Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
What's new this week..
Published on June 2, 2006 By Draginol In GalCiv Journals

In about a week Galactic Civilizations II v1.2 will be officially released.  Besides having a bunch of cool new UI enhancements, improved computer players, and tons of tweaks and enhancements, the game will include advanced modding features.  As part of this we are including an example mod that changes everything from who you play against, your technology tree, the actual game interface, and more. It's designed to give players an idea of just some of the things that are possible.  Full documentation on the modding will be provided as well as a new library here on GalCiv2.com for people to submit their mods for other people to use.

For users, selecting a mod is very straight forward. From the options area, simply select the one you want. 

And now for the change log..

Changes from 1.2 Beta 2 over Beta 1:

+ Fixed huge sun problem

+ Sphere model is now scaled in code so it scales to correct size regardless of size of sphere in model file

+ Fixed bug where fleets would be destroyed when attacking a mini-freighter (even if it had no weapons)


+ Drop down icons will not be created for war and peace if one of the civs is dead

+ Drop down icons will not be created for surrender if the victor civ is dead

+ Custom Race will not be selected as an opponent if “Randomize Players” is checked

+ Added “Simple Explosions” option: Some people were experiencing “stuttering” during explosion on older machines. This option will display 1 explosion billboard per explosion instead of the usual 8 – 15 billboards.

+ Fixed bug where ship would have parts in random places if it formerly belonged to a civ with a different hull style, then was traded to the player, and upgraded.

+ Disabled “Minor Race stole technologies and wants to trade” event if Disable Tech Trading option is ON

+ Made turn button glow image not hard-coded (can use mods folder)

+ Fixed bug if a ship was on auto-explore and passed into a tile with another ship the “Are you sure you want to declare war” message would keep popping up infinitely

+ If ship on auto-explore tries to enter tile with another ship, auto-explore is cancelled

+ Planet Details Screen: Set Homeworld button now sets the civ’s homeworld name property

+ Fixed up/down arrows in Election window so you can scroll through the political parties

+ Fixed typo on mods dialog “AUse this…” à “Use this….”

+ Added cheat key to force vote for political party  (CTRL+SHIFT+V)

+ Fixed crash if NewShip fails to find ship design

+ Added new fleet formation ( double vee ) to Example mod

+ Capped max zoom in level in mini map to 500%

+ Fixed mislabeled tool tip in Civ Manager Colonies list

+ Added 2 fleet formations to example mod

+ Fixed bug where upgrading all ships of a type would cost more than upgrading them individually.

+ Fixed graphical glitch in auto pilot lines where at certain times the line would appear to have jagged pieces or sharp points

+ Fixed bug in fleet battle code where sometimes not all ships on a particular side would fire a shot

+ Added a line to debug.err to tell if mods are enabled or not

+ If mini map is zoomed in, it will now update its position if you move the camera (it updates once the camera stops moving)

+ Fixed crash when using the T key to try to set a rally point for an uninhabited planet

+ Fixed FogBugz 9632: Star port and ship yard windows would show an empty view if the ship config file for a design was missing.

+ Upgrading a ship from the ShipDetailsWnd or FleetManagerWnd will hide that window and unhide the UpgradeWnd (fixing the "Upgrade Screen appears beneith
FleetManagerWnd Bug")

+ Fixed bug where using the left and right arrow keys would distort the camera view after an arrow key press opened a window

+ added Paul's new screens to the sample mod

+ changed mods browse dialog to only list mods, not folders

+ fixed bug in save games that tripped cheater flag

+ added MODS parameter so that you can enable mods from the command line parameter

+ added Default folder to GalCiv2\mods directory to be the default mod

+ fixed bug where bink would show up in Alien Msg Window instead of the mod that's supposed to overrride it

+ hid pictures of ignored races on Race and Opponent windows

+ fixed bug where Customize Race Window brought up wrong data first time you load a game with mods enabled after they were disabled

+ made it so that you can put a TechTree.xml file in the Mods\Data folder and it reads that in instead of the one in the regular data folder.

+ tweaked (condensed) Example mod's Tech Tree
 

Here is the change log from beta 1.

To get the beta, you must have Stardock Central installed.  See the downloads are of www.galciv2.com.

Have fun!


Comments (Page 1)
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on Jun 02, 2006
Aaaaaaaa!!! Frog people are invading the galaxy

Thanks, Frogboy!
on Jun 02, 2006
+ If mini map is zoomed in, it will now update its position if you move the camera (it updates once the camera stops moving)


YES! THANK YOU!
on Jun 02, 2006
+ Fixed bug where upgrading all ships of a type would cost more than upgrading them individually.



WOO!
on Jun 02, 2006
+ Planet Details Screen: Set Homeworld button now sets the civ’s homeworld name property


Holding my breath on this one

on Jun 02, 2006
In the Change Log thread for Beta 1, I mentioned the apparent loss of building a Political Capital (i.e., prior to beta 1, when you researched Democracy, you could build a Political Capital -- after beta 1, you couldn't). There's no mention of it being restored here in the Beta 2 Change Log. Assuming it's not an oversight and the Political Capital building is still gone in beta 2, is this a bug or a feature? If it's a bug (and still missing), should I start a thread in the Bug forum instead of posting in this thread?
on Jun 02, 2006
People the bug thread for 1.2 B2 can be found here > https://forums.galciv2.com/?ForumID=274&AID=119542#922812

Please keep all the bugs in one thread so the devs can easily see them and not have to go hunting for them

DG

GC2 Forum Moderator
on Jun 02, 2006
+ If mini map is zoomed in, it will now update its position if you move the camera (it updates once the camera stops moving)

Ouch, without auto-focus in 1.2 I considered this a feature, it was very usefull (at least for me) to zoom into a particular sector and then send fleets from far away to that point via the minimap.

However, thank you very much for the other fixes and keep up the good work.
on Jun 02, 2006
Thanks alot guys great work.
on Jun 03, 2006
Those screen shots are awesome.

I was just wondering though, in the top right image (of the ship) one of the hull designs says "Carian". The others are still the old default names. Does this mean that one of the new races are called the Carians?

on Jun 03, 2006
Does this mean that one of the new races are called the Carians?

I don't think so:

The Frog People -> Frogboy
The Carians -> CariElf

Looks like these are just funny race names for the demo mod, nothing serious (I know, nothing is really serious about a game, except anything about GalCiv2, the mother of all games ...).
on Jun 03, 2006
Thanks!
on Jun 03, 2006
Ok. It just struck me as wierd that they didn't rename the other designs then.
on Jun 03, 2006
You guys are so awesome... hmm that's not what I was going to say yesterday -- guess you turned on comments for the right post.

My favorite fix: the in-and-out zoom with the left and right arrow keys. I've been using arrow keys to navigate since Civ I and they'll work awesome now!
on Jun 03, 2006
+ made it so that you can put a TechTree.xml file in the Mods\Data folder and it reads that in instead of the one in the regular data folder.


I would love if you would add the same for the PlanetImprovements.xml. I would love to be able to disable those starting buildings.

It would also be nice to be able to disable core ships for mods, because currently you are able to build certain core ships without the need to research their equipment, when the techs for these equipments are disabled.

For example its possible to build Rangers, Dreadnoughts, etc. with a mass driver attack of 24 respectively 30 without the need of researching those weapons.
on Jun 03, 2006
+ Disabled “Minor Race stole technologies and wants to trade” event if Disable Tech Trading option is ON


THANK YOU.!.!.!
no more evil squirlls stealing 1/2 the galaxys techs in no tech trading is on
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