Lead Developer, Stardock Entertainment
Published on January 24, 2008 By CariElf In GalCiv Journals

OK, I have good news and bad news.  The bad news is that there aren't any updates to the AI, the tech trees, or the races in this build.  The good news is that Brad is going to be on X-Play tomorrow at 8pm!  He'll be demoing Sins of the Solar Empire.  So he's been in L.A. this week on a media tour instead of working on the game.  We do have some bug fixes and a tweak for you, though.

+ FIXED: Bug in AIFindScoutDestination where the scout's planet destination was setting ulAIColonyAssigned instead of ulAIScoutAssigned
+ FIXED: Stuck turn button bug where an AI scout kept trying to move on to a planet
+ FIXED: Bug in campaign code where it wasn't checking the Dark Avatar directory for campaign files when loading the next mission
+ FIXED: Changed it so that you have to be spending something to use the creative ability
+ FIXED: Changed Creative ability to only give the amount of tech points necessary to complete research on the tech, instead of the entire cost, as it did previously.
+ FIXED: Creativity now ignores negative creativity ability values
+ FIXED: Minor races are no longer affected by Neutral Ground UP Law.
+ FIXED: Terror stars are now moved by Neutral Ground UP law along with the rest of your warships.
+ FIXED: All random events (including mega events) that create minor races should now be disabled when minor races are disabled
+ FIXED: Bug where minor race tab on Foreign Policy screen wasn't enabled if a minor race was created when the minor races are disabled (in case we decide to allow exceptions to the disabled minor race option)
+ FIXED: The Jagged Knife no longer automatically uses the The, so you won't see The The Jagged Knife anymore
+ FIXED: Added new XML tag to TechTree.xml CanUseCreativeAbility, which determines if the tech can be completed using the race's creative ability.  If it is not present, it is assumed to be TRUE.
+ FIXED:  Bug in "minor races get all of a major civ’s tech" event that gave the wrong techs to the minor race
+ FIXED:  Bugs in other events that involve giving one civ all of another civ’s techs
+ FIXED:  When a terror star is in the mobilizing phase (which lasts 10 weeks and doesn’t allow the terror star to move), it was possible to move it if you fleeted it with another ship.
+ FIXED: Bug where UP issue restricting starbase modules affected terror stars
+ FIXED: Bug where UP issue that prevents you from attacking starbases did not exclude terror stars (but there are no issues like that currently implemented, this was mainly for mod compatibility)
+ FIXED: If you don't have a serial number registered and you go to start a Metaverse game, the game will now tell you that you need to register your serial number
+ FIXED: Bug where fleets with warp bubbles did not get correct moves when loading a saved game
+ FIXED:  Crash in planet surface code
 
 
+ TWEAK: Ship Maintenance now excludes freighters and is lowered by 1%.


Comments (Page 2)
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on Jan 24, 2008
+ TWEAK: Ship Maintenance now excludes freighters and is lowered by 1%.


It seems to be having a positive effect. I was able to start and finish the colony rush with the Thalans on a small map without having any serious economic problems, or go into severe dept (more than -500bc) before I started making money again. That, or my strategy to deal with a negative population growth is working very well.
on Jan 25, 2008
How are other people feeling about the money issue? Lowering costs 1% doesn't
seem like much. A lot of complaining about the economic issues in the game.
How is it now?

I am not going to start playing the beta if I spend all my time worrying about money.

Regardless I will start playing when it comes out of beta.
on Jan 25, 2008
I was just playing the Dark Avatar campaign in TA and during planetary invasion it seems that the option of traditional invasion is no longer there, researching the first tech only gave me gas warfare for example, sounds like a bug ??
on Jan 25, 2008
Thanks for the update. Good thing I didn't spend too much time on my new game last night, since I will start brand new with the update to check how the change in maintenance affects my game.
on Jan 25, 2008
+ FIXED: The Jagged Knife no longer automatically uses the The, so you won't see The The Jagged Knife anymore

What kind of tech is the 'The'?
on Jan 25, 2008
It's just before the "Teh" tech which destroys the English language across the galaxy.
on Jan 25, 2008
*rabble rabble rabble*

The GalCivvers Guild of America is on strike! *pickets CariElf's house*
on Jan 25, 2008

How are other people feeling about the money issue? Lowering costs 1% doesn't
seem like much. A lot of complaining about the economic issues in the game.
How is it now?

I am not going to start playing the beta if I spend all my time worrying about money.

Regardless I will start playing when it comes out of beta.


I'm not positive, but I believe ship maintenance was in the realm of 10% of original cost. Maybe it was as low as 6%, I don't remember exactly. In any case, 1% less there is an overall difference in maintenance of between 10 and ~17%, which is definitely enough to make a difference, though it's not going to make a colony rush go green.

Probably the main reason I'm playing the beta is so that I have some input on how it turns out. Then again, I DO like hunting down bugs.
on Jan 25, 2008
What I am really looking forward too is the TOOLS!!! Gimme the tools


If you look around these boards some, I bet there are some "tools".

I guess Cari needed new boots after squishing that spider huh?

I'm glad to see the Creativity tweaks...especially the flag to make tech non-creativitied....er, you know what I mean. Same goes for the "you must be spending in order to be creative", no more working while vacationing at the beach.
on Jan 25, 2008
And this post needs to be moved into the journal section of the site. *ANGRY SNAIL
on Jan 25, 2008

I was just playing the Dark Avatar campaign in TA and during planetary invasion it seems that the option of traditional invasion is no longer there, researching the first tech only gave me gas warfare for example, sounds like a bug ??

Hmmm...Could be.  I'll check it out.  It was there in a TA game.

on Jan 25, 2008

And this post needs to be moved into the journal section of the site. *ANGRY SNAIL

Hmm...I swear that I checked that option...guess not, though.  Should show up in the journals section shortly.

on Jan 25, 2008
The non-creativitied tech flag is a very good tweak indeed. Creative can be just a little to powerful without that.

Also some good bug fixes here and I imagine the -1% maintinance on ships will have a lot of impact on large empires with big fleets. and less on the early stages of the game or small universes with little fleets as I imagine was intended.

A good suggestion I spotted the other day, why are there no technologies that reduce maintinance costs for structures by a %? That would be very useful. You could have a similar line of technologies for ships.
on Jan 25, 2008
Lowering costs 1% doesn't
seem like much.



It is not really a percentage. The maintenance was reduced by 1 bc per ship per turn. Actually, a nice reduction
on Jan 25, 2008
Not fixed. Crashing when trying to update ships.
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