Change log for 2.01

By on November 26, 2008 4:30:06 PM from GalCiv II Forums GalCiv II Forums

CariElf

Join Date 08/2001
+54

See Brad's post http://forums.galciv2.com/331132/page/1/#1954133 for more details and screenshots.


+ NEW: Added option to popup governor wnd (if there are governors) on colonization of a planet

+ NEW: Greater use of expanded sound track for background music

+ TWEAK: Drengin, Yor and Korath will now colonize more aggressively

+ TWEAK: Tourism revenue slowly increases over time

+ TWEAK: Music no longer changes at the end of a game year but rather periodically during the course of the year.

+ TWEAK:  Updates to some of the conversations (English only)

+ TWEAK:  Eliminated Orbital fleet manager

+ TWEAK: Added Fleet Command Center super project that gives all planets the ability to use what’s in orbit to defend planets

+ TWEAK: Terror Star techs substantially less expensive
 
+  FIXED: Remove race agents button doesn't work when the scrollbar is present

+  FIXED: Toggling music on/off doesn't work

+  FIXED: Problem with tech brokering

+  FIXED: Truncated cash string in offer when using auto-offer - I THINK that I fixed this

+  FIXED: Influence popup now goes to what the AI will accept (or max if it's not enough)

+  FIXED: Tint colors are not automatically set for ship style in select ship style wnd

+  FIXED: Ship Designer screens do not have any interface tint when loading from title screen

+  FIXED: Planetary governors now update build queue after planet quality/terraforming changes

+  FIXED: Added modifier to edge scroll speed to scale for zoom level

+  FIXED: Planet Details doesn't stop other windows from popping up

+  FIXED: Memory leak in the planetary governor

+  FIXED: Quick build list shows wrong stats for planetary improvements

+  FIXED: Bug where adding certain parts to a ship were not lit properly

Sorry it's late, but I wasn't in yesterday. 

Happy Thanksgiving, and to those of you outside of the US, happy weekend!

 

 

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November 26, 2008 5:05:37 PM from GalCiv II Forums GalCiv II Forums

Happy Thanksgiving to you too, and thanks for the updated list of changes

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November 27, 2008 1:01:28 AM from GalCiv II Forums GalCiv II Forums

+ TWEAK: Terror Star techs substantially less expensive

 

A welcomed adjustment which may allow me to finally give this feature some attention or at least enjoy what the gimmick does - gameplay wise. Mopping up a weak opponent with it is certainly what fun is all about... but the previous development loooong steps were a kinky obstacle to its basic use.

 

On a more serious note though -- i *still* would want the planetary terrain tiles/images scramble to be fixed as i mentioned elsewhere.

That's no goose(!). It's a must to even start thinking about implementing the extensive terraforming options in the X-Worlds mod. And, since the raw frameworks will also receive HUGE amounts of new features & values for height gaps i can't even imagine how tedious testing or necessary verifications would get without a steady flow of **real** information given by the UI.

Thanks for everything - so far...

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November 27, 2008 5:48:01 AM from GalCiv II Forums GalCiv II Forums

Happy Thanksgiving from Europe to you guys! I was invited by some american friends for a Thanksgiving party tonight! Looking forward to it!

By the way: You guys from Stardock are insane... Do you actually earn any money for your working time with all those free updates and fixes...? Thanks a lot!

And how do I give Karma to the OP?

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November 27, 2008 6:45:45 AM from GalCiv II Forums GalCiv II Forums

See Brad's post http://forums.galciv2.com/331132/page/1/#1954133 for more details and screenshots.



+ TWEAK:  Eliminated Orbital fleet manager

+ TWEAK: Added Fleet Command Center super project that gives all planets the ability to use what’s in orbit to defend planets


 

 

Very nice!   Thank you! No more buying a fleet-manager when expecting an attack and replaacing it after the thread is eliminated.

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November 27, 2008 7:05:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And how do I give Karma to the OP?

