Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
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Published on October 19, 2006 By Brad Wardell In GalCiv Journals

Still testing but here are the changes:

+ Initial Colony buildings have less maintainence.

+ New colonies start out with a population cap of 6 instead of 5.

+ Farms provide less food.

+ Morale buildings have been increased in benefit but techs to get to them cost substantially more.

+ Stock market no longer gives morale bonus (wasn't supposed to in the first place)

+ Updated beam weapon model along with large hull models

+ Updated some of the planetary improvement icons to be prettier

+ Updated Achille's heel, Apocalypse, and Pathfinder missions in the campaign based on player feedback.

+ Tweaks to make money not too hard to get early on but not as easy to get ridiculous levels of money later on (though expert players will still be able to do this).

+ fixed bug where ships on auto-attack would try to attack ships they weren't at war with if the ship was in the way

+ fixed bug with auto attack where it was using the wrong function to check to see if a ship was hidden by the FOW.

+ fixed cheat key to force an AI player to surrender

+ added in code so that when using the CTRL+Z cheat to run the game in AI test mode, it will make the AI take over for the human player

+ fixed bug where ships that were being upgraded but were not selected tried to update the ShipContextWnd, resulting in a crash if the last ship to be selected was deleted

+ fixed a bug where a ship (under certain conditions) could fail to start moving even if it had a path calculated to its destination

+ added additional debug info for missing string in tradewnd, took precautions to avoid a crash

+ Tweaks to the AI code that handles planetary improvement so that they don't do stupid stuff by mistake

+ Fixed integer divide by zero crash

+ Fixed bug where if you upgrade a constructor and build a starbase while it is upgrading, the starbase will change into a ship when the upgrade is complete

+  If RAW file fails to load, a height field is generated randomly

+ Fixed crash in Quick Project Window

+ fixed a bug that could occur if you loaded a campaign save game and tried to continue after finishing that mission, instead of using the campaign screen.
 
 New:
+ added option to save ship design to disk.  If turned off, the ship design will not be saved to disk and will not show up the next time you start GalCiv2.  Ship designs will still remain in memory until the data is reloaded (from a save game, from starting a metaverse game after having played a normal game, etc).


Comments (Page 2)
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on Oct 20, 2006
it would eliminate a lot of micromanagement pain that people are having to do to implement it.

And yes I know that this could probably be easily modded but of course my interest is in metaverse games so I can't.
on Oct 20, 2006
found that if it sticks, I can unstick it by right-clicking a couple squares away.
That seems to kick-start it. Sometimes I have to reset the target, and sometimes it moves to the second target location then resumes its course that I first set.


Darn edit button won´t work. It seems that we have different problems perhaps. I have planets with assigned rally points. Ships leave orbit but get stuck on the very first square next to the planet. When I check the ships their way point says "no destination" .
on Oct 20, 2006
Some of those changes sound great. Really, thanks for all this patch stuff, but what about these bugs:

- Economy/Research/Production doesn't work on first turn after reload

- Incorrect build times displayed for first improvement in build queue

- Right-clicking an X declares war on Y alert allows you to chat with X before you've met them.

Are these too difficult to fix, or were they missed on purpose (i.e. are fixes already in the expansion)?

on Oct 20, 2006
why the farm nerf? I thought farms needed to be buffed, not nerfed.

Also, what about a planetary defense buff?


I'm wondering the same thing.
on Oct 20, 2006
New:
+ added option to save ship design to disk. If turned off, the ship design will not be saved to disk and will not show up the next time you start GalCiv2. Ship designs will still remain in memory until the data is reloaded (from a save game, from starting a metaverse game after having played a normal game, etc).


I didn't even know I needed this feature until you thought of it. I had just been naming my ships "delete colony ship" when I didn't want to keep them.

I thought farms needed to be buffed, not nerfed.


My understanding of farms is that buffing them does nerf them, because when they give you too much food at once they trash your morale.
on Oct 20, 2006
Darn edit button won´t work. It seems that we have different problems perhaps. I have planets with assigned rally points. Ships leave orbit but get stuck on the very first square next to the planet. When I check the ships their way point says "no destination" .

I never use rally points, so I have not noticed that.

on Oct 20, 2006
if your way point is full ie your fleet at the way point is full then ships wont go there automatically but then all you have to do is retell it/them to go there and they go

at least that is the only problem i have
on Oct 20, 2006
+ Stock market no longer gives morale bonus (wasn't supposed to in the first place)


Given a morale bonus since GC 1.

          
on Oct 20, 2006
+ Morale buildings have been increased in benefit

Any hint available as to what kind of increase we're talking about here?

IMHO it would be better to apply the buildings effect directly to morale instead of multiplying by base approval. If this was done you could leave the buildings benefit alone or even reduce the buildings benefit and come out ahead.

I've mentioned this before but I believe that the "triple whammy" that base approval has by being used directly by itself and also decreasing the effect of both buildings and civ ability is in and of itself an unbalancing feature of the game. This effect results in a very non linear effect of population on morale. This effect makes morale difficult for both player and AI alike. If you had a more linear function you wouldn't need the arbitrary cap on morale at the 26B level. Removing one of the components from being reduced by base approval would smooth this function out a bit. Plus if the intent is to bring morale buildings more into play, that would be a good way to accomplish it.
on Oct 20, 2006
Apparently you can't edit your posts in the Journals area, otherwise I would have just added this to my previous post.

We have 300% food tiles, is there any chance of getting a 300% approval tile or even a 300% influence tile?
on Oct 20, 2006
Any chance of getting the option to NOT upgrade when a new building technology is achieved? Or the option to build older versions on newly acquired planets?

That is a HUGE deal to me.

Thanks!
on Oct 20, 2006
is there any chance of getting a 300% approval tile


An even better addition, IMNSHO, would be a super project (1 per race) that gives a 1000% morale bonus to the planet it's built on, enabling you to create at least one high-pop Paradise planet. "Welcome to Virtual Wally World!"
on Oct 21, 2006
I don't see increasing their potential as hurting them, by as the time the morale boost hurts your pop growth, you have the people paying taxes already...

on Oct 21, 2006
I better stop posting about what strategies I use. It's beginning to look like each new update is aimed directly at me to ruin my strategies, and make it more difficult for me to succeed. So I have to keep coming up with new strategies to get around their changes. It is enough to give one a persecution complex. LOL   
on Oct 21, 2006
Is there any way to fix the bug that miscalculates PQ for planets once you've chosen to walk the path of neutrality? I love the bonus, but hate that it overestimates the number of tiles available.
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