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What's new
Published on September 18, 2007 By Draginol In GalCiv Journals

Unlike many of our change logs, this one isn't as exhaustive in length but instead focuses on have fewer much more significant items in it.

Here is what's new:

+ NEW: Lease and Maintenance tab on the Economy Screen to manage your finaces better
+ NEW: The CivManager now keeps a log of events that have happened during the game
+ NEW: Governor that changes the Ship a colony is building
+ NEW: Governor that sends all ships of a specified class, and the colonies building that ship class, to target a given rallypoint
+ VERY IMPORTANT CHANGE: Made debug.err always go in user defined data directory.  This is to deal with problems encountered by people with limited user accounts and for consistency with Vista.

+ NEW: Hitting CTRL + PRTSCN (Printscreen key) will save a screenshot in My Documents\My Games\GC2DarkAvatar\Screenshots
+ NEW: Made it so that the saved scoring information also saves mod name + description if mods are enabled
+ NEW: Local High score list including default high scores; files are saved in My Documents\My Games\GC2DarkAvatar\SandboxGames
+ NEW: Anomalies Randomly Reappear over the course of the game

+ TWEAK: Terran Alliance more inclined to focus on building larger starships
+ TWEAK: Optimized AI sorting routines (performance)
+ TWEAK: Spore module more expensive
+ TWEAK: Spore Weapons technology more expensive
+ TWEAK: Morale buildings more powerful
+ TWEAK: New lightmap for planets courtesy of Stefan and i-mod productions

+ FIX: Bug where ignored races still could be chose in the Opponentwnd
+ FIX: Reduced lag when clicking on a star ship caused by a function that was looping through ALL the ships in the galaxy and setting them to not be selected whether or not they actually were selected
+ FIX: Changed it so that the stacked ships and fleet windows recycle their entries so that they aren't constantly allocating and deallocating.  The stackedshipwnd will attempt to shrink the number of saved entries if it hasn't used the last max number in awhile - this may need tweaking if it affects memory usage
+ FIX: Bug where notification icons were not showing up
+ FIX: Bug where the turn button was always green even if there were ships with moves left
+ FIX: Crash where code was still trying to access destroyed ships; they are now removed from the main list the turn they are destroyed so that nothing can access them
+ FIX: Bug where ignored races still could be chose in the Opponentwnd
+ FIX: The distribution of planetary tile bonuses so that there is a good number of them and that they are likely to occur on the starting homeworlds, but no more than 3 on the starting home worlds.
+ FIX: Bug where planet thumbnails were not being reused even if the planet surfaces were identical
+ FIX: Bug that was causing unnecessary information to be saved
+ FIX: Bug in the Dread Lords campaign when playing from Dark Avatar where it was not possible to continue due to it not finding the location of the next mission's files
+ FIX: Bug in the Dread Lords campaign when playing from Dark Avatar where scenarios with the Dread Lords would never end because they had the incorrect race ID
+ FIX: Bug where the graphs did not scale properly and would end abruptly without taking up the entire graphwnd
+ FIX: Bug with activation code on Win98.
+ FIX: Changed code that writes out debug messages to be more threadsafe
+ FIX: Made it so that the dxpacks are kicked out of memory after the screen has been created if there are not multiple instances of the screen, like custom list box entries, thus reducing the amount of stuff kept in memory.
+ FIX: Changed screen code to make sure that the textures created for the screens do not create mip map chains, which are unnecessary in screens and just take up more memory
+ FIX: Crash caused by not being able to find strings in the flavor text files (text that appears when the AI talks to you)

It's available on Stardock Central as an update to the Dark Avatar module to Galactic Civilizations II. The "check for betas" check box must be selected to see.


Comments (Page 5)
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on Sep 25, 2007
forgive me if this has been gone over but i could only spare a quick skim over all 59 responces...


I've been reading this thread since its creation, and I don't recall reading much about space stations in here. Not a whole lot has been done with space stations except maybe for the recent addition of a repair kit module not to long ago. Hopefully, we might end up with a fortify command soon, so it would be more practical to protect space stations with ships.
on Sep 25, 2007
The solution might be to allow the space station to be the part of a fleet. The speed will drop to the slowest ship = 0 pc. But space stations weapons will not become useless.
on Sep 25, 2007
3. Could we get a auto-survey standby mode? In this standby mode,
if any new anomalies become available, the ship will wake up and switch to auto-survey mode.


