Lead Developer, Stardock Entertainment
Published on September 27, 2007 By CariElf In GalCiv Journals

As you can see from the list below, we mostly concentrated on fixes for this build. As a reminder, if you get a crash that can be reproduced within a few turns, please zip and include the save game with the crash report and debug.err (which is located in My Documents\My Games\GC2DarkAvatar).  You may need to go to Tools->Settings->Internet->Refresh XML Data to get the new beta to show up.

+ NEW: Added code to delete multiple ships at once from the maintenance tab


+ NEW: Added code to put auto-survey ship on standby if it can't find any more anomalies - if this works out, I'll see about adding it for space miners too.

+ FIX: Restored missing recieving war or peace notifications

+ FIX: Made it so that if you update several planets, it should update all of them in the colony list

+ FIX: There was a bug where the treasury display on the main UI was being constantly updated during the end of turn, thus causing slowdown

+ FIX: There were rounding errors with bonus research production

+ FIX: Reduced some of the slowdown when moving a selected ship caused by updating the ship context area

+ FIX: Corrected the switched civ names for the event log when a race surrenders to you.

+ FIX: The Civ Manager Event list will scroll if you mousewheel over the entries now (wasn't before because they were disabled, thus blocking mouse messages)

+ FIX: I believe that I have finally fixed the 'weird minimap lines' bug

+ FIX: I changed it so that the resource manager won't flush during combat, which could cause slowdown

+ FIX: Tweaked planetary tile bonus distribution so that it gets more of an even distribution and is less likely to be unable to place all the tiles

+ FIX: Xml data saved at the end of a game was not saving campaign data if it wasn't a metaverse game

+ FIX: The screenshot key wasn't being detected correctly

+ FIX: Changed debug functions because they have been causing breaks even in release mode

+ FIX: Updated metaverse data (only the sandbox data was updated with the last update)

+ FIX: Crash in the rendering code related to alpha-blended graphics

+ FIX: The title bar of the event log should now stretch properly on resolutions higher than 1024x768


Comments (Page 1)
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on Sep 27, 2007
+ FIX: I believe that I have finally fixed the 'weird minimap lines' bug
+ FIX: The screenshot key wasn't being detected correctly
+ FIX: Changed debug functions because they have been causing breaks even in release mode
+ FIX: The Civ Manager Event list will scroll if you mousewheel over the entries now (wasn't before because they were disabled, thus blocking mouse messages)


All the issues that have been bugging me fixed. You're the best
on Sep 27, 2007
The best work at Stardock, after all.
on Sep 27, 2007
Three cheers for Stardock!

Thank you so much for listening to us.

You've now created a paradox - I want to spend more money on your games, but I must stop playing to go work and earn money for said games.

Evil has never left me feeling so happy to be a Stardock gamer. Go Stardock!

Cheers,

Scanner28
on Sep 27, 2007
+ FIX: Updated metaverse data (only the sandbox data was updated with the last update)



Does this mean we can submit to the Metaverse without error now?

Thanks for all your hard work. The game has never run better
on Sep 27, 2007
I have a problem when u click a ship than u click another ship the picture of the first ship appear on the second ship that I clicked. this happen alot for some reason.

btw I'm using GCII DA 1.7 bata
on Sep 27, 2007
A little minor bug that just came up in my 1.7 beta 1 game:

The UP Event that forces Civs to give away a number of their techs passed in my game and I received both Psionic Beam and Sub-space Rebounder (I was neutral, fyi) amongst the many techs I received from the event. Psionic Beam ended up showing up underneath the Disruptors group on the tech tree and Subspace Rebounder was no where to be found on the tree (it was probably buried under another group). Again, just a minor bug, but a bug nonetheless.

Also, just out of curiosity, there seems to be a lot of tech groups that aren't actually collapsed into a group... for instance, why are Majesty and Supreme Majesty separated from the rest of the Diplomacy techs or, heck, not collapsed in their own group? Same with the Influence, Entertainment, Economic, Power Plants, etc? I dunno, it just bugs me seeing the the Diplomacy techs (minus Majesty/Supreme Majesty) grouped up nicely, but the entire Influence tree spread out...

And finally...

+ NEW: Added code to delete multiple ships at once from the maintenance tab


+ NEW: Added code to put auto-survey ship on standby if it can't find any more anomalies - if this works out, I'll see about adding it for space miners too.