 

Ok, found it... There is an invincible button on the right next to the number of Karma...

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November 27, 2008 9:57:40 AM from GalCiv II Forums GalCiv II Forums

Ok, found it... There is an invincible button on the right next to the number of Karma..

 

Of course its been said before, but the button seems to be invisible in Firefox and Google Chrome...the buttons on individual post replies are there, though.

 

 

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November 28, 2008 1:15:57 PM from GalCiv II Forums GalCiv II Forums

Quoting Zyxpsilon,

+ TWEAK: Terror Star techs substantially less expensive
 

A welcomed adjustment which may allow me to finally give this feature some attention or at least enjoy what the gimmick does - gameplay wise. Mopping up a weak opponent with it is certainly what fun is all about... but the previous development loooong steps were a kinky obstacle to its basic use.

 

I agree - the TS is quite useless. BTW - how big is the increase in military rating by this? This would be one factor that could make it more useful in an easy and realistic way - just the pure military pressure the development of a super weapon puts onto other civs.

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November 28, 2008 3:58:10 PM from GalCiv II Forums GalCiv II Forums

Terror stars don't increase your military rating.  While it might be interesting to have them do so, it would seem to me that their current "animosity" value (i.e. making the AI angry at you so they attack the TS and by extension you-IIRC this is only a diplomacy modifier but the same point applies) would be in conflict with a military rating increase, if not be canceled out entirely.  Secondly, many would agree with my view that the AI overvalues military might for this purpose.  It would be too easy to make it too powerful of an effect, and too difficult to make it worthwhile in light of both of these conflicts.

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November 28, 2008 6:19:40 PM from GalCiv II Forums GalCiv II Forums

Woot! Change log.

+ TWEAK: Eliminated Orbital fleet manager

+ TWEAK: Added Fleet Command Center super project that gives all planets the ability to use what’s in orbit to defend planets

Will this apply to all ships in orbit, or just what your logistics can handle? Can you turn it off for each individual planet? I don't always like to burn through defending ships against a stronger opponent just because I can. Having them fight one at a time can sometimes buy you a few turns as the enemy has to burn through a bunch of weak ships before it can even invade.

+ TWEAK: Tourism revenue slowly increases over time

Does this occur indefinately? If not, to what end? Does this change at the very least help the economy limited civs?

________________

Anyways, enjoy your thanks giving. What I mean when by saying enjoy, I mean eat lots of food, and by that I mean don't come back until you gained atleast 5 pounds.

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November 29, 2008 11:10:16 AM from GalCiv II Forums GalCiv II Forums

It would be too easy to make it too powerful of an effect, and too difficult to make it worthwhile in light of both of these conflicts.

 

Exactly! There is an extremely delicate balance issue with the TS use. One may think of such a feature as icing on a cake for a complex (but final!) military victory OR actually consider it all a simple waste of time & resources.

Trick is to determine why or when an AI would attempt an attack with it on a human player IF the game makes it probable or easier to manage.

 

Properly escorted & supported, this alone can make a terrific party out of ending turns in ANY games.

Besides, who wouldn't want to blast  the very last planet & system of any tough(est) enemy after an epic battle round of 200+ turns! Just for kicks.

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November 29, 2008 2:19:33 PM from GalCiv II Forums GalCiv II Forums


+ NEW: Added option to popup governor wnd (if there are governors) on colonization of a planet

This is awesome, and a required addition.  There's a problem, though.  That pop-up, has everything else in the background faded out so you can't see the stats of the planet you're colonizing.  This is a problem because we generally base which governor to use on the PQ.  When the background is faded, we can't see the PQ.

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November 29, 2008 5:19:09 PM from GalCiv II Forums GalCiv II Forums

Thanks a ton for the continued updates.  Still enjoying the game greatly after playing off and on since the first release of Dread Lords.  You guys are the best.

