Lead Developer, Stardock Entertainment
Changes in Beta 2A:

We crammed a lot of work into one week.

No word yet on the NVidia 8600 issue on Vista yet, but I haven't been getting any bug reports from you guys either so maybe it's not terribly widespread.


+ NEW: Implemented “Automate” button for survey ships in ship context window

+ NEW: Yor Tech Tree added.

+ NEW: Yor receive several unique technologies (too many to list here).

+ NEW: Changes in tech tree language to deal with Yor being robotic (LOTS of text changes).

+ NEW: Yor no longer have farms, instead they have charging stalks which also provide morale.

+ NEW: Yor do not get any morale buildings by default.

+ NEW: Yor economy is improved mostly through efficiency improvements and an efficiency center.

+ NEW: Nightmare Torpedo added

+ NEW: Kinetic Stream series of weapons added for Yor

+ NEW: Seeker missiles added for Yor

+ NEW: Scatter Blaster (space shot gun) added for Yor

+ NEW: Terror Drone series of planet combat weapons added for Yor

+ NEW: Yor techs to improve population growth added (Yor strength comes in numbers)

+ NEW: Russian Federation logo checked in

+ NEW: 4 new race portraits

+ NEW: CivCapitol/InitialColony image and Research matrix images checked in

+ NEW: (and tweaked) planet textures from LogicSequence

+ NEW: Now when you conquer a planet, if you don't have the techs in your tech tree for the improvements, they are removed (You will be informed)

+ NEW: The extra tab now shows the jewelry components as just their thumbnails so that more of them fit on the screen at once.

+ NEW: Torians now get new starting tech “Inherited Technology”

+ NEW: planetary improvement: Schools (for Torians)

+ NEW: Planetary improvement: Harvestor (for Torians, 1 per planet) increases food production

+ NEW: Planetary improvement: University (for Torians)

+ NEW: Planetary improvement: City of Learning (for Torians)

+ NEW Planetary improvement: Technology Commune (for Torians)

+ NEW: Torians no longer have the Research Lab path on their technology tree

+ NEW: Planetary improvement: Central Mine (for Torians). Powerful production center for Torians, only one per planet.

+ NEW: Planetary improvement: Temple of Memories. Powerful but one of a kind morale building for Torians.

+ NEW: Entertainment Networks no longer in Xeno Communications but instead put into Industrial Revolution.

+ NEW: Galactic Achievement: Aquatic Transport. Increases logistics by 3 for Torians.

+ NEW: Torians gain a new branch called Enlightenment which contains several inexpensive technologies that increase research ability. Technology victory path attached to end of it.

+ NEW: Yor get Research Matrix, a cheap, powerful research building by default, only 1 per planet.

+ NEW: Planetary improvement: Distributed Energy Matrix. New super project for yor. Very VERY expensive production facility that increases production on a planet by 50%.

+ FIXED: Bug where fleet icons would show up blank

+ FIXED: Bug where race logos on tech tree nodes were not updating when you would start a new game from within an existing game

+ FIXED: Bug where tool tips on tech tree nodes were not updating when you selected a tech from the list at the top of the screen

+ FIXED: Bug where you couldn't place agents on any improvements

+ FIXED: Crash caused by invalid civ pointer used to call IsTechKnown

+ FIXED: Bug where if you go to planet screen from civ manager colonies list and change the build queue or planet focus, and then return to colonies list, the colonies list would not update

+ FIXED: Several crashes related to minor races not having a tech tree. This was caused by the tech tree definitions not getting saved into the saved game file. When you would load a save and get an event that created a minor race, it would not be able to get the default tech tree definition. Now, it saves those definitions and the events work again.

+ FIXED: A strange bug where research production was multiplying itself by a fraction of itself.

+ FIXED: Bug where mining base graphics would not appear after loading a saved game.

+ FIXED: Added code to make sure that the Dread Lords event doesn't take over an inhabited system

+ FIXED: Bug where custom race abilities kept being reset

+ FIXED: Bug where filtered entries did not sort

+ FIXED: Bug where if you deleted a ship design, it didn't stop planets from trying to build it

+ FIXED: Bug where ship notifications stopped appearing because the event array ran out of available slots (now uses a STL vector)

+ FIXED: Added code to allow us to set default values for planetary improvement values

+ FIXED: Bug where it was possible to get more than one precursor library and more than one precursor mine, also tweaked the distribution to try and make it a bit more even

+ FIXED: Not all references to the year were using the correct constant for the starting year.

+ FIXED: Bug where the same tournament score data record was displayed multiple times on the leader board

+ TWEAKED:Tourism income is now equal to ones effective control of the galaxy as a percent (0 to 100) plus the a small .001% of the millions of people who live in the galaxy that live in your sphere of influence. Net result, tourism is very high at the beginning of the game but levels out quickly.

+ TWEAKED: Torians now get 8 logistics instead of 6 by default.

+ TWEAKED: Small hulled ships now require interstellar construction in order to be built.

+ TWEAKED: Plasma Beam weapons strengthened

+ TWEAKED: Yor research techs are cheaper but there are more of them.

+ TWEAKED: Fixed typo in description of Zalon Defense Mainframe

+ TWEAKED: Torians no longer get Industrial Revolution so no initial factory technology.

+ TWEAKED: Torian hull technologies cost more than other races.

+ TWEAKED: Torian research buildings aren’t as good as other races.

+ TWEAKED:Torians get Aquatic Planet colonization earlier

+ TWEAKED: Miniaturization technologies attached to Nano Materials

+ TWEAKED: The Yor are now immune to plague events

+ TWEAKED: Focusing production on research or manufacturing results in more wastage in the conversion from research to manufacturing or vice versa.

+ TWEAKED: Auto-survey buttons now account for the auto-survey-standby mode

Comments (Page 2)
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on Nov 16, 2007

The technology that needs to be researched to build spore ships (Germ Warfare or something like that) is currently unavailable.

Spore Weapons is showing up in my tech tree, so I would say yes.

 

on Nov 16, 2007
Cari did you get a chance to look into the planet list (F2) not displaying only available planets to colonize in the new 'Habitability' setting. The list currently still shows planets you do not have the techs to colonize above those you do.

Thanks.


User made mods for the Galciv II community
on Nov 17, 2007
Nice job devs...
on Nov 17, 2007
Here are some typos and grammar errors I've been meaning to post for a while:

Arceans Tech: "advaMced navigation centers"
"viper mk1 graviton disTruption"
"xalax defense coorIdination"
"zalon defense manUEvering"

I don't remember where I saw this, but:
"in such a way to make" should be "in such a way AS to make"

There are so many typos and grammar problems that I've started to ignore them until the crashing bugs are cleaned up a bit better.

Also, why is the "enhanced logistics" tech worth only 1 credit?

Thanks,
scintilion
on Nov 18, 2007
Nice work
on Nov 19, 2007

Cari did you get a chance to look into the planet list (F2) not displaying only available planets to colonize in the new 'Habitability' setting. The list currently still shows planets you do not have the techs to colonize above those you do.

Not yet. 

on Nov 19, 2007
Man, it is so refreshing to come here and see the level of interaction the Devs have with customers. I wish the rest of the industry would borrow a clue from Stardock in this regard. Thanks for the info Cari, you guys do great work.
on Nov 19, 2007
Just curious:
Is there any listing of all the tech trees with features so we can study the best way to kick Brad's AI?
Thanks, Gherardo
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