Lead Developer, Stardock Entertainment

Hey guys, I'm really sorry for the delay, but things have been really crazy around here.  We did manage to squeak in a few more changes.  The update is available on both Impulse and Stardock Central.

(Includes changes from 1.92, the unofficial alpha)

+ NEW: Improved Starport improvement graphics

+ NEW: Zoom to Mouse cursor option

+ NEW: Added ship components for Disruptors IV and Photonic Torpedo III techs

+ NEW: Removed a duplicate entry in the StarbaseModules.xml file.  Also added some starbase modules with "Mining" and "ProductionAssist" abilities to compensate the races that do not have the factory line of techs in their tech trees (Iconians, Thalans, Korath, Yor).  And I didn't just blindly add these, I made a spread sheet of all the starbase modules that each race has access to and filled in a few of the holes with new modules the best way I saw fit.  They are tied to race-specific techs, so no other races will inadvertently be affected.

+ NEW: Clicking on Race Logos on the Civ Manager>Timeline>Legend screen will toggle them on/off in the timeline

+ NEW: Optional realtime clock on the main screen

+ NEW: Clicking on the 'Date' will toggle between current Turn and Date display ('Dec 22, 2943' > 'Turn# 123' )

+ TWEAK: Remove Terror Star techs from Iconians in the final TA mission (otherwise this mission is WAYYYY too easy)

+ TWEAK: Legend screen only lists the races you know

+ TWEAK: Made sure some techs were non-tradable and non-stealable because they now unlock starbase modules that I intend to be race-specific.

+ TWEAK: Fixed a few spelling/grammatical errors in the Yor tech tree.  Specifically, changed "York" to "Yor" and "significant" to "significantly"

+ TWEAK: Fixed a typo in the Thalan tech tree.  Changed "product" to "produce"

+ TWEAK: The research cost penalty has been reduced

+ TWEAK: Removed the description for the Divergent Evolution tech from both the Drath and Altarian tech trees so I could put it in techTree.xml.  The description was exactly the same in the race tech trees including a bunch of misplaced linebreaks, which I fixed.

+ FIXED: A few typos in the descriptions of some ship components.  Namely, when describing the numeric amount of HP or % boost a component gives.

+ FIXED: The Krynn were using the Torian's description for Aquatic World Colonization.  Removed that, so it'll use the default description now

+ FIXED: Added "Space Weapons" and "Space Defense" techs back into the Thalan tech tree in their usual place right before the weapons and defense branches.  I made them cheaper than usual so you can still have a quick research route to those branches of the tree.  The reason I had to add them back in is because they provide starbase modules that are prereqs to other starbase modules that are still being unlocked in the thalan tree.  Without access to the prereq starbase modules however, any modules that depend on them are impossible to use.  Simply adding the two techs back into the tree fixes the issue.

+ FIXED: Bug where you could buy several improvements for the planet on the same turn from the quick build screen.

+ FIXED: Bug where if you bought a ship on a planet, you couldn't buy an improvement that turn

+ FIXED: Bug where the colony management screen didn't always have the most recent data

+ FIXED: Planet height maps that were placing tiles in the 'ocean' parts of the planet images

+ FIXED: Mind Control Center improvement

+ FIXED: Modified plague and disease mega-events to notify a player that they must research antivirus software or firewalls as a robotic race to find the cure, not plague cure or disease cure

+ FIXED: Gravity Accelerators were missing a Special ID, which was causing a crash when they were built

+ FIXED: Now can't trade Ascension starbases

+ FIXED: PlaceAgentWnd: Next and previous buttons should only show planets that you know about (aren't hidden in the FOW)

+ FIXED: Crash that occurred when a terror star was added to a fleet

******EDIT: If you failed to update using Stardock Central (SDC) please read the following.

If SDC is showing the latest version installed but your titlescreen does not say the correct version, or you have missing strings, etc, you can either try re-installing or you can edit the registry to force it to re-update.

Here are instructions on how to edit the version string in the registry:

First, close Stardock Central. Go to Start->Run and type in regedit.  On Vista, type it in the search box.  As soon as the registry opens, click on the My Computer icon and choose File->Export to backup the registry.

The install info for GalCiv2 is under HKEY_LOCAL_MACHINE, in the path Software\Stardock\Drengin.net\GalCiv2\Twilight.

