The Thalans and the Altarians are finally in the beta. They're going to need tweaking, but we figured that we'd give them to you anyway. And before you ask, yes, most of the buildings that the Thalan start out with ARE supposed to be galactic achievements. Read the tech descriptions.
+ NEW: Thalans are now enabled
+ NEW: Altarians are now enabled
+ NEW: Planet Improvements:
+ Shrine of Tandis
+ Social Matrix
+ Church of Valor
+ Gaia Vortex
+ Brain Washing Center
+ Technology Matrix L1 through L3
+ Manufacturing Matrix L1 through L3
+ Zero-G Amusement
+ Hyperion Matrix
+ Temporal Entertainment Matrix
+ Economic Direction Unit
+ NEW: Re-designed Invasion screen is now in the game
+ NEW: Several new starbase modules added
+ NEW: Ships that don't have weapons now have a maint. Cost associated with them.
+ NEW: Ship maint cost increased to correspond with higher level of money in game
+ NEW: Base speed of ships increased by +1.
+ NEW: Cost of technologies re-designed to be based on # of habitable planets in the galaxy as opposed to the size of the galaxy. This will have the general effect of making techs cost considerably more but this can be adjusted in the user settings. The availability of "immense sized" galaxies had caused techs to be ridiculously cheap. This will need to be play tested and tweaked.
+ NEW: Implemented fleet version of IsTerrorStar to return TRUE if any ship in fleet is a terror star
+ NEW: Terror Stars can now be added to fleets via fleet rally points
+ NEW: If a terror star is added to a fleet, it NULLIFIES the effect of fleet speed enhancing modules such as warp bubbles.
+ FIXED: Crash when hitting CTRL+N
+ FIXED: Bug where Super Dominator ships don't have a model created for them
+ FIXED: Tech tree was listing Space Weapons as a mass driver category tech.
+ FIXED: The Dread Lords and Dark Avatar campaigns will now work when playing with the Twilight of the Arnor exe
+ Mods are currently disabled for Campaign games
+ When loading the Dread Lords or Dark Avatar campaigns, the data definitions are taken from the older data files to avoid problems caused by inconsistencies in the tech trees ship components, etc.
+ FIXED: In a scenario, when a tech has a restricted parent tech, the tech is now marked as restricted
+ FIXED: Campaign and Metaverse games now save the custom race xml files in their subfolders of My Documents\My Games\GC2Twilight to avoid invalid race configs because they were created with different data
+ FIXED: Bug where race configs with negative abilities were marked as invalid
+ FIXED: Bug where trade routes got reset to their home planets after loading from a save game
+ FIXED: Crash related to terror stars in fleets with constructors
+ FIXED: Bug where incorrect number of moves was calculated when a single warp bubble ship was added to a fleet via a fleet rally point
+ FIXED: Bug where if United Planets was forcing a government type, AI civs could still change their government type
+ FIXED: Typo in event message "Trippled" à "tripled"
+ FIXED: Bug where if you disband a fleet, ships would have more moves than if you removed the ships individually
+ FIXED: when in "place agent" mode, clicking on an un-colonized planet to place the agent on would wrongly show the same popup as clicking on a planet owned by a minor race. This was caused when we went back and let you spy on the Dreadlords, but none of the other minor races. I put in an extra check so that when planet owner is CIV_INVALID_PLAYER_ID it falls though like we originally intended.
+ TWEAK: Arceans now have a -10% speed penalty
+ TWEAK: Thalans have a -30% population growth penalty Far fewer starting
+ TWEAK: Bonuses in general for civs as their native advantages are now expressed more in their technology trees and enable greater customization by players.
+ TWEAK: Interest Rate ability renamed as Purchase Now Discount.
+ TWEAK: Tech Tree xml files are read in from /Data/(Language)/TechTrees folder instead of all folders in /Data/(Language)
+ TWEAK: Added dialog to let user know if they are trying to attack a defenseless planet that they need a transport to invade
+ TWEAK: There is no longer any need for DefaultTechTree.xml. The file has been removed.
+ The "Default" tech tree is now generated by the game to include all possible techs
+ This eliminates the need for us to constantly update this file whenever we add or remove techs
+ TWEAK: The hint file now supports tech-tree-specific hints