Very nice. Hopefully it will be added for Space Miners too... then all we will need is a Hold Position'ish command and/or adding Starbases to fleets and all of the minor ship micro-management annoyances of mine will be fixed.
on Sep 27, 2007
I've got a save game that crashed Beta 1 in one turn. Should I try running this under Beta 2 or would the problem be already built into the save game (and thus running it wouldn't mean anything)?

I'm not sure if mine is this one, but is this fixed:

ASSERT ERROR in file .\Source\EndTurn.cpp at line 2121?
on Sep 27, 2007
+ NEW: Added code to put auto-survey ship on standby if it can't find any more anomalies - if this works out, I'll see about adding it for space miners too.


At first I didn't realize standby took over automatically and was wondering why I couldn't control my surveyors, but I figured it out. This also seemed to keep the AIs rushing after them too now. I like the "mad dash" effect this creates, especially early when your speed is on par with the AIs.

I Have experienced a weird little glitch. Twice when a tech was done and I selected the next tech or clicked on any tech for that matter the screen abruptly closed without me hitting done. This also happened on turn one in a game and it also bypassed going to the colony screen on that one. Besides that I've only experienced a couple of little movement display errors that I'm sure will be ironed out during the beta process and I can't seem to reproduce them.

on Sep 28, 2007
when will 1.7 beta 2 be available for download because I don't see it on sdc?
on Sep 28, 2007
+ NEW: Added code to delete multiple ships at once from the maintenance tab

+ NEW: Added code to put auto-survey ship on standby if it can't find any more anomalies - if this works out, I'll see about adding it for space miners too.


Excellent! I'll be certain to give them a test.

If you don't mind me asking, how goes programming the fortify (or hold position) command?

when will 1.7 beta 2 be available for download because I don't see it on sdc?


You are going to have to do some looking.

You need to checkmark something at the bottom of the screen called "Show pre-release versions". Once that is done, you should be able to expand galciv 2 and download the DA update.
on Sep 28, 2007
Sweet stuff. Keep it going!

ps. About the space miners. They still seems to "know" all asteroid fields in the map, even if they are on fog of war zone. Is it possible to fix this? I just hate when my automated miners go on cruising to the furthest corner of map all the sudden.
on Sep 28, 2007

when will 1.7 beta 2 be available for download because I don't see it on sdc?


Along with checking the "show pre-release" at the bottom of Stardock Central (SDC), you might have to refresh SDC's metadata, too (I did): Tools->Settings->Internet->Refresh XML Data.
on Sep 28, 2007
Seems to be running much better this time around. No errors yet

Thanks guys



Harry Potter Fans - Join Dumbledores Army and fight in the Metaverse together

on Sep 28, 2007

Does this mean we can submit to the Metaverse without error now?

Yes

I have a problem when u click a ship than u click another ship the picture of the first ship appear on the second ship that I clicked. this happen alot for some reason.

Hmm...I'll look into that. It might be calling the quick update function instead of the full update when you click on a ship.

I've got a save game that crashed Beta 1 in one turn. Should I try running this under Beta 2 or would the problem be already built into the save game (and thus running it wouldn't mean anything)?

Yes, try it in Beta 2.  I fixed all the bugs with the ASSERTs, and a lot of the crashes you sent in were ASSERTs from one place or another.

I Have experienced a weird little glitch. Twice when a tech was done and I selected the next tech or clicked on any tech for that matter the screen abruptly closed without me hitting done. This also happened on turn one in a game and it also bypassed going to the colony screen on that one. Besides that I've only experienced a couple of little movement display errors that I'm sure will be ironed out during the beta process and I can't seem to reproduce them.

Hmm...I didn't see anything like that while I was testing, and I didn't change anything on the tech screen.  Let me know if you can figure out any other info on this.

If you don't mind me asking, how goes programming the fortify (or hold position) command?

I haven't started yet.  My focus was mostly on bug fixing.  The two new features that I added this week I justified because it made two features we added with 1.7 better.

They still seems to "know" all asteroid fields in the map, even if they are on fog of war zone. Is it possible to fix this? I just hate when my automated miners go on cruising to the furthest corner of map all the sudden.

It's possible, but I would think that you're in the minority on this one.

on Sep 28, 2007

when will 1.7 beta 2 be available for download because I don't see it on sdc?


Along with checking the "show pre-release" at the bottom of Stardock Central (SDC), you might have to refresh SDC's metadata, too (I did): Tools->Settings->Internet->Refresh XML Data.


I tryied this and still did not show up. SDC shows that I have 1.70a[b] installed. Is that right?
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