage your economy decently but you're no longer being charged for production you're not using.

+ AI at lower levels gets less money to account for improvements in overall AI.

+ AI now "adds noise" to its decisions based on difficulty level.

Essentially, on things that are prioritized, AI that is playing as a "dumb"
level will have injected into its calculations a noise factor that will result in it coming to wrong conclusions about what it should do and hence do stupid things. It's random

+ Planets on the verge of defecting are more likely to defect.

+ AI updated to use its points differently based on new ability costs.

+ AI Ship design looks at the galaxy size and then decides based on that whether it needs to focus on range or speed more. Before it was one size fits all.

+ Cost to upgrade ships now cheaper.

+ Lockup fix: AI could get confused on where to put a starbase and get into an endless loop.

+ Player and AI on same starbase rules: 4 friendly starbases per sector.

+ AI more likely to target starbases.

+ New function: FindClosestEnemyStarbase()

+ AI will send its ships to guard nearby planets rather than cluster them in hordes.

+ AI will target military support starbases more so.

+ Bonus production now displayed in various displays).

+ Updates to the various screens to display the correct economic data based on the new economic engine (involved 9 different .cpp files).

+ Planet Abilities decreased in player start-up. Before someone yells (or if someone can answer them on various forums): Before the abilities would then get nerfed in game. For instance, a research ability of 20 was treated as a 10 when calculated. Now, the research ability is half as much in the player setup window but multiplied directly. There's no net change, it's just a display change.

+ Message changed to tell players they can only build 4 friendly starbases in a given sector.

+ Most defense modules are now slightly smaller

+ Logistics change: Large ships now use 6 logistics (was 5). Huge ships use 8 (was 6).

+ HP change: Large ships get 30HP base (was 28).

+ HP change: Huge ships get 50HP base (was 48).

+ Nano Rippper damage changed from 8 to 6.

+ Capitals no longer provide a morale bonus.

+ Maintenance on labs and factories increased slightly (1 to 2) to compensate for higher tax income and easier morale.

+ Factories and labs produce slightly less base production (because the new bonus system provides more bonus production).

+ Cost of some high level buildings substantially decreased.

+ Slight tweaks to racial abilities.

+ Eliminated Galactic Mall and Concert Hall starbase modules. Since influence victory strategies have been strengthened, we require players to have to go for the cultural domination tech path.

+ Put cost to upgrade an influence starbase at the beginning, subsequent modules are free.

+ Mining modules have been significantly nerfed since abilities are now directly multiplied rather than modified.

+ If you have the cultural domination techs, you can build directly to  those upper cultural influence modules bypassing the wimpier lower level ones.

+ Influence modules are less powerful (since you can now go directly to them) but still very powerful.

+ Fixed some tech tree bugs where the category was wrong. The AI relies on category to determine what type of tech it is since the AI isn't scripted.

+ Lots of tweaks to technology costs based on play testing and user feedback.

+ AI values tweaked. Miniaturization was valued very low. So the AI tended to have lots of cheap and ineffective ships compared to expert players.

+ AI less aggressive at lower levels.

+ Fixed typo in UP issue.

+ Prevent Cheese: Do not allow player to open fleet manager for a ship that is fighting. They could disband or change the ships in the fleet.
 
+ If a component on the ship is selected, size and rotation will remain the same as the selected component when a new component is chosen
+ You can click a slot at the top of the window to select a component on the ship. Clicking the slot again, de-selects the component.

+ Clicking a component on the ship, high-lights its slot in the component list

+ Fixed bug where if you choose a filter, and then add a component that should be filtered out, it would still show in the list

+ Size and rotation settings are no longer reset when selecting a new component type

+ Fixed bug where Clear button did not restore modules ( like colony, trade, etc) in the list of available components if they had been added to the ship before clearing it.

+ Fixed an exploit where players could add several modules of different types on the same ship by using auto-place.

+ Fixed not being able to select slots Slots now tint to the correct color

+ Took out the old component "slots" code and replaced it with new code using a grid list control.

