Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Target availability: 7/27
Published on July 26, 2006 By Draginol In GalCiv Journals

The 1.3 builds of Galactic Civilizations II will be in beta for longer than some of the previous versions.  It's not so much that we think it's buggy but the fact that we don't want to do a 1.3, 1.31, 1.32, 1.33 and so on.  Plus, if there ARE bugs in these builds, we can say "Well it's a beta". After all, weaseling is what sets us apart from the animals...well...you know..except the weasel.

The 1.3 builds are designed to extend the playable lifespan of the game. To eliminate annoyances and pet peeves that players might have that would eventually turn them off.  That includes things like UI annoyances being eliminated based on player feedback, amping up the computer AI further, and adding more difficulty levels so that players can fine-tune things.

If I were a better game designer, I'd just have the difficulty levels be a slider with a 1 to 100.  Dark Avatar will have that (ironically the original OS/2 version of GalCiv back in 1993 had this but what did I know then?).  But for 1.3, we added 3 more difficulty levels and just generally cleaned up that area.

Below is the change log of BETA 1 of 1.3.  It will be available via Stardock Central tomorrow or Friday unless there's some disaster.

It should be fine to run.  Most of the embedded spyware, hard drive formatting, and other malicious code that all our software includes has been reduced by over 14%. Just ignore the hard drive crunching...

+ fixed first turn after load zero production behavior!

+ AI better at managing colonies

+ More difficulty levels: Dunce at the lower end, Godlike and Ultimate at the higher end.

+ AI intelligence levels above and below "Intelligent" adjusted in difficulty (so i.e. Normal will be tougher than it was because there's a new easier difficulty level and Incredible will be easier because there's two higher difficulty levels).

+ The overall difficulty levels have now bee tweaked to have a 1 to 1 relationshipo with the AI intelligence levels so "Challenging" means all AI intelligences set to "Bright" rather than a weighted overall value. Many higher level players would find that they set the difficultly level to Crippling only to find that 2 or 3 of the players would be set to "Fool" (and do very little) while the others played very well.

+ Difficulty setup screen tweaked to work better.

+ changed size of TriStrontium so that it's bigger than TriStrontium2; previously the definitions were identical.

+ fixed error in translation code for raceconfig (homeworld)

+ fixed error in translation code for UP issues.

+ fixed bug that reset the cheater's flag, allowing cheater games to be submitted normally.

+ fixed some exploits in raceconfigs for metaverse games

+ fixed missing image in Rename Ship dialog

+ fixed error in AbilitiesBonus.xml file that didn't show 20% bonus to Loyalty

+ reduced the Custom Race's default value of Loyalty to 15% so that it would not cause negative ability points

+ added code to clear the planet/shiplist between games so that it wouldn't keep old pointers (should prevent a memory leak and potential crashes due to bad pointers)

+ made it so that you can select a race by clicking on its icon on the Foreign Treaties screen

+ made it so that the seleted planet or ship in the planet/ship list is saved so that changing the sort variable or filters will still keep the selection.

+ added code to let you right click on a tech to bring up the tech description dialog when the tech tree window is maximized

+ fixed error where fleets of ships could still attack freighters protected by galactic privateer

+ Reversed direction of the moon revolution (yes, Earth's moon now rotates around the Earth the right way)

+ added a check in the Direct 3D code for vertex and pixel shader versions

+ added code to make foreign policy window try to select a non-dead civ

+ made sure that the civ manager only has to parse the entry definitions once

+ made planet screens refresh after removing or adding troops

+ fixed numerous typos and spelling errors in various files

+ changed it so that the difficulty on the OpponentWnd slider changes all of the selected races' intelligences

+ changed it so that when you enable a race, it automatically sets its intelligence to be at the level of the difficulty

+ Fixed bug where lines on Treaties screen would point off-screen if you were a custom race playing against 10 enemies

+ D and T buttons will now toggle the details and rally point screens on/off instead of queuing up multiple instances of them

+ Kills some battle related processes as soon as they are finished so they don’t stay in memory when no longer needed

+ When running in full screen mode (Release build), the mouse will be clipped to the game window to prevent accidentally clicking outside of the window.  You can still use ALT+TAB to activate other windows.