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November 30, 2008 6:54:42 AM from GalCiv II Forums GalCiv II Forums



+ TWEAK:  Eliminated Orbital fleet manager

+ TWEAK: Added Fleet Command Center super project that gives all planets the ability to use what’s in orbit to defend planets

 

This little change affects gameplay a lot. In the past the OFM was quite useless to me, therefore i had most of the time no ships in the orbit, trying to defend planets rather by intercepting the enemies transports before arrival. My style of play changes a lot with this for it is now possible to have guarding fleets on every planet without sacrifizing a tile every time for the OFM (and the time to build them).

It is hardly to believe how good this game gets over time, the AI really seems to become very nice, i actually had to use it in my first game because korath and drengin allianced very fast and i was bombarded by transports and spore ships. I may have overdone the colony rush, my area of influence was overwhelming that time, but obviously i lacked military capability because soon the terrans joined in, realizing i had my problems. I lost this game, though it was "painful" only. I remember games in the past the opponent seemed way more passive than in this game, but actually that isnt what i want out of an enjoyable game. Great job, SD.

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November 30, 2008 11:24:21 AM from GalCiv II Forums GalCiv II Forums

Has anyone noticed a big change in economy since this update?

 

I bought a copy of TotA but it turned out to be illegit, since I own all the others on impulse I decided to legitimise and bought it again through impulse yesterday. Having played the game a few days ago [old version] and again today and last night after purchase and newest update.. it seems like the starting economy is different.

 

Basically I go into negative rates with only my basic colony (not even using my colony ship), so I start again and try to colonise all over and get pop rates up, this worked slightly better but I'm still completely stymied. AI seems to be spreading out ridiculously and colonising all my surrounding planets whist still churning out super projects, and I can't even get close to having 0bc.

 

I tried once more with my customised race set to have more points in economics, but it still didn't help.

 

Any ideas? I've never had such eco problems at teh start of a game before (or if I have, it's been self-solving in a short amount of time)

 

Edited for typos galore

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November 30, 2008 1:51:31 PM from GalCiv II Forums GalCiv II Forums

If there's a drastic difference, you might try reinstalling.  Jonnan managed to run into an economics bug that made it something like 5-10x harder that was fairly impossible to reproduce, but he fixed it by reinstalling.

The first thing to check would be your first turn tax income on your home planet.

At the default tax rate of 33%, my custom race with 10% morale and no economics bonuses is at 74% approval on the home planet (TA) at 8.0B pop and an income of 22BC from it on Tough (sub-normal difficulties give the player an economic bonus).  Raising my tax rate to 49% leaves me with 52% approval and 32BC income.

This is without colonizing the secondary, to keep things simple.

The next question would be what two versions you're comparing here.  Especially in the early betas, TA went back and forth along the entire spectrum of economic difficulty.

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November 30, 2008 2:15:46 PM from GalCiv II Forums GalCiv II Forums

Looks like there might be something buggy, I bought a research coordinator on the lowest level of lease.. its registering as 100,000bc to be repaid over 250 turns.

 

I was going to restart anyway as the dreadlords just turned up and 2 races got "godlike" random bonus things.

 

Ha!

 

Let you know how it goes, thanks.

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December 1, 2008 1:09:56 AM from GalCiv II Forums GalCiv II Forums

That doesn't sound *quite* like the economy bug I got, but it sounds like it might be a relative - {G}.

It seems vaguely plausible the 'illegit' disk you bought was buggy in the first place, maybe a leaked beta or something similar - I would uninstall the whole thing an reinstall from impulse.

In other news - just finished off my last 1.95 game with a tech victory, updating to 2.01, will kick it up a level I think, and we'll see how this goes!

Jonnan

 

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December 1, 2008 1:30:33 PM from GalCiv II Forums GalCiv II Forums

Quoting Psaldorn,
Has anyone noticed a big change in economy since this update?

