new patch is out

just wanted to let everyone know new patch is online
26,120 views 24 replies
Reply #1 Top
Hehe, I posted asking if it was... sense it's not on the site and nothing in the forums. So it is then, yes yes? Sweetness!

Kyle
Reply #2 Top
Woot, just as I finish my game, too. Is there documentation for what this patch fixes and adds?
Reply #3 Top
Yey! Getting it now!
Reply #4 Top
Is there documentation for what this patch fixes and adds?


Here are the patch notes. For future reference, these can be found in the history.txt file in your GalCiv2 folder.


1.0X - March 3rd, 2006
----------------------

3/03/06 18:27 3,538,944 GalCiv2.exe

+ IMPORTANT NOTE: Your ship designs from 1.0D1 and before will NOT
show up in this version. We have updated this version so that the
ships contain their own unique version ID so that when we do FUTURE
updates, your ships will still work. But we didn't implement this
until now (now that we have seen the sophisticated ship designs people
are creating). So we apologize in advance for that, but it shouldn't
be a problem going forward.

+ AI puts more priority into colony ship speed over colony ship range.

+ AI Heavy fighters now have more focus speed than range in their
designs.

+ AI at "bright" or higher intelligence will make guesses (simulated
intuition) as to whether a path is safe for a transport *experimental*

+ Fixed GNN Goto bug on Planet Details window + Fixed bug where players
that turned off "Show Intro" option would get a crash when starting the
Campaign

+ Added option to turn off trade route lines

+ Planetary bombardment will cause a new planet texture to be created
to reflect lowered quality

+ “Invasion Cheese” effect removed where planet populations after the
invasion were incorrect. + Drop down icons (for ships and improvements
completed) will no longer get “stuck” if another window pops up while
the icon is falling down the screen.

+ added Difficulty index to save game code so that even if the game
difficulty changes, the users will still see the one they started out
with

+ Improved tooltip handling

+ Improved slider controls

+ There have been some changes to the graphics nodes in order to make
them look decent when textures are turned off.

+ There are now a ton of new graphics card options. Note that these
have not had the same kind of wide scale testing as the other options.

+ Graphics card throttling. This should eliminate all known "random"
CTDs. Heat. Users who experienced this issue should be aware that
this may be an ongoing issue with other new games they purchase that
make use of the newer GPU features. ATI/nVidia are now running their
cards very hot when all the goodies are used. + Starbase Production
Modules now assist Planetary Research

+ MEMORY FIX: I’ve implemented a more efficient and thread-safe way of
destroying scene nodes when they are no longer in use. This will speed
up ALT-TABs and cut down on memory usage significantly.

+ Social Production Ability enabled.

+ Fixed a GNN Goto button popup bug in Planet Details screen

+ Should fix auto-save issue some have reported (multithread issue).

+ Right-clicking improvement-complete icons will now scroll to planet
that built the improvement

+ New ship weapons and defenses for Good aligned players: -Telepathic
Defense -Subspace Rebounder -Dynamic Shielding -Arnorian Battle Armor

+ Fixed the problem where the game was reporting “Not in an Empire” for
some players who are in an empire. The code that checked for valid
empire data was requiring the presence of a website URL; that
information is now optional.

+ Fixed a bug in classGalaxy::CalcGameDifficulty(); it was including
the first minor race in its calculations.

+ Trade Goods and Galactic Achievements now transfer their benefits
when ownership of them changes. In the case of Trade Goods, ownership
of the Trade Good is transferred and the old owner no longer has use of
the Trade Good.

+ CalcAbilities() is now called whenever a civ acquires/loses a special
improvement.

+ Fix for an exploit that allowed players to build improvements more
cheaply/quickly than they should.

+ Lots of AI tweaks to improve social handlings, particularly for the
Terran Alliance AI.
Reply #5 Top
I was just about to hit the sack. It's 02:47 GMT. Guess i'll just have to d/l a do some play-testing.

Thanks Stardock!
Reply #6 Top

  Umm I need some help I played GalCivII fine all day, took a break started it back up hit the update button ( as I always do it's a habit) and now when I start the game all I get is a black screen.  One time I could hear title music.  Other than that nothing and eventually 5 mins or so my monitor blanks off, not power off but appears that way.


Specs


AMD Athlon 64 4200 X2


Dual ATi x850 Crossfire cards


4GB PC 3200 dual channel ram


Soundblaster X-Fi


all on a Asus A8R-MVP MB


 


Any ideas?

Reply #7 Top
Try deleting your prefs.ini (or renaming) file from the my games\galciv2 folder. Maby some of the default settings have got messed up.
Reply #8 Top
thanks for the update
Reply #9 Top
no go with the prefs, and i'm getting VPU error reports generating and it makes my desktop 1024 x 768.  I have to go back into display properties and reset it.
Reply #10 Top
w00t! nice patch just in time as i finished my second game!
Reply #11 Top
Yeah I'll have to finish my current Single Player mission first seeing as this patch will effectively remove my ship designs...
Reply #12 Top
Thanks for the information.
Reply #13 Top
So.. I tried messing with the graphics option. The star is now a yellow ball and planets are blue and silver. I didn't expect turning down the graphics to have THIS much effect..
Reply #15 Top
So barring any critical bugs will you guys NOW take a vacation? I would hate it if the team got burned out I've done development in the past...and let me tell you ..that 4week vacation at the end of production was ooooohhh so welcome.
Reply #16 Top
*sigh* the planet lights bug still exists. Its a bug documented by many players showing that the lights which are supposed to show up on planets' dark side don't work as intended. People have documented either never seeing them no matter how high their planets pop and building is, or they see it on worlds which should not have them indicating ranomness. Either occurrence shows that they are bugged, and this bug still exists after this patch. I hope that this starts getting noticed instead of ignored, and hopefully fixed in the next patch because it was a feature that was advertised and it is currently not working.
Reply #17 Top
Did they fix the morale bug where Zero G stadium gives only a 40% boast while the one below it give 55%?
Reply #18 Top
They added the Social Building bonus ability, but didn't fix social building going to waste instead of contributing money, when it has nothing to build? Other than that, I like it. Their pace in patching is astounding.
Reply #19 Top
Does any one know if it is saved game friendly? Specially if it doesnt save our previous custom ships. Will all my fleets simply disappear? Anyone has an idea?
Reply #20 Top
Did they fix the morale bug where Zero G stadium gives only a 40% boast while the one below it give 55%?


No, but I did: https://forums.galciv2.com/?AID=104759
Reply #21 Top
Does any one know if it is saved game friendly? Specially if it doesnt save our previous custom ships. Will all my fleets simply disappear? Anyone has an idea?


It appears to be saved game friendly. I made a copy of the GalCiv2 directory before I updated and then updated the game with the patch. My save game loaded fine and all my current custom designs were intact. As far as I can see my game position is unchanged.
Reply #22 Top
The AI on a beginner level (heh, I'm still a beginner) is not building colony ships in my game
Reply #23 Top
Ye Gods Stardock! Don't you guys ever sleep?


Dano
Reply #24 Top
is there any way to get pre-1.0X ships into this version? Because i have very complicated diesigns and there is no way i remember how to put them together.