+ added function IsProtectedMiniFreighter to check for valid target

+ added code to clear selected rallypoint from minimap to prevent crashing when the rallypoint is deleted

+ added code to clear rallypoint destination when rallypoint is destroyed

+ Added a debug assert if the required technology for a ship type is not found

+ Fixed bug where ships on auto-explore that were put in a planet would immediately start auto-exploring once launched from the planet

+ Fixed a graphical bug where if you had 1 ship with moves and it attacked a planet with a fleet manager, the fleet would remain on top of the planet if the attacking ship was killed.

+ fixed memory leak caused by too many references to ship design listbox entries

+ fixed possible crash when saving std::strings in save game

+ cleaned up code in PropertyBucket class to make it more efficient.

+ Fixed a crash in the scene graph

+ Added ref counts to scene nodes in battle processes to prevent “random battle crashes”

+ Kills some battle related processes as soon as they are finished so they don’t stay in memory when no longer needed  


Comments (Page 1)
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on Jul 26, 2006
When running in full screen mode (Release build), the mouse will be clipped to the game window to prevent accidentally clicking outside of the window. You can still use ALT+TAB to activate other windows.


would clicking the windows key still do the same thing? because I don't have any issues with fullscreen mode and the mouse.

also, I hope that crash bug that I reported some while ago and you guys said it was a bug with something in the code, is fixed as I'm still getting it occasionally.

and recently I have been getting a wierd text error sometimes when I look in the planet details tab since sometimes the citizen opinion comment window will show [empirename] in place of the race's empire and [leaderheshename] (or something like that) in place of the leaders name. It usually happens when I conquer (sometimes through influence, sometimes invasion) a planet and they are complaining that the planet sucks, usually a low quality planet, one that has the tiles in a way that 'a half brain dead MINOR race would do it better', or low morale. and it also tends to happen when I'm doing a scorched earth policy by destroying colonies since I don't want to keep them, most of the time I do this to low quality planets. This bug really doesn't affect gameplay, but it is weird.

anyway, sounds like a cool update
on Jul 26, 2006
Very nice! Overall bug fixes count is impressive plus better AI with some neat UI changes. Let it be tomorrow alrdy
on Jul 26, 2006
Most of the embedded spyware, hard drive formatting, and other malicious code that all our software includes has been reduced by over 14%.

I always knew it!

Could you elaborate a bit on the difficulty levels, please? As I understand it, there's now a new lowest level of difficulty called "Dunce". (Or is it the AI setting?) Some other levels have been adjusted a bit to account for the changes.
But how about "Godlike" and "Ultimate"? Are they difficulty levels or AI settings? And what effect do they have on the AIs, what bonuses (or player maluses?) do they give?
Has anything changed or added between "Crippling" and "Masochistic"?
And how about the "randomize difficulty" feature, is it eliminated totally or just tweaked? (If I got that right there was a bug with it.)
on Jul 26, 2006
Great! But can we have some input about the redesigned difficulty levels, particularly in the upper hand past Intelligent: the ''new'' economic bonuses related to ( I think many will agree with me about a better cheat allocation filling the gap between 120% and 200% ), following what e-stab just posted....
on Jul 26, 2006
Loyalty fix! woooo!

Looking nice already. Ah, I can finally stop fixing it myself, and get back to being a lazy gimp!

t should be fine to run. Most of the embedded spyware, hard drive formatting, and other malicious code that all our software includes has been reduced by over 14%. Just ignore the hard drive crunching...


I thought you didn't use Starforce?
on Jul 26, 2006
+ fixed first turn after load zero production behavior!


With this the one big annoying thing about the game is gone. I'm really happy to hear this.
on Jul 26, 2006
a while back one of the features advertised for this game was that planets would have lights show up on the dark side of colonized planets showing the high population and developed nature of the colony. Now I have never seen this happen in any of my games. Sure I have seen it on a random uncolonized planet once in a while but never on any of my planets or any of the other races planets that have been developed. They all should have had them, but they didn't.

I figured it was a bug so I made a post about it. Sure enough, other people were expressing the same things. Apart from a random occurrence the advertised planet city lights were not working as intended. This was never acknowledged as a bug by stardock who , aside from a dismissive comment to me, largely ignored this.