Just change the version string to a lower number and when you restart SDC, it should show the update button again.

Here are instructions to make sure that you get the latest version once you've either re-installed or changed the version string in the registry:

Befiore installing the update, go to Tools->Settings and click on Internet.  US-1 is usually the best choice for servers because sometimes we have sync errors with US-2.  Click Refresh XML Data.  Also, if you have the setting turned off to check for updates to Stardock Central, turn it back on and then re-start Stardock Central.  If Stardock Central finds an update, let it update then restart SDC when prompted. 

 


Comments (Page 1)
on Jun 19, 2008
Hey, any chance I can get a list of the techs that have been altered by this patch? I've been working on a tech trading mod and I'd like to keep it consistent with the most recent version.
on Jun 19, 2008
+ NEW: Optional realtime clock on the main screen

Where is this please as i cant see it for looking
on Jun 19, 2008

+ NEW: Optional realtime clock on the main screen


I love you guys
on Jun 19, 2008
+ NEW: Optional realtime clock on the main screen - Where is this please as i cant see it for looking


No matter i got it

on Jun 19, 2008
I'm trying to start a new game. But no matter what I do at the end of the first turn (pressing the turn button) I get a diplomatic victory. I did not install the 1.92 Alpha I went straight from 1.91 to 1.95.
on Jun 19, 2008
I'm trying to start a new game. But no matter what I do at the end of the first turn (pressing the turn button) I get a diplomatic victory. I did not install the 1.92 Alpha I went straight from 1.91 to 1.95.


When starting up a game, check your starting relations with each empire - something could have been set to start with everyone allied to you or something.
on Jun 19, 2008

+ NEW: Optional realtime clock on the main screen

That was my suggestion, you guys are listening. I'm just so proud right now I could blow up a star. 

on Jun 19, 2008
When starting up a game, check your starting relations with each empire - something could have been set to start with everyone allied to you or something.


Yes, all the computer players are showing "Team" in the relations field. And there is no way to break the treaty on the first turn as I don't have the Universal Translator technology.

Edit: Not allowing the Alliance victory condition is a work-around for me. Obviously I'd like the option though.
on Jun 19, 2008
Fix auto attack...... ughhhhhhh

on Jun 19, 2008
+ NEW: Removed a duplicate entry in the StarbaseModules.xml file. Also added some starbase modules with "Mining" and "ProductionAssist" abilities to compensate the races that do not have the factory line of techs in their tech trees (Iconians, Thalans, Korath, Yor). And I didn't just blindly add these, I made a spread sheet of all the starbase modules that each race has access to and filled in a few of the holes with new modules the best way I saw fit. They are tied to race-specific techs, so no other races will inadvertently be affected.


Hey, Cari! Are you trying to steal the credit for making some of those changes? I do recall a post by boogie that had the exact same comment in his 1.92a post.

WWW Link
on Jun 19, 2008
NEW: Optional realtime clock on the main screen


This is good except that its saying AM when its PM. Is anyone else getting this issue?
on Jun 19, 2008
I am not seeing it in Stardock Central.

What is wrong?
on Jun 19, 2008
The update is available on both Impulse and Stardock Central.


I don't see it on Stardock Central, but I do see it on Impulse. Any ways, when updating on Impulse, Impulse downloaded maybe 60 mb of data (don't remember exactly), and then updated TA. The whole TA file shows itself to be nearly 400 mb. Is Impulse supposed to be able to update a file without downloading an entire replacement now?

More on Stardock Central. It currently shows that I have TA version 1.91.021 installed despite my update. It is also trying to 'update' DA version 1.80.103 to version 1.80.100 when looking at my games. Why is it trying to downgrade versions?
on Jun 19, 2008
Jesus Christ... why did you invent Impulse???

Everything was fine with Stardock Central... now I'm starting to regret having bought the entire collection...

once again, the legitimate owners get punished with a new attempt at curbing piracy, while they get the updates easily in .zip format...

did you take a look at the torrents lately?

Why are we punished? Please let me update from Stardock, as usual.
on Jun 19, 2008
ok, I had to uninstall and reinstall SC to make it work. No idea why. After uninstall/reinstall, the update showed up and installed without a problem.

I assume 1.95 is save compatible.
Meta
Views
» 33919
Comments
» 63
Category
Sponsored Links