Lead Developer, Stardock Entertainment
Published on March 20, 2008 By CariElf In GalCiv Journals

I know that you guys have been waiting for this update for awhile, and I apologize, but we've had a nasty bug going through the office and as soon as someone recovers enough to come back to work, the next person gets it.  I'm still recovering from it, actually, but since it's a viral infection only time will get rid of it.

If you can't see the beta, try switching to US-1 as that's the server that gets the updates first, then it synchs to US-2.  You may also need to Refresh your XML Files (tools->options->internet). 

As vague as "Various AI changes" is, the majority of the changes are actually to the AI in this beta.  However, rather than delaying the beta to allow Brad write a comprehensive list of the changes, we're putting up with the vagueness.  

+ NEW: Now including the Scenario Editor

+ NEW: Now including the Campaign Editor

Note: We've had a report that the new editors require mfc71.dll.  We've fixed the problem here but we can't put up another update because the person who does that has already gone home for the 4 day weekend (we get both Friday and Monday off).  If you Google the file, you can download it for free.  Sorry about the inconvenience.

+ NEW: Added InfoIcon for new ship design notification

+ FIXED: Some incorrect thumbnails for updated ship components

+ FIXED: Bug where trade route was cancelled after the freighter was destroyed too few times, fix also fixes the freighter command.

+ FIXED: Bug with research all cheat key that gave you bonuses for techs you already researched

+ FIXED: Added code to make sure that the Dread Lords never make peace

+ FIXED: Bug where if you had more than 1000 Ascension points, you wouldn't win

+ FIXED: Crash due to null Civ pointer in alien message dialog

+ FIXED: Added check for null crystal pointer in ai drengin function

+ FIXED: Bug where galaxy not clearing ascension crystals from game to game

+ FIXED: Bug where sector mapper was not clearing ascension crystals from game to game

+ TWEAK: Various AI changes


Comments (Page 4)
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on Mar 24, 2008
OMG...Seth...take a chill pill. Maybe the blue one.First off, they said they are aware of the MFC71.dll issue but cannot put up an update that includes it until Tuesday. So have a little patience. Second, don't complain about Bink, if that's what they are using, that's what they are using. Third, you claim downloading anything from the internet is 'impossible' yet somehow you managed to download beta 6. Interesting dichotomy.


I downloaded it before my connection went funny, an hour after i downloaded it.
on Mar 24, 2008
Sorry. I do need to chill.
on Mar 24, 2008
While I am bummer out that the game I was playing for the last 3 months with the old beta will not play anymore (My Therian Empire was about ready to put an end to the Korath and Terrans once and for all), I am glad they fixed the issue I was having about zooming in and out in the Map Editor, since my Logitech track ball has no scroll wheel
on Mar 24, 2008
If only Stardock programmers worked for national security....

But I'm sure the UN would have a cow if world peace didn't come through them.

Great job!
on Mar 25, 2008

Thanks for the update guys. Any news on when we will be able to play/submit MV games with TA please?

It's probably going to be one of the last things that I re-enable so that it's as close as the final version as possible.  I'm definitely waiting until after Brad's AI changes.

Can you at least try to allow two custom races, just two? Because i don't enjoy modding, plus it's unfun for me. And do the videos have to be bink because the internet connection on my desktop is messed up so i have to use my lap top's wirless in order to use the internet so downloading anything is impossible ? I wanted to make a Star Wars themed campaign without using mods so please can you because, i've been making movies with windows movie editor and i've completed half of them so can you guys please try to allow non-bink videos to be used?

[quote] Can you at least try to allow two custom races, just two? Because i don't enjoy modding, plus it's unfun for me.[quote]

No, it's not worth it.

And do the videos have to be bink because the internet connection on my desktop is messed up so i have to use my lap top's wirless in order to use the internet so downloading anything is impossible ? I wanted to make a Star Wars themed campaign without using mods so please can you because, i've been making movies with windows movie editor and i've completed half of them so can you guys please try to allow non-bink videos to be used?

Yes, the cutscenes have to be Bink.  They won't work otherwise.  Just map a shared folder from your desktop on your laptop, download the file (which isn't big), and copy it over.  Or flash drives work well for that sort of thing too, and they're fairly cheap right now.

my coumputer is from 2006 so will the editors still work?

