Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Just bug fixes..
Published on September 14, 2006 By Draginol In GalCiv Journals

The downside of putting out updates that add tons of features is that inevitably some of those new features or changes to game play create unexpected side-effects.  We call those things Kilgore of the deep but most people refer to them as "bugs".  So 1.31 is a good old fashioned bug fix.

+ fixed bug with planet quality bonus not being applied for home planet; I believe that we have now nailed all the bugs that caused a difference between the planet class and the number of useable tiles.
 
+ fixed bug where bonuses from improvements were never removed if they were built on a tile with a special bonus
 
+ fixed crash caused by the Delete key trying to destroy improvements that were not fully built yet
 
+ fixed bug where the internal name of an improvement was not being restored from a save game, which would have caused lots of small, non-obvious problems.
 
+ increased time-out limit for pathfinding algorithm so that it won't time out for really long distances; this should fix the bugs where ships would just stop moving, prevent mini-freighters from getting stuck if their destination planet is all the way across a gigantic galaxy, etc.
 
+ fixed bug where Minimap would not redraw after a planet culture flipped (causing the so-called "trapeziod of doom" bug)
 
+ ships will no longer be selected when they leave orbit, except when launched from the Info Icons

+ 'free' (default) race abilities will no longer show up in the abilities listbox on the Customize Race Screen on the Abilities tab as it was unclear that these were free abilities and that choosing another option in that category would overwrite these changes rather than adding to them.  However, these abilities bonuses will still be overwritten, and they will still show up on the Overview tab if they are not modified. 


Comments (Page 2)
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on Sep 15, 2006
Well, at least in my last game the AI races were not overdoing the stock markets.
Overall, the game seems to be running very smoothly.

And for the first time in I don't know how long, NO minimap problems.
  
on Sep 15, 2006
Well then we need a poll or consensus. I know plenty of people who do not like these changes. They are all over the forum. And I am one of them. I will become very "vocal". These changes I feel were made just for high ranking metaverse players and people who play the extreme harder difficulty levels. Those of us who play the game on an everyday basis do not like the changes. I already spend 36-42 hours on a gigantic galaxy I don't need 2-4 hours tacked on just to get my econmy up and don't want to. They shouldn't have to mess with there taxes AT ALL if they choose. This forces them to use the economy tax bracket in the game which I hate. This isn't Sim Taxes This is GalCiv2.

But I see we are at the mercy of the "Yes Men" again.

My guess is that most people prefer a complex game instead of a dumbed-down game where you don't have to touch the economy AT ALL (which you apparently want). I'm one of them.
This is Galactic CIVILIZATIONS 2. Economy is a part of every civilization.

Frogboy, one comment about the morale. Stock Markets morale bonus need IMO to be decreased to 5%, they are too good as they are now. This would make the morale buildings more important and useful.
on Sep 15, 2006
I enjoy the economy changes as well, once you learn how to run the early game, (hint: build markets first, don't auto buy the first factory) My economy can keep up with the AI on crippling. At some point in the game my taxes are set at 22% just to get the population growth increase by having 100% morale, more people more money.

I really like the fact that mid game is still a losing possibility. Before if you lasted till mid game it was another two hours of 'clean up', not fun.

Great work Stardock.
on Sep 15, 2006
just back to the crashing guys....its soething i have learned to live with and im sure it is a prob with my graphics and/or driver not the game itself so much...

and of course i have had smart ex for quite some time and sent many an email back to the devs........

With the ecomony changes and the change to the morale bonus of the vr buildings i have found it actually slows the game down in the first 1 to 2 years and takes alot lomger to get over the hump.......for later in the game it is far more balanced, cause i used to see some very high bc's every month......i guess it comes down to the balance of the game depending on whether you enjoy the long marathon games or ones for just a few hours.....a shorter game just had a bit more appeal to me....all imo of course....
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