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 3)
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on Mar 29, 2008
Excellent Thank you very much!
on Mar 29, 2008
There is one thing I would like when we have a finished version and that is a way to print out Tech tree of each race.I find I cant remember which race has what tech and where that tech is on the tech tree !This would be of great help to me and I'm sure others.I especially like playing different races and I play with tech trading off !For me it keeps the races individual and different.
on Mar 29, 2008
Well personaly I would love for Gal2 to also be multi-player without giving up anything in the game. And I see no reason what so ever for this not to be done. Those who are against multi-player seem to think that you will have to take away from the game to make this happen and if the devs go with lazy programming they may be right, but I don't believe it has to be that way. I don't mind waiting for my turn in a multiplayer game if the game has depth and is fun. And I think that if the devs were to ever make this game multiplayer then I would hope they do not give into those inpatent players that want a fast paced game.
on Mar 29, 2008
There is one thing I would like when we have a finished version and that is a way to print out Tech tree of each race.I find I cant remember which race has what tech and where that tech is on the tech tree !This would be of great help to me and I'm sure others.I especially like playing different races and I play with tech trading off !For me it keeps the races individual and different.


I agree with this. And if we create new tech I would like them to be printed as well. This is to also include custom races (because I know I will create a lot of custom races.)

on Mar 29, 2008
Have a bit of a bugged situation with Arcea's Last Stand in this beta. After I've built up all the asteroids around the initial planets, a Yor Troop Transport tries to get in. I hit the turn button... and it never reaches the next turn. Reloading the savegame doesn't help. Restarting GalCiv2 and then reloading, however, pops the transport through the field and lets me play just fine.
on Mar 29, 2008
in stardock central I have 5 tokens left to purchase something from total gaming.net, but when I click purchase I don't appear to have an option to use my left over tokens. please help.
on Mar 29, 2008
I also have the invisible constructers for the Terrans. Just so you guys know.
on Mar 29, 2008
Actually I really like his suggestion. I'll see what I can do.
This is the first beta with significant AI changes since Dark Avatar. Hopefully you're already starting to notice improvmeents (mostly Drengin AI).


Then I'll just say "great!" and shut up.
on Mar 30, 2008
Hello,

Without doubt I'll be ordering TA. However, one of the features that interests me the most is "AI designed ships." I don't enjoy designing my own ships and this addition will increase my enjoyment of GC 2 greatly.

Any beta feedback on "AI designed ships?"

Thank you!
on Mar 30, 2008
I saw something mentionned about finnally fixing the tech trees so that some races can get to build decent starbases. I just played a game as Yor w the new beta and there isn't any change i can notice in the tech tree to accomodate starbase/mining modules. Am I missing something or is that a bug?
on Mar 30, 2008
The stellar forge is still a galactic achievement for me. Did the wrong file get uploaded by accident? The new lite contructor module is nice though.
on Mar 31, 2008
I saw something mentionned about finnally fixing the tech trees so that some races can get to build decent starbases. I just played a game as Yor w the new beta and there isn't any change i can notice in the tech tree to accomodate starbase/mining modules. Am I missing something or is that a bug?

AFAIK, races with non-terran type factories still can't get over 14% resource bonuses, and the Thalan Hyperion Starbase tech still doesn't give a mining or attack module. The Singularity Armor is a good way to pass the time if you watch the whole battle when someone attacks your starbase with a small fleet
on Mar 31, 2008
I've noticed 2 problems:
- playing tournaments, established (mini) freighters can pass-through any mined asteroids without problems while previously it was impossible.
- made a custom race: no basic prebuilt ship showed up in the shipyard (didn't try with latest beta but was no more that 15 days ago). Also some graphics were missing.

One change request: when multiple ships/asteroids/starbases/mini freighters are stacked it's impossible to select what to attack.
on Mar 31, 2008
Well, thats definitely disappointing - all of the races I usually like to play in Twilight can't make decent starbases anymore.
It's one thing to give races custom tech trees, but when half of them are crippled I wonder if I find the 'variety' in Twilight better than what was in DA.
The problem here is that I always play with tech trading off in Twilight, because otherwise, the diplomacy system is very prone to abuse, games are way too easy, and I feel like i'm cheating.

Brad, I bought all your games and wasn't disappointed in any way until now - may I just ask that you find a way to make it possible for the non-terran races to build decent starbases without necessarily having to resort to trade/espionnage for people like me that play with tech-trading off? I'm sure it definitely shouldn't take that much time to implement and would make a lot of ppl like me happy.

Otherwise, as far as i'm concerned, there are a lot of good additions to Twilight, but this thing really makes it unplayable.
on Mar 31, 2008

 

Have a bit of a bugged situation with Arcea's Last Stand in this beta. After I've built up all the asteroids around the initial planets, a Yor Troop Transport tries to get in. I hit the turn button... and it never reaches the next turn. Reloading the savegame doesn't help. Restarting GalCiv2 and then reloading, however, pops the transport through the field and lets me play just fine.

Please zip and send in the save game to gc2bugs@stardock.com

- playing tournaments, established (mini) freighters can pass-through any mined asteroids without problems while previously it was impossible.

Mini freighters are supposed to be able to go over foreign ships, starbases and mined asteroid fields as it cuts down on time spent pathfinding. 

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