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GalCiv II: v1.3 Beta 3 Change log

GalCiv II: v1.3 Beta 3 Change log

Lots of stuff..

We're almost done with 1.3 but we have a new beta that should be available on Stardock Central to all users of Galactic Civilizations II.

Here is what is new in beta 3 over beta 2A.

 
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Changes for v1.3 Beta 3:
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+ Changed some of the planetary improvement values and costs

+ Tweaked some of the values in starbase modules

+ made entry field selection show up

+ added tech report to trade screen

+ Tweaked text and dialog in teh campaign and in some scenarios

+ fixed save games not showing up in save game window if there were other files with the same extension.

+ Custom window sizes work now

+ fixed error where mod subfolders PlanetDescriptions and TerrainColorScheme didn't work

+ fixed error where Terrain query images + ship component thumbnails did not show up even if they were in the correct mod subfolder

+ Tweaked the minimap where it didn't draw all of the ZOC

+ fixed destination cursors not being visible after loading save game

+ added checks to make sure that dead civs are ignored in the UP

+ Added strings for moralists event

+ fixed typo in Singularity Driver IV's name

+ Removed redunant use of short civ name in battle messages in GNN

+ changed FindShipInSensorRange to use a predicate function

+ Sentry/Guard should work better now

+ Made it so that clicking on a ship will not cancel guard/sentry

+ changed it so that the ship list does not do a full update so often (should help move times)

+ added option to not prompt to pay cost of a module if you have enough money in your treasury

+ Changed missing turn button if a rallypoint is on an uninhabitable or uncolonized planet

+ fixed bug where there was a 1 turn delay before ships would calc a new path after swapping rallypoint destinations from the governor

+ fixed bug with trade screen where dialogs did not hide when switching civs

+ fixed government bonus strings so that they now show the bonuses as implemented.

+ updated ship designs that wasn't using correct ranges

+ Re-did UI so that where clicking on the minimap couldn't accidently click on the find or turn buttons

+ Updated calculation of alliance victory status string

+ tweaked locale code so that it doesn't change so much, which should fix some performance issues and some crashes.  Have verification that display and entry of German characters is working, but would like confirmation from other languages also.

+ Changed auto-attack behavior; When a ship is set on auto-attack, it will attempt to find a nearby ship belonging to a civ it is at war with. If it can't find a ship that is not hidden by fow, it will cancel auto-attack to avoid causing the missing turn button bug.  To avoid slowdown, it does not attempt to pick the 'best' target, it just picks the first valid target it finds. 

+ added additional debug messages to activation code

+ Updated screen on OpponentWnd where the civ name was not using the displayname field.

+ made rallypoint wnd sort rallypoint names alphabetically

+ Terran Alliance should now start with the correct intelligence

+ Addressed playability issue where the last non-custom race you played would be loaded when going to customize the custom race (You may get this the first time before you load the correct custom race config or clear the LastRace string under CustomRace in the Prefs.ini file)

+ Changed Ctrl+B where hitting CTRL+N when playing a Custom Race started a new game using the default Custom Race config

+ Fixed bug where planet quality and number of tiles did not match after choosing Neutral alignment

+ Updated Invasion behavior to avoid invading a planet with a planetary bonus multiple times would cause more tiles to become available every invasion

+ Added tool tip on planet screen

+ Fixed bug where info icons would appear jumbled together at the top of the screen if there were too many.  Now, new icons will fall as soon as the existing icons have been cleared.

+ Improved the graphics management system for better compatibility

+ Dead Civs no longer show up with voting power. We realize not counting dead people in voting makes game less realistic... JK.

+ Fixed "Specialized Ships" stat on Foreign Stats/Military page to show correct number of ships

+ Tweaked where starport icons on planets on main map were not updated after using the Civ Manager Governor to change what starports were building

+ Changed behavior where first turn after loading a saved game would show a dip in the manufacturing history graph

+ Updated Combat viewer to change where ship icons in combat viewer did not show the correct amount of damage if the civ had HP bonuses

+ Fixed an API that made the AI like you more than they should

+ Syncronized relations code that caused the AI and Human player relations to be out of sync

+ Hooked planet data to economic engine. Where planet data wasn't refreshing after changing spending sliders

+ Updated UI structs where intelligences were reset without updating difficulty level if you went back to a previous screen

+ Made decomission of planetary improvements never take more than 1 turn.

