This is just a quick update mainly to take care of the crash with the terror stars, but you're also getting a few more things that we've done since beta 3 went up. Enjoy! + NEW: Added code to show overlays for starbases if there are any available modules + NEW: Added code to show % complete for Terror stars + NEW: A bunch of new images for Iconian improvements + NEW: Tech Details window and Improvement Summary window now have a "one per planet" icon for improvements that are on...
I completely forgot to post this last night and then had technical difficulties this morning, but at last, here it is: + NEW: Iconians are now enabled + Organic Hull Plating added. + Barter Station Improvement added + Merchant Emporium added + Merchant Trade complex added + Dream Conclave added + Robotic Farming added + Precursor library added + Interstellar Refinery added + Molecular Fabricator added + Induatrial Replicato...
+ NEW: Torian Imps images (Torian Schools 1, 2, 3, Temple of Memories, Food Harvester, Aquatic Transport Station) + FIXED: Bug where if you upgrade a constructor, the area of effect highlight would remain on the map + FIXED: Created missing fleet warp bubble techs and attached warp bubble components to them so they are no longer available from the beginning (Terran tech tree only) + FIXED: Harvester and Charging Stalks no longer take 0 weeks to build + FIXED: Bug where time to res...
Changes in Beta 2A: We crammed a lot of work into one week. No word yet on the NVidia 8600 issue on Vista yet, but I haven't been getting any bug reports from you guys either so maybe it's not terribly widespread. + NEW: Implemented “Automate” button for survey ships in ship context window + NEW: Yor Tech Tree added. + NEW: Yor receive several unique technologies (too many to list here). + NEW: Changes in tech tree language to deal with Yor being robotic (LOTS of text ...
At long last, Beta 2 is live! Please make sure that the title screen says beta 2 in the lower part of the screen. Vista users with the NVidia 8600 may notice graphic corruption and or crashes when starting a new game from within a game. Shutting down the game and restarting it will help. This seems to be a driver issue and we will be contacting NVidia for help debugging it. If you experience this problem, please e-mail your debug.err as an attachment to gc2bugs@stardock.com with the title ...
I've been fixing bugs in Dark Avatar as I find them in Twilight of the Arnor, so you guys get an update even though we're really busy with the beta. I believe that this is the last of the bugs with the save games. Not all save games may be fixed by this update, depending on how badly the save was corrupted. I'm sorry for the trouble, but all the pain was caused by the ship designs, and that's some of the most complicated code in the game. + FIXED: OpponentWnd for localiz...
Ok, we may not have gotten to everything yet, but I think that we got all the really big ones. Just a reminder, please make sure that if you post bug reports in the forums, that you post them in the beta reports section, and that you read the sticky note about submitting bug reports first. Also, please make sure that you zip save games when you attach them in your reports, and that you give instructions on how to reproduce problems in your save game. + FIXED: Invisible ship bug + FIXED...
Hey all, at least until I get yelled at for wasting bandwidth, I'm broadcasting LIVE from my desk here at Stardock this beautiful Halloween! I've got the audio turned off for now so that none of us accidently violate our NDAs, but maybe we'll turn it on later when everyone has been made aware of the camera. http://www.ustream.tv/channel/from-the-desk-of-carielf
We are very excited to finally release the Twilight of the Arnor beta! Not all of the final features are included in this beta, so that we can focus on testing specific features. To that end, please do not use mods while beta testing, as we don't want to beta test the mods at this point. Please post bug reports in the Beta Reports section of the forums. For further instructions on submitting reports, please see this thread: https://forums.galciv2.com/?forumid=421&aid=166398 Fea...
For this update, we fixed a bug with obsoleting ships that was causing missing graphics and crashing. I believe that this fix will also prevent the corrupted save game issue for new games started in 1.80c, but I'm afraid that the current corrupted games are permanently broken. We also fixed another low res ship thumbnail. Hopefully we won't need to make another update to 1.8 for awhile so that we can go full steam ahead on Twilight of the Arnor.
Ever since GalCiv1 came out, people have commented on how personally we the developers take comments/criticism on our games. Well, yes, we do take it personally, and that's really not a bad thing. It's because we love the game. We love what we do. The GalCiv2 team is composed of workaholics, no one more so than Brad. Between our love of the game and our workaholism, we've put a lot of effort into making the game something that you want to keep playing, even years after the release. So when pe...
** Major Changes ** + High Score List: Lets you keep track of scores on local games + New Governor 'Reroute Ships': Send All ships of a given type to a specific rally point. Colonies building the ship type will also change their rallypoint destination to the specified rallypoint. + New Governor 'Colony Reassignment': Switch military production on colonies going to a given rally point + Event Log: List that keeps track of the major events that occur throughout each game + Memo...
Our primary concern with this update was stability and the out of memory issue. If you're hitting the 2 GB mark with your games, I highly recommend turning down the Planet Surface variety option to zero (this will help most if you have the heightmaps module installed). At this point, BoundsChecker is only reporting about 35 K of leaks, and I suspect that most of those are actually false positives because I've stepped through that code and it appears to be actually deallocating the memory. Mos...
+ NEW: Added standby mode for auto improve asteroids + NEW: Added option that is on by default to Unload Unused Textures. The unloading unused textures functionality has been in the past two betas, but I added this option because unloading the textures not currently being used means that they will have to be re-loaded if they need to be used again in the future, which may cause noticeable pauses. However, disabling the feature will mean that Dark Avatar will have a bigger memory footpr...
As you can see from the list below, we mostly concentrated on fixes for this build. As a reminder, if you get a crash that can be reproduced within a few turns, please zip and include the save game with the crash report and debug.err (which is located in My Documents\My Games\GC2DarkAvatar). You may need to go to Tools->Settings->Internet->Refresh XML Data to get the new beta to show up. + NEW: Added code to delete multiple ships at once from the maintenance tab + NEW...