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GalCiv II: v1.1 BETA 4 Change Log

GalCiv II: v1.1 BETA 4 Change Log

Fixing the bugs we introduced in our own beta


This version basically fixes bugs that were introduced in the 1.1 betas to prepare for the final 1.1 release:

Note, your saved games may not work with this version.


+ Saved games now load MUCH MUCH faster on new saves

+ Fixed bug in Ship Designer where auto-place would not create a slot icon for modules such as colony, trade, troop, etc

+ Fixed bug in Ship Designer where auto-placed modules could not be removed from the ship

+ Fixed crash when trying to buy AI ships from trade screen (ahem)

+ Fixed bug where Diplomacy history would have no data

+ Fixed bug where large galaxies might save planet data before it the data had been initialized, making the saved game crash in unexpected places

+ Changed saved game version because saved games no longer save influence data - speeds up saved game load time

+ Added support for loading older saved games that still have influence data

+ Fixed bug where you could not select a ship that had been upgraded in the Quick Build list

+ Fixed crash in ship move calculation because the ship had no ship type

+ Fixed crash related to ship/improvement built icons

+ Fixed crash related to failure to load and create fonts

+ Implemented Cari's change to prevent AutoSave crashing

+ Improved stability in various places by checking process pointers before appending them to other processes

+ Added debug messages when memory allocation fails

+ Influence updates immediately after loading a game (No need to wait a turn for the influence to correct itself)

+ Fixed a bug where saved games from older versions that had orbital fleet managers in them did not allow the player to attack ships in a planet

+ Ship Design Screen deletes an old design if the new design has the same name

+ Fixed bug where if you pressed ESC in election window, you would never get any more elections from then on

This version should be available by 8pm EST.

53,842 views 34 replies
Reply #26 Top
I just downloaded beta 4 and when i started the game there was no text on any of the tabs (like where it's suppose to say New Game, Load Game, Campaign, Metaverse, etc.) There's also no text on any of the tabs when you go to the New game screen (i just knew where it was from memory). I even tried re-installing the game and that didn't help either.
Reply #28 Top
Perhaps this was fixed betwwen beta 3 and beta 4. I did not see it in the changelog, though, and do not want to grab the latest patch until I'm done with this current game.

I noticed that I am able to upgrade core ship designs now. I upgraded the Sledge Hammer and started adding components to it. It is a large hull type. I finished reasearching huge hull types and went to make a better version of the upgraded sledge hammer. Imagine my surprise when I was unable to fill it out as much as the upgraded Sledge Hammer had been!

I went back and checked - when I add components to the upgraded core ship, the Phasor V said it was size 10, yet only took up size 6 units. Similarly, when I add the Phasor V to the upgraded Survey Ship, it uses 6 instead of 9.

Hope that helps you guys track this one down. Sorry if it's already been fixed.
Reply #29 Top
Make sure you fixe these;

When you load a game, your economy skips a turn (no economic activity on your next 'turn') but the AI's economies work.
It takes 2 turns after loading a save for starbase bonuses to kick back in...
Reply #30 Top
Yea! Last thing I'd ask for, is when you're in the shipyard that when you click on a a weapon.armor etc module that's already on the ship... that the individual highlighted item shows what it is somewhere. Other than that request the game continues to be is superific!
Reply #31 Top
Whenever I create a new ship in the shipyard and save it the next game I play it's gone. Also, I've played a metaverse game, won, but then it didn't try to connect to metaverse to post the score.
Reply #33 Top
This is probably a too late a comment, but I've just gotten around to it:

I noticed that all three new game options are "positive negatives, i.e. you make a positive choice for a negative option (positive/negative used here for "sign" only, no feature judgement implied).
For example, I check (positive choice) "No tech trading" to remove (negative option) something. This becomes even more apparent when you expose your inner flags (when mentioning that you're adjusting the AI to cope with no tech trading, NO_TECH_TRADING = true).
You should have options "Tech trading", "Minor races" and "Visible ownership" (last one open for suggestions) so that the checkboxes "make sense" in the same way as the leftmost column (available victories).
Reply #34 Top
Interesting things afoot.

1) When I create a new colony ship design on the first turn (I make new, "faster" colony ships right off) they do not show up in later games.

2) I can't get the minor races in my games anymore! I was playing with nine races all along--and now, there are no minor races, even in the largest galaxies.