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 2)
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on Jun 04, 2006
Yesterday (in 1.11) the Drengin appeared, and said "You don't have enough money, so give us some tech" (etc.) but as tech trading was off, there was only a small amount of money listed on the screen.
on Jun 05, 2006
The new interface is great. Maybe we can get that as a normal option instead of using a mod?
on Jun 06, 2006
This is the best version Beta whatever I have ever played of GalCiv2. I love what you have done with the space combat fleet viewer. The ships shoot right I can see my engine trails now! I love it! Love it! Love it!
on Jun 06, 2006
I have been playing this new patch and an interesting glich happened but I am not shure how to recreat it......

I started a new game. Played for a while one of the races was wiped out. saved the game. loaded the saved game next day. in the area of where the race was wiped out a hole bunch of level 14 planets magicaly appeared. all these planets were level 0 at the start of the game. wired......
on Jun 07, 2006
I have been playing this new patch and an interesting glich happened but I am not shure how to recreat it......

I started a new game. Played for a while one of the races was wiped out. saved the game. loaded the saved game next day. in the area of where the race was wiped out a hole bunch of level 14 planets magicaly appeared. all these planets were level 0 at the start of the game. wired......


Maybe the device event that turns all planets in an area to class 14.... I mean just a shot in the dark here...

on Jun 07, 2006
Not shure about that I don't pay any attention to thoughs screens. There is one request though when you decomition a ship it would be nice if there was a cancel button for thoughs like me that clicked on the wrong ship and can't get it back.
on Jun 08, 2006
I may have misunderstood this. I know you can only get 1.2 beta using stardock central but does this mean the real 1.2 will also require internet access. I only ask because I had a nightmare installing the last patch on my none internet computer!
on Jun 08, 2006
You where able to install 1.11 and 1.1 without central.
on Jun 09, 2006
I'd probably beable to get this but i lost my serial code and recipts. I'll say, i'm in a jam. Any help here would be great.

(My copy i "activated" however)

The main questions are:
1) Do i still need my code to get 1.2
2) No code, no recipts, no nothin...all was stolen, then burned...no service?
on Jun 10, 2006
1) Do i still need my code to get 1.2
2) No code, no recipts, no nothin...all was stolen, then burned...no service?



Stardock has a record of all you SNs. You can get a copy from SDC emailed to you.
on Jun 10, 2006
How do I download 1.2?!?!?!?!?

I've been checking stardock everyday and still haven't seen it!
on Jun 10, 2006
NO Darth I am going to send all bug reports directly to you from now on!!

More options being added then I ever expected to be added! Now the odd funny races I think we can do without but it does show some amazing moddability. Great Job again Dev team!
on Jun 10, 2006
Okay, I havn't checked up on the site for awhile, and now you go and pull this on me? WHAT HAVE YOU DONE!?

Though seriously, it's incredibly slick looking. Good work so far on this latest patch, I look forward to playing it long into the night
on Jun 10, 2006
And, because I can't edit my post, let me say: I like the modding, I like the combat changes, I like the various other enchancements, and I like the bug fixes. Go Go Gadget Stardock.
on Jun 11, 2006
You know, I don't think I saw in that list that the modified tiles being erased if there's nothing built on them after loading bug had been fixed. I hope it has, as I find it a major problem, and when I mentioned it here, they said it would be fixed in this patch.

Also, the word is "tongue". You guys at Stardock just can't spell, can you?

Other than that, it looks great.
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