Lead Developer, Stardock Entertainment
Published on March 27, 2008 By CariElf In GalCiv Journals

Well, we had some problems initially getting the right files up on the server but we seem to have worked those out so we're going to go ahead and publish the beta.  If you can't see the latest update, try restarting SDC to see if it updates.  Then go to tools->Internet settings and change to US-1.  Refresh XML Data and then Check for Application Updates.

Most of the AI changes were made to the Drengin AI, which is also used by the Korath and the Yor. 

I put in some code to try and fix the bug where save games from before beta 6 wouldn't load, but it doesn't work for all save games.

Also, the editors no longer require the microsoft DLLs.

+ NEW: Added a new menu item to the Map Editor called "Selected Object".  It has two sub-items: "Edit...", and "Delete".  The "Edit..." sub-item pops up the dialog to tweak the selected object's properties (name, size, etc..).  The "Delete" sub-item deletes the selected object.  If there is no selected object, these menu items are disabled.

+ NEW: Tech tree expanded to support starbase industrialization so that races without factory techs can still build up resources and have meaningful economic starbases.

+ NEW: Tournament, Altaria Resists

+ NEW: Tournament, Arcea’s Last Stand

+ NEW: Tournament, Drengin Gambit

+ FIXED: Bug where galaxy wasn't reading in modded tech trees from the correct folder

+ FIXED: Bug where save games created prior to Beta 6 would crash when loading.  Beta 6 save games should still load. 

+ FIXED: The text on the tech tree screen will now size itself so that the font will be the largest size possible while making the longest tech name fit into the box

+ FIXED: The Invasion screen now stretches and displays the map correctly at different resolutions

+ FIXED: In map editor, when loading a map, planets set to be owned by Altarians, Korath, or Krynn would have either the wrong race logo (old altarian), or no logo at all (Korath, Krynn).  The problem was that their .png's actually reside in the DarkAvatar/gfx/Race/ folder rather than the Dreadlords one, (like all the rest of the races).  A quick modification to the code fixes the issue.

+ FIXED: Crash in maps caused by error saving display name

+ FIXED: Found and fixed NULL-pointer crash within CGCMap::RemoveAsteroid(..)

+ FIXED: Crashes caused by cached graphic data that was not cleared after an ALT-TAB.

+ FIXED: Bug where the time to finish a social project was sometimes wrong

+ FIXED: I think that I have fixed the bug where the AI sometimes tries to trade a blank tech

+ FIXED: Bug where the AI wouldn't trade anything for Enhanced Miniaturiztation

+ FIXED:  Bug where Any starbase modules were being called ascension starbase modules

+ FIXED: Added code to detect loop back in path being calculated.  Still need to figure out what caused the loop back.

+ TWEAK: Added Cheat key for trying to get the AI to trade with you, CTRL+Shift+L

+ TWEAK: Drengin AI is substantially smarter about what they build on planets

+ TWEAK: Drengin AI better about getting larger hulled ships earlier

+ TWEAK: Drengin AI better at scouting for planets

+ TWEAK: Stellar Forge now a super project rather than galactic achievement.

+ TWEAK: Drengin AI and derivatives care more about influence before colonizing a planet.

+ TWEAK: Arceans now get Lite Constructor Modules which are much cheaper than the standard constructor module.

+ TWEAK: Research costs adjusted.

+ TWEAK: AI tweaks to planetary improvement files


 


Comments (Page 1)
on Mar 27, 2008
Thanks.
on Mar 27, 2008
[Latka Gravas] Tenk you veddy much! [/Latka Gravas]   
on Mar 27, 2008
More tournaments, yay!

so far, playing tournaments is the only way to get TA games submitted to the Metaverse.
on Mar 27, 2008
Thanks, glad to see the betas rolling out steadily again. Hopefully everyone at SD is feeling better.
on Mar 27, 2008
Yay Stardock!
on Mar 27, 2008
Sweet.

I don't even have time to play lately, but this is still pretty damn cool. Finally we can harvest resources!!
on Mar 27, 2008
As long as ascension is somewhat less dysfunctional, I'd be perfectly happy with the game as it is if the next beta update was a plate of mud. Thanks, SD!
on Mar 27, 2008
I had install problems like I did last week.

The problem seemed to have gone away when I recomoved the archieve files. I was able to download the latest beta afterwards. I however, don't know what caused the problem in the first place, so it might be an issue for the next update.
on Mar 28, 2008
I may have found a bug in 6a. Although the game no longer calls non-core starbase modules (i.e., defense and sensor modules on an economic/mining/influence base) ascension modules, as per your change log, it now no longer permits you to build them at all. This was in a beta 6 save game (which did load as promised) playing Terrans, if it makes any difference.
on Mar 28, 2008

Fargon iceholes, well the good news is my girlfriend likes to have sexxx when I'm not paying attention. Wait, that's what that game needs some sexual politics or a love triangle, or ooops I slept with your sisters android drama.

on Mar 28, 2008
may have found a bug in 6a. Although the game no longer calls non-core starbase modules (i.e., defense and sensor modules on an economic/mining/influence base) ascension modules, as per your change log, it now no longer permits you to build them at all. This was in a beta 6 save game (which did load as promised) playing Terrans, if it makes any difference.



I have the same problem in my game which was in progress before this latest update. I noticed mention was made to tech trees in relation to starbase modules too, so I am going to check to see if maybe the technology tree related to these was shuffled and I just have to do new research to get access to them back.

on Mar 28, 2008

I may have found a bug in 6a. Although the game no longer calls non-core starbase modules (i.e., defense and sensor modules on an economic/mining/influence base) ascension modules, as per your change log, it now no longer permits you to build them at all. This was in a beta 6 save game (which did load as promised) playing Terrans, if it makes any difference.

I guess that would be a side effect of me fixing the bug.  It should be fine in 6a games though. 

on Mar 28, 2008
+ FIXED: The text on the tech tree screen will now size itself so that the font will be the largest size possible while making the longest tech name fit into the box


Perrrrfect... one complaint i had with how DA presented us (somehow) with the tree variations (width and font ratios could collapse word on strange off-shoot lines!) has now been solved for TotA.
Thanks.
on Mar 28, 2008
BUUUUGS !
All the time invisible ships !
At some point I started to get ship built as invisible (black rectangle in ship built message).
P.S.: Played custom race with Altarian look.
on Mar 28, 2008

All the time invisible ships !

We're not getting any here.  Are the invisible ships ones that you designed, AI designed, core ships, or some combination thereof?