Lead Developer, Stardock Entertainment

So, I'm not the only one who said, "Hey cool, the beta is 3D today!" am I?

The Thalans and the Altarians are not enabled for this beta as was previously scheduled because they are going to be wicked cool and with all the excitement of Christmas we were concerned for your heart condition. This update will also include some of the assets for the Ascension Victory, but it is not yet fully implemented.

As a note, please make sure to e-mail your bug reports to gc2bugs@stardock.com unless you actually NEED a response from a support tech (eg, you can't get into the game.).  The support techs are actually going to have to work over the holiday, and if you save them the trouble of having to foward the tickets to me, I'm sure that they'll appreciate it.  Oh, and if you have save games, yes we want them but we want them zipped.  I've had trouble unzipping files compressed with Vista's default zip program, so if you have Vista, please download the trial for WinRar or some other program so that I can actually unzip your file.

Happy holidays everyone!

+ FIXED: Bug where class 0 planets were hard coded to 10 textures

+ FIXED: Crash during end of turn due to temporary fleet created without all the information it needs (fleet that would be created by Orbital Fleet Manager)

+ FIXED: Added code to fix save games that cannot be submitted to the metaverse due to error 12.  This will only work if the original serial number that the game was started with is still in your registry.  If it was changed because you had to re-install and you got a different serial number from SDCentral, this still won't fix it for you. 

+ FIXED: Bug where you couldn't add Terror Stars to fleets

+ FIXED: Re-enabled fix for stuck turn button now that it accounts for space miners on auto-improve

+ FIXED: Techs with the tag InfluenceAbility to use the correct tag, CultureAbility

+ FIXED: The typo for the tech requirement for Interstellar Construction

+ FIXED: The display name for Industrial Replicator Level 2

+ TWEAK: Changed the value for the new end game conditions for compatibility with the metaverse


Comments (Page 2)
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on Dec 21, 2007


"Nothing on earth is forcing you to install the beta versions. It can get rough on the bleeding edge. "
-- Kris Kwilas, 'Essays on Mind and Matter'







In the end . . it'll all be worth it.
on Dec 21, 2007
I think it's pretty petty to be bitching that SD isn't putting in enough time on this game to make all your little xmas wishes come true. Yeah, I'm bummed to not see the new races, and the lack of Korx trading fixed, and.. and.. and.... But COME ON! It's a freaking BETA for F's sake! Dates slip, sh*t happens, we all get over it. If the game isn't playable right now under some circumstances, that's really unfortunate, but IT'S A BETA! Let SD have half a holiday, and let's at least hold off the bitching until afterward, okay?


Seconded, cut them some slack, it's Christmas and people have familly commitments, not to mention they have a really tight schedule considering they are adding content everytime.

Anyway I won't have another chance to play now until Jan 8th by them we should have my too favourites so that's cool by me.


on Dec 21, 2007
Cari/Kyro-

Maybe you should put a post in the Support & Bugs section to include the most recent things Cari just said like "gc2bugs@stardock.com unless you actually NEED a response from a support tech (eg, you can't get into the game.)" or to use a different zipping utility if you're sending in your game under Vista, or that your games should be zipped, etc.

Brad has a decent sticky posted here:

https://forums.galciv2.com/?forumid=274&aid=128951

but it doesn't include the things you mentioned. A more extensive, informative post might help clear this stuff up a bit more. Or maybe it's there and I just didn't see it...
on Dec 21, 2007
I got a strange bug here. When loading from a specific save file, the "end turn" button doesn't work, and ships that still have movement points left will not move. I'll be sending in an e-mail with the save file.
on Dec 22, 2007
I wasn't trying to criticize with my last post. I was just saying that I thought those issues would have been mentioned fairly early on in the evaluation of Beta3C, and since they're just changes in a few variables in the objects (at least I believe they would be, I only took basic programming courses, not anything advanced enough to make a fully functional game) I thought they could be easily implemented in the revisions before Beta3D released.

And to correct one error, I meant to say that Efficiency 2 is tradeable, while the rest of the tech line isn't. If that's intentional, I can accept that, but a slightly different fluff would be a nice touch in that case.
on Dec 22, 2007

As you guys can probably imagine, a lot of the team had not taken vacations at all this year.

They were willing to keep working this week to get the new races in and such but I thought it better for them to use their vacation days.

The good news is that internally, the two new races are in, they're just not tested. Over the holidays, I'm going to start implementing the new AI, begin the serious balancing work, and make other changes so that when we get back, we can release a pretty substantial beta.

on Dec 22, 2007

As you guys can probably imagine, a lot of the team had not taken vacations at all this year.


They were willing to keep working this week to get the new races in and such but I thought it better for them to use their vacation days.


The good news is that internally, the two new races are in, they're just not tested. Over the holidays, I'm going to start implementing the new AI, begin the serious balancing work, and make other changes so that when we get back, we can release a pretty substantial beta.



That's awesome and thanks to all.

Brad you're a workaholic . You also should take some time off and enjoy the holidays.
on Dec 22, 2007
I'm going to second Jinksy and say that you should be sure to take some time off.

I also hope I didn't really cause any offense with my comments earlier. I may have inadvertently let some of my work and holiday frustrations out on my previous posts, so I apologize to anyone I may have gotten mad.

Hopefully once the holidays are over I'll be more constructive in my comments.
on Dec 22, 2007

As you guys can probably imagine, a lot of the team had not taken vacations at all this year.


They were willing to keep working this week to get the new races in and such but I thought it better for them to use their vacation days.


The good news is that internally, the two new races are in, they're just not tested. Over the holidays, I'm going to start implementing the new AI, begin the serious balancing work, and make other changes so that when we get back, we can release a pretty substantial beta.



Yeah it`s been a Busy Year for the whole Team They need there time off!!! and so do you Brad you need to Take your`s too!!

enjoy all you deserve it !!as we said already a January release is find !!! or later   
on Dec 25, 2007
Is there a limit to the amount of items that can be added to a ship? I am asking because I was fooling around and making a Colony City Ship and after a certain amount of pieces it looks like anything after that I add (jewelry or functional pieces) it messes up graphically and if I add a few more pieces the new items go invisible yet it still will display some of the hard points. Anybody else seeing this? I am more then happy if I can figure out how to upload the ship design for developers to take a look at.
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