Seconded... And I have been asking for that for miners too.
This would be one of the greatest reductions in micromanagements

The survey mode standby would also help when you run out of anomalies in YOUR part of the galaxy, and then when you expand your range the ships could automatically get new anomalies... It would also be nice if ships on "survey" would automatically explore the map while they have no anomalies left to find.

Also, anyone notice that survey ships go to find anomalies that you CANNOT see? IE, they will set on a spot far out of sensor range as having anomalies and just zoom right there to pick it up. all survey ship, yours and the computers, just know where every anomaly is on the map. (and they decide there are no anomalies in range when there is MUCH empty and unexplored space in range...
on Sep 25, 2007

Also, anyone notice that survey ships go to find anomalies that you CANNOT see?

This is to be fair because the AI can do this. 

 

on Sep 26, 2007
I don't know if this is a feature that could make it to the full 1.7, but i'd really want to be able to force other races to break up alliances with each other(allied races don't show up in the "attack race" options..). It's really annoying when i'm allied with someone, and i get attacked by a race who is allied with my ally, and i can't tell him to assist me in any way. Infact, i think it is a bug.

I was allied with the Krynn who in turn were allied with the Terran Alliance, when the Terran Alliance declared war on me the Krynn did not declare war on the Terran Alliance, and i could not convince them to attack them since they were allied..and due to this i lost a game as my military couldn't stand against them alone..


You realize, I hope, that the only logical way to implement this would be to give a chance that the power currently staying OUT of the fight between two of their allies, would be insulted by a demand that they repudiate one for the sake of the other and would therefore ATTACK the whiner instead.

drrider


Unless you have closer ties to them than the other oponent, such as ammount of money passed over to them as a friendship or ships given to them or just the ammount of time you have been allies could also effect the outcome.

I could see both AIs turning on you if you werre the "new guy" in the alliance, but if you and say the Krynn are allies for about 30 turns then the Krynn ally with the Terrans and the terrans declare war on you...I would expect the AI Krynn to say "wtf" and slap the Terrans back into place for their treachery
on Sep 26, 2007
When I am playing the campaign, the game regularly crashes. I think it has something to do with the autosaves. The savegames are empty (Files are size 0).
I cannot reproduce the crash, but it happes about every 15 minutes.
A first fix would be to not move "Autosave" to "previousAutosave" if "Autosave" is empty. This way I do not lose both savegames.
on Sep 26, 2007
Danke...
on Sep 27, 2007

When I am playing the campaign, the game regularly crashes. I think it has something to do with the autosaves. The savegames are empty (Files are size 0).
I cannot reproduce the crash, but it happes about every 15 minutes.

Have you sent in any crash reports with your debug.err file? If not, please do.  Also, have you checked to make sure that you have enough disk space?

 

on Sep 27, 2007
Also, anyone notice that survey ships go to find anomalies that you CANNOT see?


I've noticed that there are some anomalies I can't see at all on the main screen--but I do see on the mini-map if you zoom in enough. I then take my survey ship and either scroll around the main map til the text for the anomaly appears or right clip on the mini-map and have the survey ship go there.

Perhaps the anomalies on the main map might be visible if I zoomed out the main map a lot.

I notice the ai's on tough often misses anomalies in their own areas.
on Oct 05, 2007
On the most recent build, I noticed that there were a lot of weird graphics artifacts, like squares around ships, bizarre explosions that are basically colored static, etc. I reverted to the older version to avoid this. I have noticed the AI missing anomalies as well. I'm not sure, but it seems like they may be popping into existence. I play most of the game with the map zoomed out, and every once in a while, an anomaly will appear where none were before.
on Oct 06, 2007
I have noticed the AI missing anomalies as well. I'm not sure, but it seems like they may be popping into existence. I play most of the game with the map zoomed out, and every once in a while, an anomaly will appear where none were before.


Yes, that is one of the major announced and anticipated features of this update. It is in all the preliminary announcements and in the initial Change Log.

From the top post in this thread:
"+ NEW: Anomalies Randomly Reappear over the course of the game"


drrider
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