 

I bought a copy of TotA but it turned out to be illegit, since I own all the others on impulse I decided to legitimise and bought it again through impulse yesterday. Having played the game a few days ago [old version] and again today and last night after purchase and newest update.. it seems like the starting economy is different.

 

Basically I go into negative rates with only my basic colony (not even using my colony ship), so I start again and try to colonise all over and get pop rates up, this worked slightly better but I'm still completely stymied. AI seems to be spreading out ridiculously and colonising all my surrounding planets whist still churning out super projects, and I can't even get close to having 0bc.

 

I tried once more with my customised race set to have more points in economics, but it still didn't help.

 

Any ideas? I've never had such eco problems at teh start of a game before (or if I have, it's been self-solving in a short amount of time)

 

Edited for typos galore

 

That may not have to be a bug necessarily. If you are not that experienced, managing the economy can be a thing you`ll have to learn at first. Which difficulty do you play on? The higher ones grant the AI players an economic bonus. Getting colonies fast ist important, getting them up with planetary structures is secondary at first. Often times i dumped myself into debt by building every planet as soon as i got them. That pushes maintenance costs and you will not be able to afford this if your overall pop is not that high. Just take planets as soon as you can and do not build things until you need to. You dont need 5 planets with starports and lots of factories if all you build at the time is colony ships. Focus on few that can produce colony ships fast. Just dont spend too long spreading out for this will slow your military progress and result in the enemies soon realising it would be best to wipe you out as long as you re helpless. Civs demanding money from you just for fun is a bad sign ^^

I personally like it the way it is very much. Often times it is just a question of how you play, not exactly that the balancing is bad (maybe better than before, punishing your lousy play now )

 

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December 1, 2008 1:39:17 PM from Stardock Forums Stardock Forums

This is awesome, and a required addition. There's a problem, though. That pop-up, has everything else in the background faded out so you can't see the stats of the planet you're colonizing. This is a problem because we generally base which governor to use on the PQ. When the background is faded, we can't see the PQ.

Hmm, I didn't notice that, but I have an awesome monitor.  I'll have to look into that, but you can modify the alpha transparency of the background of the governorwnd in the meantime if you want to play with DesktopX.  It's probably what I'm going to end up doing to fix it. 

+ TWEAK: Eliminated Orbital fleet manager



+ TWEAK: Added Fleet Command Center super project that gives all planets the ability to use what’s in orbit to defend planets

Will this apply to all ships in orbit, or just what your logistics can handle? Can you turn it off for each individual planet? I don't always like to burn through defending ships against a stronger opponent just because I can. Having them fight one at a time can sometimes buy you a few turns as the enemy has to burn through a bunch of weak ships before it can even invade.

+ TWEAK: Tourism revenue slowly increases over time

Does this occur indefinately? If not, to what end? Does this change at the very least help the economy limited civs?

Umm, I believe it's just what your logistics can handle, unless you have that other super project on that specific planet, and no you wouldn't be able to turn it off.

There doesn't appear to be a cap on tourism, and it will help anyone who has influence.

On a more serious note though -- i *still* would want the planetary terrain tiles/images scramble to be fixed as i mentioned elsewhere.

I asked CodeCritter about that and we couldn't exactly remember the problem, what caused it, or how we might fix it, and we didn't have time to look into it for 2.01. 

 

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December 1, 2008 7:01:30 PM from GalCiv II Forums GalCiv II Forums

I've managed to get some play time to play ver 2.01 recently. Everyone seems to go for the orbital command center quite early (the tech needed to unlocked it is something you can also research early). It will require some more games before I get an overall sense of the changes and properly evaluate it.

+ TWEAK: Eliminated Orbital fleet manager

You may wish to check again. I used it in my most recent game, and it seems to been upgraded significantly to provide a +50% planet invasion defense bonus, and a +25% orbiting ship hp bonus. Requires the same tech as always.

________________

Anyways, I was a bit surprised you guys got around to changing/fixing this. Good work by the way!

