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 2)
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on Jun 20, 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.


Nevermind, I think I figured out what I needed to know. Unless any changes to tech were not mentioned in the changelog, I should be fine.
on Jun 20, 2008
+ NEW: Optional realtime clock on the main screen


Glad its now here. Took some time to play a game with it on. It should be helpful in making sure I don't miss important stuff like my shows.

By the way, some minor requests. Could we get it placed in the top right corner instead of just below where ascension victory display shows up? On top of that, could we have the option of it being displayed as a 24 clock instead of AM and PM (you know 11:30 PM = 23:30)?
on Jun 20, 2008
+ NEW: Optional realtime clock on the main screenGlad its now here. Took some time to play a game with it on. It should be helpful in making sure I don't miss important stuff like my shows.By the way, some minor requests. Could we get it placed in the top right corner instead of just below where ascension victory display shows up? On top of that, could we have the option of it being displayed as a 24 clock instead of AM and PM (you know 11:30 PM = 23:30)?


Hmm, its a normal clock... =/

I thought you implemented a clock to view time played in the game. Damn, i really want to know how many hours i spent with immense games. But maybe its not that easy to implement, especially if it hasnt been there yet at all.
on Jun 20, 2008
Normal clock is fine.

Good patch.
on Jun 20, 2008
Thanks for the update! I checked Stardock Central and it still shows that the latest ToA is 1.91.021 (updates available ------- ). Am I doing something wrong? I tried checking for application updates but it shows nothing.
on Jun 20, 2008

+ NEW: Zoom to Mouse cursor option
+ 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' )


W00t for those 3 new features!
on Jun 20, 2008
blue88, the new version is only available through impulse, get it here:

Download Impulse

You can delete SDCentral if you have Impulse installed.
on Jun 20, 2008

blue88: I'm seeing it on my home version of SDCentral. Perhaps you need to update the app itself?  Under 'tools>settings>general>auto update' make sure the option is selected to check for sdcentral updates on startup.

Hopefully this will kick-start sdcentral into seeing the update...if not, it sounds like a reinstall of SDC will also do the trick.

Thanks for putting up with the growing-pains of adding Impulse support to the whole infrastructure

on Jun 20, 2008
Where is this option to enable the clock?
on Jun 20, 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.

Hmm...you shouldn't be able to set them to anything higher than Friendly right away. Maybe try clearing out your My Documents\My Games\GC2TwilightArnor folder.

Also, DivineWrath, Boogiebac posted the change log that I wrote for 1.92, and I think that it was actually Charles who made the change.  And I did say that the change log included the changes for 1.92, because not everyone downloaded it. 

 

on Jun 20, 2008
To all people having trouble finding the update on SDC: Check which server you are connected to. If it is US-2, try switching to server US-1. (Tools -> settings -> Internet). This did the trick for me. Updating to TotA 1.95 as we speak.
on Jun 20, 2008
Also, DivineWrath, Boogiebac posted the change log that I wrote for 1.92, and I think that it was actually Charles who made the change. And I did say that the change log included the changes for 1.92, because not everyone downloaded it.


I was just joking around. I saw a chance to do so and went with it.

By the way... are you saying that Boogiebac may be trying to steal credit for your post, and Charles's work?

/joke
on Jun 20, 2008

are you saying that Boogiebac may be trying to steal credit for your post, and Charles's work?

Whenever I can get away with it

on Jun 20, 2008
It's a good update but the game still randomly crashes (for me) when I or when of the AI add modules to economy or mining starbase. But for now I just save every time before I add modules to those and kill enemy constructors so they can't
on Jun 20, 2008

It's a good update but the game still randomly crashes (for me) when I or when of the AI add modules to economy or mining starbase. But for now I just save every time before I add modules to those and kill enemy constructors so they can't

I haven't heard of that one.  Have you sent in any crash logs or saved games?

 

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