+ Implemented the filter controls for choosing function or structural parts, or all parts. Known bug: if you choose a filter then add a component of diff type it will show in the list.

+ Added support for mouse wheel to the rotation dials. They will use whatever increment you have set in the options screen for rotations.

+ Made the constructor highlight slightly less transparent to make it more visible

+ Random ?'s turn on and off on the Opponent screen Polished

+ Functionality on the Opponent Screen added funciton to

+ "OverrideTextDisplay" of Spinners

+ added code to make civ save extra research points when it has more needs for the current tech

+ changed code to save ship designs as .xml files blind exploration now works

+ Changed "Enable Minor Races" option to "Disable Minor Races"

+ Changing any of the Game Options in Galaxy setup will now trigger the galaxy thread to be recreated if it is already running

+ Random Number of Races option working

+ Random Selection of Races option working (PaulB will be cheking in a screen to fix the clipping)

+ Random Intel option working (PaulB will be cheking in a screen to fix the clipping)

+ Added Stat in "Foreign Stats">"Misc" that gives the intelligence of the race.

+ NEW FEATURE: Auto-Pilot Lines checked in NEW FEATURE: "Show Auto Pilot

+ Lines" option added to Options screen NEW FEATURE: Resource icons on

+ tactical map are now color-coded NEW FEATURE: Number of weeks to move

+ to destination appears on the destination cursor

+ Tweak: Made dial needles thinner in ship designer

+ Fix: Bug where adding a ship with moves to a fleet with 0 moves restores the fleet's moves

+ Fix: Potential crash in overlay code

+ Fix: Made constructor highlights slightly more visible

+ Fix: Fleet Manager updates context area if fleet is disbanded

+ Fix: Removed code in CalcAStarRoute (used by trade routes and auto-pilot lines) that prevented the route from reaching across a gigantic galaxy

+ added code to FindPath to allow AI ships to get a new destination when they don't have one

+ added code to CanRaceBuildShip to check for an existing model file if  it's a user defined ship

+ added code to classShipTypes to save out an XML file for its def. If a ship is user defined and this function can't find a .shipcfg file for it, it will now return FALSE. This fixes the bug that Brad found where he was playing as a custom race and he changed what style of ship he was using.

+Fixed length of the Zombie Army event to make it fit nicer in the box

+Added ability to pan and rotate main map with the Keyboard:
   -CTRL and Arrow keys to rotate (with snapback working if activated)
   -SHIFT and Arrowkeys to pan main map

+ Old "hardpoint modifiers" that rotated and flipped hardpoints have been marked as "hidden." This removes them from the components the players can choose, and also allows them to keep using the designs they have previously made that use them.

+ Improvement Summary window now shows tile improvements and their effects on the improvement and planet

+ Fixed bug where obsoleting a ship that had been purchased prevents the star port that purchased it from ever building anything else again

+ Improvement Summary Window: Fixed spacing of units

+ removed some references to humanity in the Tech Tree (but only where it made sense to remove, most places it worked well)

+ Fleet Manager: Now displays number representing ship's logistic value in ship thumbnail

+ Fleet Manager: Implemented the command buttons

+ Ship Designer: Implemented "Reset Component" button

+ Ship Designer: Added tool-tips to the new design UI controls

+ Ship Designer: Fix: Scaling selected part now scales ONLY that part

+ Fleet Manager window is implemented

+ Dbl-click a fleet or click on Details in the fleet context window to open it.  Use it to add ships to your fleet. Use it to move ships from one fleet to another. It still needs a few graphical tweaks: Some things don't tint Will be adding a number next to the ship icons to show their logistics (like the stacked ships window does)
 

+ You can no longer multi-select dead ships or ships hidden by FOW (This fixes bug where multi-select highlights empty spaces)

+ You can not cycle through fleets in the ship details window anymore (This is to make way for the new Fleet Manager screen)

+ Action buttons in ship details screen are now disabled if the ship cannot perform that action

+ Fixed bug where text in trade screen would display green when using the money slider even if the AI would refuse to trade a military tech because the civ was too powerful.