Do you guys think you could look into starbase defenses some time soon?

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December 1, 2008 7:14:05 PM from GalCiv II Forums GalCiv II Forums

and a +25% orbiting ship hp bonus

When I looked at the XML, it seemed to be consistent with improvements that grant an x% boost to built ship hp.

Edit: Verified in game.  It is definitely a built ship hp boost.  I would assume this is unintended.  Interestingly, since you can demolish and rebuild OFMs, it is not exactly a retroactive boost but a realtime boost-any ships built from said planet will gain the hp boost if the planet has an OFM, and if the OFM is destroyed/decommissioned/overbuilt, their hp goes back to its "normal" levels.

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December 1, 2008 9:05:33 PM from GalCiv II Forums GalCiv II Forums

+  FIXED: Planetary governors now update build queue after planet quality/terraforming changes

 

I think this broke the governors handling of terraforming.  I have several planets where the governors aren't terraforming automatically, yet some did.

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December 2, 2008 12:49:11 AM from GalCiv II Forums GalCiv II Forums

On a more serious note though -- i *still* would want the planetary terrain tiles/images scramble to be fixed as i mentioned elsewhere.

I asked CodeCritter about that and we couldn't exactly remember the problem, what caused it, or how we might fix it, and we didn't have time to look into it for 2.01.

 

I don't have the exact thread_s (which described in details the particular stuff) but AFAICR this is the most 'important' fix to do in my mind.

 

I'll extrapolate a bit further so that you can at least refer to this issue from here on end just in case you don't want to be bothered with scanning through the whole forum for nothing!

 

- Once the homeworld surface pops up, the 72 tiles available can all be clicked on for "inspection". Most green tiles are Prairies as they should and the upgradable Yellow is sometimes a Desert or a Swamp, etc. If you happen to select a random number of those tiles (on THIS planet), the engine somehow keeps tab of the string (text) displayed as the usual query routine must do it *AND* slaps the corresponding image for it. Ocean, Artic, Mountains can also be clicked for... and will indeed show correctly on THIS planet.

- Send your colony ship to the nearest planet and NOW; inspect that new surface. Surprisingly, whatever you were looking at in every spot on the 12X6 grid of tiles from the homeworld will be reproduce on THIS planet too if the selected tile is empty! The surface would pick the swamp location from HW (say the 8x4 spot) and put a picture of a Jungle (etc) but name it a Swamp (or what was on the previous planet).

- Keep colonizing, but IF you were to NOT click on anything expect to build an improvement on a number of planets... the entire pool of 72 tiles should eventually loop to fill a memory region so that every slot ID is freezed as the main reference from now on. Image & Query names, included!!

 

- Knowing that ocean is the most common tile anywhere -- and this mix_scramble up is occuring -- it is not rare to find that every improvable tiles on any new planets are (you guessed it) shown as Ocean when they are in fact Desert, Jungle, Swamp or even prairies!

 

Visually, the height maps do make sense and perform the coloring shemas (in DA, btw) but as soon as a scan is performed between more than two planets, this memory slog outputs wrong info about tiles - recursively grabbing a looped resource of 72 references all the way to the last planet.

Thus, the Interface hands over false tiles text and matches anything, as a result, with the wrong query images. More so in the Equatorial regions (greater chances) and rarely for Mountains in Polar edges, etc.

 

Here's hoping this loooong description was clear enough for you to fix this strange "mess"; so that i can, finally, put in the Abyss, Coast, Volcanic, etc (and specific extreme tiles) on my raw maps for X-Worlds & have the UI give the right query images & text strings for anything - everywhere!

 

 

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December 3, 2008 3:48:37 PM from Stardock Forums Stardock Forums

Zyxpsilon,

We fixed your bug for the next update.

 

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December 3, 2008 11:39:19 PM from GalCiv II Forums GalCiv II Forums

Alrighty... many & plenty (xxxxx) of well deserved Thank You's!

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