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Galactic Civilizations II: 1.1 BETA released

Galactic Civilizations II: 1.1 BETA released

Feeling dangerous?

http://stardock.cachefly.net/GalCiv2_110_beta_032406.exe

Feeling really dangerous tonight? We've got the BETA of v1.1 now available to download. Don't know what a beta is? Don't know if you should download this? Then don't. :)

To find out what we've added, tweaked, enhanced, fixed, etc. you can read the [full history here]. That history is just what's new in 1.1 beta over 1.0X.  If it's not listed in there, we didn't do it yet. We have other things we plan to do with 1.1 (such as the modding features) and then that'll be 1.1.  Other stuff will go into the next free update.

Some screenshots:

 

 

[What's New]

52,600 views 65 replies
Reply #26 Top
I love this patch! I'm experiencing a SECOND colony rush! After the first one everyone had to worry about the colonys getting setup and building infrastructur, but now thats over, and all the races are sending out colony ships anew! And to keep up my position as 1st/2nd in the galaxy, I have a number of colony ships of my own out in the cold void, 130 turns into the game!
Reply #27 Top
The game just crashed on me (first time, so I think it's because of beta), so I just want to know if we should send in crashlogs, and where to find them.
Reply #29 Top
Great stuff!

A minor annoyance is Earths name is still mentioned in the GNN election preview when playing Alien scum.
Reply #30 Top
Don't know what a beta is? Don't know if you should download this? Then don't.


I love that quote. And the added features and innovative AI is great. I don't think we'll be able to outsmart the AI ever again - all the things that we tried to take advantage of before are changed now. What's even more promising is that as soon as we come up with new strategies, Brad will be there working on implementing counters into the AI. It's full out war!
Reply #31 Top
Will this version Work with the German GameClient or will it mess up the whole client like the previous patch did?
Reply #32 Top
In response to #27. That always helps. Smartexception crash logs if you have them plus the debug.err file is what they want. Smartexception can be found/installed from Stardock Central if you dont have it already and the debug file pops up in your games install directory.
Reply #33 Top
Re: my above post: restoring the savegame solves the "frozen mouse cursor in WinXP/GalCiv" issue, though I do have to reboot first. (Yeah, it happened twice more last night.) Oddly, the actual mouse is not frozen; I was able to figure out where the now-invisible cursor was. Strange. I'm on the latest version of Logitech Mouseware, btw, if it makes a difference. Oh, and the game NEVER crashes now--no more death-freezes.

Interesting lacuna here...when I try to "upgrade" a freighter, the Modules don't show the "capacity" modules...hmmm.

I'm enjoying this immensely, though there still seems a steep, steep step between "sub-normal" and "normal" intelligences. Man, is it nice to rotate parts...

Great work, guys! I'll bet the "release" patch is going to be stunning even in comparison with this.
Reply #34 Top
Still have sound corruption on my nForce2 NF7-S unless I turn down the hardware acceleration 3 notches.
Reply #35 Top
Heh, perhaps you should inform us of where to send any potential bug reports...

Anywho, here is the three gameplay bugs I ran into. You most likely know about them anyways, but they kinda slapped me in the face when I tinkered with the beta.

A) Start a game and above the minimap click on the ownership button, showing ownership space of all races. Why do I now know where all races are? Also, my survey vessel knows exactly where all anomalies are even if I never saw them before (double click on ship, choose auto explore, it does all the hard work).

B) I choose to build something on my planet, it will be completed in NEVER. Well, that was very shocking. I have to either wait a turn, or try to build something after it, for the appropriate build time to display (at least it is more accurate). Also, sometimes a time is displayed but it is something outrageous like 200 turns (and of course, not accurate).

Otherwise, the game is certainly more interesting. I love the rotation features, I love the ability to see where the constructor will build, and the AI is certainly more interesting. Keep up the good work, I just hope that my two bug observations don't go unnoticed. Perhaps there should be a post that lists known bugs and is updated as bug reports come in... just a suggestion. Keep up the good work!
Reply #36 Top
albion00, I had the same mouse cursor bug, to avoid this bug I changed the hardware cursor option, my cursor became the standard window cursor that I use, but at least I don't have to reboot all the time.
Reply #37 Top
How does the update beta and final effect current game in play. In other games mods only show on new games,which is a drag if you have a good game going. Hopefully you will have it blend in a current game. Also as far as the beta your statement "are you feeling dangerous tonight" makes me wonder if I should wait for the patch. Are you saying it has a capability to crash a game? Or worse screw the game files up to the point you have to remove the game and reinstall. Let us know I would like to download the beta.
Reply #38 Top
Just a small request. Gal Civ 2 needs unique ship models for every race instead of the current system where the same races share the same ship models.