+ Fixed bug that Brad e-mailed about (Planet logos missing when zoomed out)

+ Fixed bug in Tutorials window where pressing ESC key would hang the game

+ Fixed UP Starbase Tax law-related problems.

+ Fixed bug where a player could not attack Dread Lord planet with an orbital fleet manager on it

+ Fixed non-working scroll bar in rally point window Added GetTurnsAway  function to classStarShip that returns a float indicating number of turns it will take to get to specified tile CTRL+I now displays the number of turns it will take a ship to get to its destination.

+ MiraclePlanets Event: Now updates the overlay icons for the planets. (They used to have "uninhabitable" icons even though they were upgraded by the event)

+ Fixed exploit where you could get around UP starbase module limit using a fleet of constructors

+ Fixed sizing to 0 error message in debug.err in ShipCombatShipsEntryWnd.

+ AIUpgradeShip will not allow you to use it on a fleet (it will abort gracefully) “Fleets” themselves cannot be upgraded, but the ships in them can
+ Fixed UP Law bug where starfaring tax was applied even if the civ in question was dead

+ Fixed UP Law bug where war tax was applied even if the civ you were at war with was dead

+ Fixed UP Law bug where Starbase tax was applied even on starbases that were destroyed

+ Changed starship::GetFleet function to return a pointer to itself if the ship is a fleet.

+ Found and fixed source of “Influence Flooding” bug.  If the invader used the “Use unhappy citizens” tactic, these citizens could be counted as casualties and the casualties would exceed the number of troops on the transports, thus giving a negative population.

+ Fixed crash when memory allocation fails on ship type creation in ship designer. Adds message to debug.err when this happens and takes appropriate action to avoid crash

+ Fixed crash in Polyline.  It now checks number of points in the line to avoid out of bounds crash.

+ Fixed CTD on Governor Screen.   pColony was not set in governor mini map. Pointer is checked now.

+ Fixed bug where removing components does not remove their tech requirement.

+ Fixed crash when entering victory status screen.  Planet was not set in colony::CalcMorale.

+ Fixed incorrect stat shown in ship statistics text (Trade screen)

+ Fixed bug where data on main screen (treasury, tech, etc) would not update immediately after loading a saved game

+ Fixed crash in OverlayGraphic::QueryInterface function.  Pointer was not being checked.

+ Trade Screen, if you right-click a ship, you will now get the “ship intelligence report” on that specific ship, instead of a generalized ship type information popup.

+ Trade Screen, if you right-click a starbase, it will now show the correct data based on what modules your starbase has.

+ Fixed a typo in conversations

+ Fixed a “false positive” message in debug.err.  It would display “Could not find texture” when PictureFrame images were being set to NULL (to clear the image).  This is ok.

+ If population after an invasion is less than 1, it will be set to 1

+ Fixed incorrect data being displayed in Ship Upgrade window

+ Fixed colors in a few end game summary screens to use race color instead of interface color

 


Comments (Page 4)
4 PagesFirst 2 3 4 
on Apr 07, 2006
Mascrinthus: The fact that you picked all your civ bonuses to give you an overwhelming advantage in first strike is really important information. You're more likely to get your problem fixed if you say "When you have super speed and sensors the computer always loses" then if you just demand they change the whole combat system.

I made no DEMAND; I pointed out a game imbalance and SUGGESTED a change to restore balance. Stardock is addressing many other imbalances in v1.1 (tech trading, logistics, etc.) , so I hope they will consider removing the HUGE attacker shoots first advantage. In v1.1 the A.I. places more value on speed but what about sensors? I have seen no mention of sensors in the LONG change log.

The sensor bonus only matters until I get "Eyes of the Universe" about 1 year into the mission. The attack bonus made a big difference when I was forced to research plasma weapons. In the Apocalyse mission I was able to steal Black Hole Gun from the Dread Lords in Jan 2226 (1 year into the mission). Without this lucky break I would not have been able to complete the mission in the third year but I'm sure like the previous missions I would have won by advancing my weapons tech. In the next mission, playing again at level Tough, I'm fighting the Drengin and Yor. One year into the mission I have made process in building up my manufacturing and research base. Although my tax base has fallen way behind my industrial base so I have been selling tech to my allies to keep spending at 100% but most of them are broke (likely from buying colony ships, factories, etc.). I have "Eyes of the Universe" and "Warp Engines". I'm researching "Medium Hulls" after which I will research plasma weapons, and then begin building a fleet of fast attack frigates, while I research logistics. With the current attack advantage: speed, sensors, attack strength (weapons and logistics) are the key to victory, defenses are devalued because they can be overwhelmed.