Yes.

Do we have the ability to completely edit technologies? This is the part that I would kill for!!!

For example, will we eventually be able to name a tech, determine the prereqs and techs after it, and say it gives you that does say 45 damage, and uses the built in doomray animation? And if we are not satisified, we can choose instead the built in laser animation

You can already do that.  However, in the example that you mentioned, you would also have to create a ship component and have the tech unlock the ship component.  We have an editor for ship components as well.

Was the fix with the Race Specific tech trees not loading from the correct mod path in TA fixed?

No, I don't think that it made it in.

With the three editors so far the logical progression would be to create a map in its editor, use the map in a scenario, and link scenarios together into a campaign. But no matter how much I look I cannot find the spot to choose which map you would like to use in the scenario editor. I would think it should be under the Universe tab but I do not see it. Am I blind or is it missing in this release?

You specify the map and the scenario that go together in a mission in the Campaign Editor.

Stardock, i appreciate your work, but why is it so hard to get your games in foreign countries?

It's a matter of being able to get a distributer for Europe, which can be difficult.  Space strategy games don't do too well in Germany in particular so it's hard to get GC2 into Germany.

Which reminds me of something; Would there be an 'easy way' for SD Coders like you to provide or implement the following type of option for any (or all by choice) in-game movies processing?...

1) Converting every static reference image from png to fully compatible bnk animations could simply mean huge megabytes worth for every Happy/Neutral/Angry/Small trading splashers in my XW-movies_mod. I wished i could have the option to reset (or edit, alter, redefine) the calling lines of the modded raceconfig.xmls and simply tag the items with the png straight in as is. Not afraid of DOING the stuff here and properly adhere to GC conditions with super-quick binks, ya know... just trying to indirectly accelerate such process since slapping a single image has to require a LOT less heap than having to continually and repetitively access the 'projector routines'.

2) Similarly, the news Robots can actually be replaced simply by pulling them off the movies_dir (which i did, in fact). Again, an in-game setup option for fast pngs alternative versions in that case would be somehow useful IMHO.

Umm...if the XML specifiies a filename and it can't find a bink but there is a png, it should use it automatically.  Otherewise you'd just get a black screen for a lot of cutscenes if you didn't download the multimedia component.

Here's an idea for the scinario editor. How about at the select races screen how about an arrow tha when clicked a popup menu will appear with of races to choose from meaning that you can have more than one of a certain race. P.S can you make it so that the editors don't requiere mfc71.dll please?
I hope you guys at will post a reply telling me what you think.

No.  The code just isn't set up to handle multiple instances of a RaceID and it wouldn't be worth the effort to implement.

I have MFC 56 so will the editors still work, plus can you guys at Stardock make MFC 71 come with TA?

SInce the editors are compiled you should be able to just run them as long as you have the correct DLLs, which Drengin linked to above.  The next update will fix the editors so that you don't need to download those DLLs.

Why do we have to download MFC71

As I said earlier, we will be fixing it so that you don't have to download anything.

If you're having issues downloading the new beta, you'll probably have to e-mail support@stardock.com because the limit of my knowledge of download problems is changing the server to US-1 and refreshing the XML data. 

 

on Mar 25, 2008
Umm...if the XML specifiies a filename and it can't find a bink but
there is a png, it should use it automatically.  Otherewise you'd
just get a black screen for a lot of cutscenes if you didn't download
the multimedia component.


kay... that gives me a fair idea on the process itself (as i do have the multimedia components loaded in properly, too). Guess i'm gonna have to test this out a bit further with the required modded pngs to see if those could 'replace' the absent biks by choice or by moving them away.

(PS, btw -- There is also a strange naming schema of the default trading movies in my install folder; the pending numbers (of the DL races) needed to be edited manually with Happy_Neutral_Angry (from the 01-02..that were there) suffixes in order for the game to properly detect and use them (as they are called up from the currently valid raceconfig lines). Is this a known issue which would need to be fixed also? Cuz, on every further automatic updates by SDC, it looks like those would simply be re-written all over again... which is about 125mbs worth of useless verifications until the upgrade process is validated for "true" files!)

