Galactic Civilizations v1.2 release date set

Next Thursday..

Fixes, tweaks, and enhancements have been rolling onto the build machine all week and we're pretty close to being ready with 1.2.  But we want an extra few days to test all this.

Galactic Civilizations II 1.2 is a free update to all GalCiv II owners. But 1.2 is of particular significance because it has a LOT more content than what an update normally would have.  Besides a significant change in the combat system, lots of UI changes, AI enhancements, etc. v1.2 includes advanced modding support including a Stardock developed mod featuring a new set of alien races, custom planets, new technology tree, new UI, etc. all for the "example" mod.

We're going to spend the weekend and next week..ahem "testing" the game (don't worry, we're highly paid professionals, we'll be fine). Then on Thursday we'll release the new version via Stardock Central and as a stand-alone download.

You can see this journal entry for some screenshots of what we mean.

Stay tuned! !FROGCARE!

50,701 views 32 replies
Reply #1 Top
Great. Circled next thursday on my desk calendar.

Thanks for your hard work in making a great game even better.
Reply #2 Top
Oh, I was so set to get it today... What to do, we will have to wait for it then. The suspense will probably make it better
Reply #3 Top
Awesome Can't wait.
Reply #4 Top
Arghhhh... The pain of waiting is killing me.... This update looks so good too.

Thanks Stardock for all the hardwork you guys and gals are doing its a great game.
Reply #5 Top
i don't suppose we can have um... like... another BETA be4 then? like ya know.. to test things for you on a um, larger scale? as like, highly untrained unprofessionals??
Reply #7 Top
Sorry Honey, next weekend I'll be working on a new program from some software professionals from Michigan.

ALL Weekend.

LOL
Reply #9 Top
'Set as Homeworld' finally fixed??? PLEASE

I know you guys can do it if you put your backs into it its all I ask honestly!!
Reply #11 Top
But 1.2 is of particular significance because it has a LOT more content than what an update normally would have


you mean the usual run of the mill, any software company, style update, or a "LOT more" than what a normal Stardock update would have

I can't wait, the change log will probably be endless, print it out and hang it over the grand canyon and it'lll touch the bottom.

Great work SD, I'm allready itching for thursday
Reply #12 Top
I still find myself constantly confused by the incorrect build times bug... if that's able to sneak in to the 1.2 I would be overjoyed
Reply #14 Top
Hey yall Yesterday @ about 4pm I got bored and installed the demo from PC Gamer.....since then I have gotten 2 hours of sleep...that was forced! I'm a FPS type of guy, which does StarCraft:BW, & Dawn of War on rare occasions to break up things. All I can say after these past 18+ hours is W0W...and thats just the demo So now I have to jones till Father's Day for my wife to get me the full-blown edition I truely tip my hat to the efforts of these StarDock People that I never heard of before...Awesome work
Reply #15 Top
Will the colony rally points finally ALWAYS work in 1.2? I'm not too fond of having to scour the map for ships that got stuck next to their building colonies.
Reply #16 Top
Please tell me the load bug is fixed...

So far I haven't heard a single comment about that bug from Stardock
Reply #17 Top
You guys really work hard! You keep releasing all these patches! Keep up the good work.
Reply #18 Top
@angryrussian:

If you mean the "bug" that causes you to lose production when you load a saved game, that is a feature of gameplay, not a bug. I'm guessing that I could more accurately call it "a feature of gameplay that really, really annoys you," but it's still something that probably isn't going away.

Sowwies.
Reply #19 Top
If you mean the "bug" that causes you to lose production when you load a saved game, that is a feature of gameplay, not a bug.

As far as I know it has never been called a bug or a feature by Stardock. Until then, it is a bug for me.
Reply #20 Top
I'd call it, at best, an unwanted feature- maybe keep as option, mando for metaverse games- if the reason for it is the reason SD explained.

Reply #21 Top
Things from v1.11 that I hope will be addressed in v1.2 or at least eventually:

+ Removed a lot of player discovered "exploits"
- ship upgrades - how can a ship receive modules more quickly than would
be possible with the fastest freighter? Ships should have to return to a
dry-dock. i.e.For very distant destinations, it can be useful to build a
freighter with only engines, then upgrade to a constructor at the final
destination.

- espionage for tech of different ethical alignment should be allowed with a
very heavy ethical penalty.

+ Ship Destination markers also display how many weeks until ship arrives there.
- Need to allow the player to select size and color of the display. Currently the markers
are very difficult to see against the blackness of space; and at 1600x1200 rez.

+ Selected ship displays an animated line showing where its destination is.
+ Option now to display an animated dotted line showing where your
selected ship is going.
- display is too hard to see, need to make contrast and brightness
improvement. Especially for the high resolution displays.

+ Constructors will display what area of effect a starbase would have it
one were built in the constructor's current position.
- The area of effect display for starbases is much more bold and easier
to see than for the constructors.
- It would be much better to see what actual parsecs are in the area of
affect. The circular display makes it harder to quickly see what
parsecs will be in the area of affect.

- Ideally, I would like to be able to pull down a context menu on each
appropriate icon to toggle on/off the area of affect for the individual
icon, all icons of a type, or all icons of every type. The affect
should remain until manually toggled again.

- I would like to be able to place temporary markers on the grid to plan
out my starbase locations for optimal layout. Similar to setting
waypoints.

Thanks for the on-going improvements. I bought the game because
of this commitment to the customer.

scintilion



Reply #22 Top
+ Selected ship displays an animated line showing where its destination is.
+ Option now to display an animated dotted line showing where your
selected ship is going.
- display is too hard to see, need to make contrast and brightness
improvement. Especially for the high resolution displays.

+ Constructors will display what area of effect a starbase would have it
one were built in the constructor's current position.
- The area of effect display for starbases is much more bold and easier
to see than for the constructors.
- It would be much better to see what actual parsecs are in the area of
affect. The circular display makes it harder to quickly see what
parsecs will be in the area of affect.


I agree there. although I find that making the racial color of the race you are playing a relatively bright color helps somewhat, but the lines, especially trade route lines, can be hard to follow into the grey FoW where you can't see with your sensors. and the radius of effect for constructors does need to be brightened, I don't see why it can't be made the same brightness as the starbase radius of effect color.
Reply #25 Top
Since last night opening https://www.galciv2.com/Downloads.aspx makes the galciv2.com webserver crash and show an error message in "Windows NET".