Even if combat ships both fired at the same time, speed and sensors would still be very important. They allow you to out flank a slower more powerful fleet or intercept a target you choose to engage. Speed and sensors let you fight on your own terms.
on Apr 07, 2006
Speed and sensors let you fight on your own terms


I agree completely with this statement.

Which is why I'd like to see the AI utilize these better.

I LIVE for the day where the AI progresses to the point where he won't blindly move into my attack range, but sit just outside my range (in a sort of stalemate). SUDDENLY, on the AI's turn a fleet of constructors moves into the 'No Man's Land', constructs a Battlestation and upgrades it with attack, defense, and speed assist modules. The AI then moves his attack fleet to engage mine and then easily wipes them out.

The day the AI can do THAT is the day I start watching out for 'Skynet' attack bots and people from the future telling me to come with them if I want to live.
on Apr 07, 2006
good beta-patch.

Though IMO a severe fun-killing bug is still hiding in the code somewhere making all the races specialise in the same weapon and defense at the same time.

Here comes a detailed look at the AI designs in my first and current beta-3-game:

Designs M0-4
Drengin Heavy Fighter Missile
Korx Defender Missile
Terran Defender Missile
Designs M0-6
Arcean Fighter Beam
Drengin Defender Beam
Torian Fighter Beam
Designs M0-9
Altarian Defender Beam
Altarian Fighter Beam
Torian Defender Beam
Torian Fighter Beam
Designs M0-10
Altarian Defender Beam
Designs M0-12
Drengin Heavy Fighter Beam
Thalan Defender Beam
Thalan Heavy Fighter Beam
Designs M1-1
Thalan Defender Beam
Designs M1-8
Altarian Escort Beam
Altarian Fighter Beam
Arcean Defender Beam
Arcean Escort Beam
Arcean Fighter Beam
Drengin Defender Beam
Iconian Defender Beam
Iconian Heavy Fighter Beam
Terran Heavy Fighter Beam
Thalan Defender Beam
Designs M2-1
Altarian Defender Gun Shield
Drengin Defender Gun Shield
Drengin Escort Gun
Drengin Heavy Fighter Gun
Terran Defender Gun Shield
Thalan Defender Gun Shield
Torian Cruiser Gun Shield
Torian Defender Gun Shield
Torian Fighter Gun
Torian Heavy Fighter Gun

Okay, as you can see, every race began specialising in Missiles but not many of the actually built combat ships at this time. May or Jun first year had every race switch to beams. Finally somewhere between Sep second year and Jan third year, every race switched to massdrivers and shields.
Things to take note of: Drath hasn't built one single combat ship yet. Korx has only one really old missile design.

Some might say that this is coincidence and begin rambling about probabilities. To that I have to ask, how likely is it for this to happen in all my beta games so far (~6) unless there is a bug involved? Not very likely no.
And then there is the fact that others have reported the same thing.

This cripples the AI:s because of the following reasons:
1) They can't adapt to the player or each other.
2) Most of the AI:s will be forced to adapt even though there is no need for it.

Example: Torian in my game had the biggest military, economy, industry, everything. He had a big border towards me who was using massdrivers. He had lots of beam ships. Now a while before he went to war against me, he had to switch to massdrivers even though I had no defense against beams (none of the AI:s had it either, even though there was some Shield research, they were probably all specialising in shields). Suddenly they begin building massdrivers ships which are much worse than their previous beam ships, because they had to begin their weapons research from the beginning.

