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Fixing the bugs we introduced in our own beta
Published on April 12, 2006 By Draginol In GalCiv Journals


This version basically fixes bugs that were introduced in the 1.1 betas to prepare for the final 1.1 release:

Note, your saved games may not work with this version.


+ Saved games now load MUCH MUCH faster on new saves

+ Fixed bug in Ship Designer where auto-place would not create a slot icon for modules such as colony, trade, troop, etc

+ Fixed bug in Ship Designer where auto-placed modules could not be removed from the ship

+ Fixed crash when trying to buy AI ships from trade screen (ahem)

+ Fixed bug where Diplomacy history would have no data

+ Fixed bug where large galaxies might save planet data before it the data had been initialized, making the saved game crash in unexpected places

+ Changed saved game version because saved games no longer save influence data - speeds up saved game load time

+ Added support for loading older saved games that still have influence data

+ Fixed bug where you could not select a ship that had been upgraded in the Quick Build list

+ Fixed crash in ship move calculation because the ship had no ship type

+ Fixed crash related to ship/improvement built icons

+ Fixed crash related to failure to load and create fonts

+ Implemented Cari's change to prevent AutoSave crashing

+ Improved stability in various places by checking process pointers before appending them to other processes

+ Added debug messages when memory allocation fails

+ Influence updates immediately after loading a game (No need to wait a turn for the influence to correct itself)

+ Fixed a bug where saved games from older versions that had orbital fleet managers in them did not allow the player to attack ships in a planet

+ Ship Design Screen deletes an old design if the new design has the same name

+ Fixed bug where if you pressed ESC in election window, you would never get any more elections from then on

This version should be available by 8pm EST.


Comments (Page 1)
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on Apr 12, 2006
Man that was QUICK!!!!!

Now if I can only get done with working weird hours soon to actually play more than an hour or two....anyway you can implement that change quickly?
on Apr 12, 2006
Happy to see you guys devoted this patch towards fixing a ton of crash bugs and implementing failsafes... and although I'm still concerned about the save/load features (because it seems like it isn't clearing/loading data properly sometimes) I guess I'll have to wait and see for myself.

On a side note, any chance you guys have tracked down the massive freighter fleet behavior that I've been seeing lately? It's an odd annoyance that really slows the game down (because of all the ship movement), and makes me wonder if the AI would be better off making constructors instead (since those don't cost any maintainance either). Stocking constructors around to build starbases is 1000x more useful than a fleet of freighters IMO (that is, if their existing starbases were already full and they don't have enough money to build more Starbases). So far the only thing I could do to limit this wierd quirk is to jack up the cost of the trade module.
on Apr 12, 2006
Good God! You guys need a vacation!


Dano
on Apr 12, 2006
Could not see PQ bug (returns to original level although soil, habitat, terraform built) having been fixed. This bug has been mentioned on the forums countless times and is a BIG bug.

Surely Stardock is aware of it...


Lenius.
on Apr 12, 2006
...Influence updates immediately after loading a game...


YES YES!!! I can not wait to get this! I've been wanting that fixed sense the day I got GalCiv2.
on Apr 12, 2006
The Initial Save game is still very slow. No change from Beta3A.
on Apr 12, 2006

The Initial Save game is still very slow. No change from Beta3A.


I believe this is because of the modding features that was implemented. Looking through the save file structure, I have noticed that the save actually keeps a copy of nearly every data file (.xml) that the game used when it was created. Naturally, before Beta3, modding was not an issue, so the save simply dump all the .xml files into the save, and proceeded to write down ship/planet data, etc... however with the modding implemented, the game has to go around checking mods over and over to see if something needs to be overwritten. This is the only thing I can think off that would cause the first save to slow down to a crawl. If so, they will probably need to look at how this is done and optimize it a little more.

Besides, the change log state that the save game LOADS faster, not save faster ;;; It just shouldn't crash anymore.
on Apr 12, 2006
I was able to load from a Beta3A save no problem. I then saved the game with Beta4. Loaded that save and it took 1/2 the time the Beta3A save did to load.

@genocide - I'm not sure this is the best place to place debug.err - though I could be wrong. It makes reading replys to the journal very difficult. Perhaps it would be best to make a thread in the Bug forum and link to it.
on Apr 13, 2006
Wow..I love you guys. I was just hoping the load times were going to be dealt with and it's already done..you guys (and girls) ROCK!

Now if only you needed more people for galciv3 so I could help work on it
on Apr 13, 2006
Ok so I have the old issue still.

When I upgrade Core ships it strips em down fully leaving only the hull if I have the "remove only functional components" option enabled. Witht this option disabled everything stays on Core ships as should be.

Could somebody confirm if this is intended thing or a glitch? Driving me nuts here
on Apr 13, 2006
OK, a possible version problem:
Stardock centrad just did an update: says galciv2 is on version 1.10[b4].016
Running the game, though, says v1.1 BETA-3A
on Apr 13, 2006
There is a possible 'bug' in the Custom race selection. Email about this sent to Cari_Elf and gc2bugs.
on Apr 13, 2006
The +10% production bonus due to the presence of a moon still does not work. I've seen reports that ALL planetary-based military production bonuses are not working, but have not tested this.
on Apr 13, 2006
The +10% production bonus due to the presence of a moon still does not work. I've seen reports that ALL planetary-based military production bonuses are not working, but have not tested this.


What about the rings? Do they work? I think they do, but I can't really say for sure.
on Apr 13, 2006
AFAIK the rings work for the research bonus. This seems to only affect planet-based military production bonuses.
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