Some more sound effects for the different weapons and more eye candy on the strategic map would help as well. Just put some nebulas and asteroid belts in to make the map seem less empty(maybe make them give bonuses as well). Also change the texture map as planets develop similar to to how cities change on the map in Rome:Total War and Civ 4.
Reply #39 Top
From #37

...Are you saying it has a capability to crash a game?


It's a beta, so there is that likely hood of a crash. If you don't like unstableness, don't take the beta.

Or worse screw the game files up to the point you have to remove the game and reinstall.


Now I doubt that. You might want to make a backup of your GalCiv2 folder before you install the beta patch, just in case the beta is completely unplayable for you. But other then that, I doubt it'll do any file corrupting.
Reply #40 Top
I played this new patch and so far I foudn the game overall is a lot slower. I have to micro a lot more at the start of the game. And pop growth abilities are totally overpowering!

Also some bugginess to report, the production doesnt seem to update as fast as it should. For example when it lists that social is being put into military, then you add a buildign to the queue, the social doesnt reset unless you exit colony screen and enter back in. Also the social doesnt seem to be put into military if there is a military thing being built but no social thing, Im not sure if that's how it is intended

New shipyard changes are nice but still need lot of work. Some items will be moved unsemetrically if you fiddle with the switches. And when changing the size of a component already added to the ship, the size of the hull isn't taken into account. So the component at max size is as big as it woudl be for a huge hull.

And while you fixing the shipyard you think it would be possible to have shiftclick to select more than one component? So you can resize two symetrical (Or even 3 or 4) components at the same time?

Thnx for everything,

Astax
Reply #41 Top
It's a beta, so there is that likely hood of a crash. If you don't like unstableness, don't take the beta.


Windows ME was not beta, and crashed far more often than Windows 95...

"Beta" and "Stable" are not really antipodal. I suggest using the beta, as it looks far better than 1.09X (or whatever). Both of them have a chance of crashing, but the beta probably has fewer bugs.
Reply #42 Top
"Beta" and "Stable" are not really antipodal. I suggest using the beta, as it looks far better than 1.09X (or whatever). Both of them have a chance of crashing, but the beta probably has fewer bugs.


Antipodal...interesting word usage. Anyway, I think you have your logic reversed. I've been playing 1.09x for several weeks, without a single crash...the game was thoroughly tested and 1.09x is considered stable. 1.1 is a beta, and, being a beta, is not stable. So, for those interested in a stable gaming experience, it may not be wise to suggest they play the beta. It's really intended more for those pioneering souls that want to try out the new goodies and don't mind the occasional annoying bug (bugs that are being worked out as part of the beta process).
Reply #43 Top
Bugs found so far:
Selecting random for all galaxy settings, 9 races and selecting "select random races" makes the game freeze. The same settings without "select random races" worked fine.
While playing said game, it seemed to hang randomly without any easily seen cause. No SmartException generated, but I do have a debug.err file if there was a place to send it.

Love the constructor radius! Now I don't have to guess based on pixel counting! Other changes seem excellent as well, so far ... back to it!
Edit: Played for a couple more hours with no freezes. The AI has improved tremendously! I'm definitely feeling like its adapting to what I throw at it. I'm having to vary strategies and tactics. No Tech Trading is great!
Reply #44 Top
Great patch so far making tha overall experience even more challenging yet not frustrating around the Intelligent level

BUT I'm concerned about the population growth which still need some serious tweaking. Please Brad and the team, consider working on it again, for the Torians are now ridiculously overpowered with their starting +30 growth. As things are right now, ONLY fully investing on that ONE ability - population growth - should give the player an edge for domination. that may be unbalanced.
Reply #45 Top
BUT I'm concerned about the population growth which still need some serious tweaking. Please Brad and the team, consider working on it again, for the Torians are now ridiculously overpowered with their starting +30 growth. As things are right now, ONLY fully investing on that ONE ability - population growth - should give the player an edge for domination. that may be unbalanced.


Like I said pop growth is too overpowered rightnow. And every game the Thorians were somewhat dominant, even thou I shouldn't say so dominant because the AI seems to go to war way before it has any ships to fight hehehe, but they tend to cover a lot of the map. To counter than I played with popgrowth and the party that gives you extra pop growth but instead of going colony crazy I paused and built up industry. But I am so overpowered now its terrible :/ when AI's planets have 1.5~3b people all my planets have 5 to 9 billion.

Reply #46 Top
Just played a game with four random "tough" AI and tech trading disabled.

AI issues I've never seen before:

Freighters. Everywhere. There's a vast cloud of somewhere between 15 and 30 freighters from one neighboring empire. They move about through my space as if looking for places to set up trade routes or something. They stick for several turns when the guy eventually declares war on me, and just a few of my basic fighting ship (a two-point missile rack and a single engine) clear them out in a couple turns.