Thank you for your swift and efficient work, also.

on Mar 25, 2008

(PS, btw -- There is also a strange naming schema of the default trading movies in my install folder; the pending numbers (of the DL races) needed to be edited manually with Happy_Neutral_Angry (from the 01-02..that were there) suffixes in order for the game to properly detect and use them (as they are called up from the currently valid raceconfig lines). Is this a known issue which would need to be fixed also? Cuz, on every further automatic updates by SDC, it looks like those would simply be re-written all over again... which is about 125mbs worth of useless verifications until the upgrade process is validated for "true" files!)

Ummm...ok not really sure if this answers your question or not because I'm not sure that I understand what you're asking about, but here goes:

When you're editing a race in the Custom Race Wnd, by default it strips the path and extension from the filename of the race portrait that you selected to get the base name.

So if you have a custom race that uses the race portrait C:\My Documents\My Games\GC2TwilightArnor\Gfx\Portraits\FroodyRace.png

It strips everything but the FroodyRace and uses that to generate the rest of the values:

FroodyRace_Trade.png (for the default trade portrait in the abscense of bik files)
FroodyRace_neutral.bik (used by the trade wnd if the race is neutral towards you)
FroodyRace_angry.bik (used by the tradewnd if the race is angry at you)
FroodyRace_happy.bik (used by the tradewnd if the race likes you)
FroodyRace_Small.bik (used by the United PlanetsWnd)

If you're editing the file manually, you don't need to use the exact same name, but you do need the suffixes and you should still specify that they are .bik files, just for compatibility.  They should also follow the rule that if it can't find the bink file, that it will look for a png file with the same name.  If there is no path specified in the file, it will insert the directory Gfx\ at the begining of the filename.  This means that the specified file can be located in the Program Files\Stardock\TotalGaming\GalCiv2\Twilight\Gfx directory, the My Documents\My Games\GC2TwilightArnor\Gfx directory, or the Mods\Gfx directory.  If all else fails, the game should use the Race Portrait by default, but on the Trade screen and the alien message dialog it will be stretched and look odd.

If all you're replacing are the movies, you could create .customracexml files for all the races by selecting them as your race or editing them from the opponent screen, then edit the customracexml files.  This shouldn't trigger the cheater flag for the metaverse if all you're doing is changing the portrait and movie fields.  Then you can just distribute those along with the graphic files to put in the My Documents\My Games\GC2TwilightArnor\Gfx folder and it can be used without having to enable mods.  However, if you're also editing any of the data fields, you'll want to just replace the RaceConfig.xml file and put the graphic files in the Mods\Gfx folder. 

on Mar 25, 2008
Your right Cari besides i not that interested in Star Wars anymore and i should be glad to have any custom races at all.
on Mar 26, 2008
Gosh, cari... this is all soooo complex - i will have to re-re-read the whole explanation to fully grasp the 'process' of detecting biks or pngs from any particular folders. No offense but, it's just how my stiffy brain works -- at times!
I've already tried the Mod/gfx route and it seems my pngs (for NAH trading movies) weren't detected within a game. One important thing though, all & each of my races datasets are pulled off individual Custom#12s and selected as opponents during setup phase. Thus, they had to simply reside (call it a much easier way to have full access to anything at once while i design my stuff!) in the MyDocuments_schema. Which may prevent the code from assuming a default link to different specific images rather than unavailable biks. What i could notice though is that the regular main default/trade pic sticks in as a replacer for any of the three variations continually.
Lots of testing yet to do based on your good advice(s) above, though.

As for the imbroglio which i was trying to explain about the default installed files from DA, it is simply a matter of "proper_genuine" file names or not as they are (or will be) automatically upgraded via SDC. Since (ex), Terrans movies are listed in the race config file like this; [DefaultTradeMovie]RaceImage00_neutral.bik[/DefaultTradeMovie].. for one.
and, the Movies folder has a file named;
[RaceImage00_trade00.bik] for it.

I needed to edit their names for the game to use all.
Which isn't necessary for DA (Krynn, etc) since those DO have been named and defined to match up already.

Tks again.
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