I am hopeful that you will be able to fix this before the 1.1-beta is over.
on Apr 07, 2006
Think I saw something silimlar to you ignuss in the beta 2 patch (haven't got that far in beta 3 yet). In mine the AI's started building the same ships M2-6 i think with particle beams even though it had better weapons tech in other areas and defences were still weak.

The PQ levels returning to original values bug that i mentioned in beta 2 is still in beta 3, as well as the free movement needing to press turn twice to change the date bug.

Biggest annoyance i found in beta 2 was AI's not being able to set a decent military objective. i.e. they shouldn't be sending fleets after useless range starbases. They should be concentrating on taking planets and resources. Also the AI's military is often comprised of obsolete slow units they need to upgrade/scrap more. Often the Yor in my game weren't building any military units even though they had a huge slow out of date fleet.

Read through the fix list for beta 3 couldn't find too much too suggest the AI's are much better military. Hope this will be further improved in future patches as it will mean the difference of me playing the game for another couple of months or years to come and buying the add ons.

Lenius.
on Apr 07, 2006
The changes continue to look great.

I do not have the option to download 1.3beta from Stardock Central. I tried this afternoon (after reports on this forum of others being able to download it), and I am trying now at 11:20 my time. So with a half dozen checks (and clicking on Search for Updates) over as many hours.... nothing.
on Apr 08, 2006
Runemaster: Auto-launch was a feature in GCI but it wasn't very useful because it launched colony ships and transports with the wrong number of people on them. So maybe that's why they don't have it here.


But in GalCiv2, numbers on colony and transports are limited by # of modules. So using auto-launch isn't so much of a problem.

I didn't see the issue of incorrect build time in the planet screen adressed. It will show never or too many turns and will correct itself if you leave and reenter the screen.


I completely agree.

Was hoping you guys could modify the "Civilization Manager" screen where it shows what productions each of your planets is producing a bit. It would be greatly helpful for me if you would highlight any production area the specific planet is focused.

Example: If my homeworld is focused on Social Production - then on that Civ Mgr screen it would be nice if the Social column would have a highlighted section for that planet. As it is right now I have to go back & look at each planet to see where I am focused to make sure that is what I want for any given turn.

On the population column not sure how possible it would be but I think it would be nice to see something like 11.5B/17B population. I tend to watch my planets populations a lot & like to have them as high as possible while still keeping morale high.


Also agreed.

Next Facility Upgrades: Seems I spend an enormous amount of time on large maps dealing with facility upgrades. This is really bad when I take a planet from the AI. Immediately all of my upgrade techs kick in to upgrade all the facilities on the planet. This is great IF it does it in the order I like them to be done in. I am thinking it would be nice to place some sort of order to upgrades. So that I ALWAYS upgrade Factories before upgrading lets say a farm or whatever. Right now I have to manually go in & move everything around to make it come out have decent so my new planet doesn't spend the next 50 turns producing a bank or something.

With ship parts when you learn a new technology it still shows the previous one (for various reasons). I feel this phylosophy would pay off well with planet upgrades. Most of the time I would prefer to build the basic version of something before jumping straight into an uber stock exchange or something (as they take FOREVER to build). Then on regular planets you could have a button to only show the "latest" facilities available.


You're reading my mind.

As for the complaint about the attacker shooting first, I chaulk it up to the advantage of surprise or the fact the aggressor will be, by definition, the one who shoots first.
on Apr 09, 2006
Was hoping you guys could modify the "Civilization Manager" screen


That's a good idea but you can click to the planet fairly easily

Next Facility Upgrades


If you click details in the planet screen, then click govenors you can deselect auto upgrade. I think you have a chance to do that before the upgrading starts, maybe not.

Starbases: Is there some sort of way short of double clicking the base itself


Yes on this one. You can click the starbase deatils screen (or double-click any base) and scroll through all your bases to see how many still need modules. I would still like to see some visual cue like the hammer icon to quickly tell on the map when a base is full.


it t
ook me FOREVER to find them as I had absolutely no clue where to look


You can go to the ship screen and click on your starbases one by one and the cursor will move to the base..
on Apr 09, 2006
You should submit that update list to the Ginuses Record books as "longest list of updeateas for a computer game patch"
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