Unarmed "Defender" Ships. I attack my nearest neighbor early. Not so fast that I'd call it a "rush," because I took some time to develop my colonies, but early. He never fired a shot, but there were about ten unarmed ships in orbit around the three planets I attacked. This struck me as a lucky break as I was hitting him early, and there's nothing unusual about catching a few scouts & constructors in orbit when you pull a sneak attack.

He surrenders readily and I keep rolling, right into the next guy, the Yor as it turns out. When I attack him, there are a total of maybe 15-25 ships in orbit around the four planets I attack. This time I pay more attention, because this is way more than just 'a scout and a constructor' in orbit. These are large stacks of ships marked "defender" that have no weapons.

We Surrender! Enemy AIs surrendered for more readily to me than I'm used to. This, however, could be because of a change in my playing style rather than in their code. In my Beta games I've been both going to war earlier and attacking more thoroughly. I used to attack slowly, making a determined and somewhat ponderous assault on one planet at a time. Now I've taken to swarming the enemy with ships, blowing up everything everywhere, and then sending in the transports while my fleets patrol his space, shooting down lone ships as he builds them.

In my one-planet-at-a-time days, an AI would wait until he was nearly finished to surrender. When I hit him everywhere, he surrenders very early, in one case surrendering at least five planets after I'd conquered just one, a tiny class-5. In this case the AI leader, when explaining himself, made specific mention of the fact that his "military [was] destroyed." Maybe this is an AI change, or maybe I've merely learned which buttons to push to convince an AI to surrender. I hope it's the latter--I hate the waste of invading planets. If AIs are likely to surrender shortly after you demonstrate total air superiority, that's pretty cool.

Issues I've seen before that continue in the beta:

[Really Dumb Building]. Okay, maybe not dumb. Maybe the AIs are attempting strategies I don't understand, or dealing with crises I can't see. Here's what I've seen when I conquer or receive planets:

1. Manufacturing/Technology capital, but no factories/research facilities. This one is pretty common, and is often accompanied by #2 below.

2. Tons of influence/morale buildings. It's not unusual to find four or five of either (and in one extreme case, each) on AI worlds.

3. No factories. I don't get this one. You just can't bootstrap a colony properly without at least one, and I always build two. Always. You'll never keep up with the simple pace of upgrading your buildings without some factories. This may be why, in the late game, I frequently take over high-value (12+) colonies that have only a handful (four isn't unusual) buildings. There he sits, 34 turns into his 150-turn build cycle on an extreme sports arena, when I invade.
Reply #47 Top
I gotta say I'm not really happy with the way the game plays out now. The AI has gotten too aggressive. I play on the level above Bright and it's constant warfare. Because of the poor way the AI determines military strenght, I'm 2nd militarily behind the Alterians (sp?) who have dozens of fleets of heavy fighters versus my fleets of large hulled ships. They keep declaring war and I'm kicking their a@@ all over the place. I take a couple of planets from them and destroy 35-45 ships in the first ten turns with few losses. He sues for peace when I move into first place militarily and he drops to second. Then he builds up a more heavy fighters, switches into first place and declares war again.

The only time I had a good run with him is when I didn't realize he changed his weapon type from missle to beam and didn't change my defenses. I lost several ships and I dropped to 3rd militarily. The turn after that happened, the now 2nd place military race declared war on me.

I guess I was hoping that the AI would get smarter on developing it's planets but it seems on the harder levels it all boils down to warfare. The 2 beta games I have played have both turned into a combat simulator instead of a well rounded C4 game. There is very little trade going on in either game as every keeps declaring war on each other. The planets I've taken over are poorly developed due to lack of social spending.

Please at least give the ability to play out a "builder" type of game at higher AI levels.

Oh and I agree that population growth needs to be looked at as do taxes.

Not sure how I feel about the new morale bonuses. I'm running a republic and my race has a 98% approval rate. With the new tax formulas most of my planets are lower population than in the past with more stockmarkets. It's making it very easy to keep people happy. Morale has become a non-factor.
Reply #48 Top
Why do 3 races start with ION drive?

1) It is contrary to the story line, that the game starts at the point where every race receives the base Hyperspce drive.

2) These races do NOT receive the prerequisite, Advance Propulsion.
Reply #49 Top
Why are the Torians shortchanged on abilities?

It is possible to adjust racial abilities to make the Torians strictly better than their default.

In general the starting races abilities need to be adjusted so that.

a) Each race has ZERO remaining ability points by default.

b) Adjusting variable abilities does NOT remove special racial attributes.
Reply #50 Top
The A..I's in this build seem warwongers.The Yor were struggling in a war vs 2 A.I players and then they decide declare war on myself.This is silly and kills the A.I. Tone down the A.I war madness in general,the diplomacy screen is just red lines.

The A.I should only be fighting one enemy at a time.Like the Human player would.