There have been a number of patches and updates since my post and not one of them has adressed this bug. With 1.3 coming out and attention being diverted to the expansion, I feel this is my last chance to bring attention to this. I know its not a major bug, but it was something that was advertised to be in the game and i just want to have the full game experience. Besides, there have been tons of other cosmetic fixes and additions requested by the community that stardock has done, yet nothing done about this.

So I ask why? Why is this particular problem not being looked at and fixed?
please stardock look into this and fix it for 1.3
on Jul 26, 2006
adding more difficulty levels so that players can fine-tune things.

Why no "Dynamic Game Difficulty Level"?
https://forums.galciv2.com/?forumid=247&aid=124215#966172">


+ fixed first turn after load zero production behavior!

Thanks!

The biggest mistake by far in the UI descriptions, is that for the various goverment types. The description states each convers a 25%, 50%, or 75% bonus to production, research, and your economy. If true, these techs would be overpowered but they each only conver a 10%, 20%, or 30% bonus to your economy. Frogboy/Brad indicated they were only intended to provide an economic boost.

+ changed size of TriStrontium so that it's bigger than TriStrontium2; previously the definitions were identical.

There are far worst issues with the weapons branch of the tech tree. For example, near the end of the beam weapons branch we have Subspace Blaster and Subspace Annihilator. The Subspace Blaster is inferior to the preceeding Disruptors and the Subspace Annihilator does not exist! Other players I'm sure can list all the issues with the weapons / defenses tech branches.


+ added code to let you right click on a tech to bring up the tech description dialog when the tech tree window is maximized

Why not "Link the Techs in the Trade Window to the Tech Tree"?
https://forums.galciv2.com/?forumid=247&aid=124831#967346">

Paul D.
on Jul 26, 2006

Revan - the lights are on the planets, they're just ugly and small on the lower quality planets. Higher quality planets get more lights.

Having better quality lights is on our list of things but it requires more work than one might expect to do pretty lights.

Mascrinthus - there will always be something. Every user has their own set of things they wish were changed or worked differently.  Sometimes items are removed because of balance.  We have literlaly an endless list of such tweaks but only some can be added at a given time.

on Jul 26, 2006
Sounds great!! but......

WHERE IS IT????? lololol
on Jul 26, 2006

would clicking the windows key still do the same thing? because I don't have any issues with fullscreen mode and the mouse.


Yes, the mouse is free to move anywhere once the game is no longer the active program. So hitting the windows button, or alt tab, or even another window grabbing the focus will free the mouse again.

This was mainly an issue for dual monitor systems. If the player was using the edge scroll on the right side of the screen and moved their mouse onto the other monitor's desktop area, clicking the mouse would cause the game to lose focus and minimize. Clipping the mouse to the game screen will prevent this annoyance from happening.
on Jul 26, 2006
+ reduced the Custom Race's default value of Loyalty to 15% so that it would not cause negative ability points
Ok so I get the bug fix but why not just take the soldiering and loyalty away and give you around 5 ability points, because really the custom race isn't custom, all you can costumize is starting techs, and everyone talks to you as if you were humans ( exemple the Altarians will refer to you as their "galactic cousins" ).
on Jul 26, 2006
frogboy, i know the lights are in, i do see them. The problem is that they don't work as they should. They hardly ever show up on planets. It happens randomly, not when i've had fully developed planets. I've seen cases where all my worlds had full populations and development but none had lights, yet i come across an uncolonized world with lights.. Its not the quality of the lights that I'm concerned about, its that this work the way it should. Currently they don't always show up on developed high pop high quality worlds and never on earth. It seems to be random instead of the way it should be. Thats the bug I was referring to, not prettying the lights up but fixing them so they work as they are supposed to. At present they are a random occurrence, and that is not working as intended.
on Jul 26, 2006
Not the case for me i see them on most worlds even underdeveloped ones but those only have really small areas. Maybe its a bug on just that cd or a file got corrupted. Who knows they are just lights after all.
on Jul 26, 2006

+ fixed first turn after load zero production behavior!

With this the one big annoying thing about the game is gone. I'm really happy to hear this.


Ding Dong the witch is dead. The witch is dead.

And any AI improvement is always apreciated!!!
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