+ added code to make sure that decomission 'improvements' can't be built on empty or non-functional tiles

+ Our system now suppports tab keysin entry fields

+ added dialog to warn if you're using an invalid race config when playing a metaverse game

+ fixed bug where starting a new game after having started/loaded a game and left the ship list open causes a crash or empty game screen

+ added code to delete shipcfgs from My Documents\My Games\GalCiv2\ships (or metaverse\ships) folder that do not have an xml file.  This will help keep the folder clean and cut down on save game sizes (and time to save/load)

+ rallypoints will no longer show up in the stacked ship context area, since they now show up in the context area in the bottom left corner of the main screen interface

+ Fixed bug where sometimes, after an alt-tab, freighter ships would not appear to be the correct size.

+ Fixed bug where planet quality penalties were applied in the case of an invasion that ended in a draw

+ fixed crash on foreign report if no race has any ships

+ fixed bug that didn't read in modded conversations or flavor text

+ fixed bug where last custom race wasn't loaded

+ Tweaked it so that tooltips will now show up for the lower row of ships in the Ships in Orbit

+ fixed it so that if you select a ship in the Ships In Orbit area, it will deselect the previous one, even if it's in another row.

+ SizeMods now use only the base capacity of the hull, not the max capacity (the capacity after miniturization is applied)

+ Made changes to font manager to fix the slow-down on foreign language systems.

+ Added option to disable city lights on the dark side of planets

+ fleet upgrade overlays always update properly

UPDATE: 1.3 BETA 3X

+ Tweaked ship weapons/defenses

+ Tweaked more planetary improvements

+ Fixed an infinite loop caused by Beta 3.

+ Changed the way planetary invasions penalties work when a draw (extremely rare)

 

61,639 views 50 replies
Reply #26 Top
Maybe in another 6 months the game will be done. (where it should have been when they sold it to us.)

I think that's the only reason I keep playing, I'm hoping that the game will reach it's true potential someday.

The way the AI plays is the way a smart person might play the 1st few times they play the game. They don't appreciate what works and what doesn't. Maybe these balances will help, although it doesn't look like there where any revisions to ship building style/preferences.

Maybe by nerfing the economy that a good player tends to build, the AI's deficencies won't be as obvious. Don't mean to bash, but balancing the game should have been a priority a long time ago.

Reply #27 Top
Maybe in another 6 months the game will be done. (where it should have been when they sold it to us.)


Oh please. What an asanine thing to say. Of course the gamew was done. You're penalizing them for providing outstanding support? Name a game in the same genre as GalCiv 2 that came out anywhere near as solid as this.

It's guys like you that suck the fun out of things for everyone else.

These updates have helped make the game stay fun and fresh for me and I appreciate their hard work.
Reply #28 Top
1.3b3x Planet Improvements

+ Initial Colony
  Maintenance raised from 12 to 14
 
+ Civilization Capitol
  Morale bonus raised from 5 to 10
  Prestige bonus raised from 25 to 30
  Food raised from 10 to 12
 
+ Basic Factory
  Industry lowered from 7 to 6

+ Factory
  Industry lowered form 9 to 8
 
+ Enhanced Factory
  Industry lowered from 11 to 10

+ Manufacturing Center
  Cost lowered from 200 to 150
 
+ Industrial Sector
  Maintenance raised from 4 to 5
 
 
 
1.3b3x Ship Components

+ Droid Sentries
  Size raised from 3 to 4
 
+ Droid Sentries III
  Absorption rasied from 6 to 7
 
+ Railgun MK VI removed

+ Graviton Driver IV
  Size raised from 4 to 5
 
+ Quantum Driver
  Size lowered from 8 to 7
 
+ Qauntum Driver II (sic)
  Size lowered from 7 to 6
 
+ Quantum Driver III
  Size lowered from 6 to 5
 
+ HD Spike Driver
  Damage increased from 4 to 5
 
+ HD Spike Driver II
  Damage increased from 4 to 5

+ HD Spike Driver III
  Damage increased from 4 to 5
 
+ HD Spike Driver IV
  Damage increased from 5 to 6
 
+ Phasors IV
  Size lowered from 7 to 6
 
+ Phasors V
  Size lowered from 6 to 5

+ Phasors VI
  Size lowered from 7 to 6

+ Phasors VII
  Size lowered from 6 to 5

+ Subspace Blaster
  Damage raised from 6 to 8
  Cost raised from 60 to 100
Reply #29 Top
so they finally adjusted the weapons stuff and I guess they lowered the industry slightly to match the way other stuff has been nerfed.

Looks like the economy is going to be harder on the players at first.
Reply #30 Top
Nah, nerfing these buildings doesn't do anything because it hurts both the player and the AI. IMHO, it hurts the AI even more because there's even less room for little errors now, because every building is a bit more important. All I know is, with my current test game, I'm still destroying the AI economy wise (and that's at 2+ from intelligent - whatever it is called now). The changes haven't done anything to slow me down, but the AI seems a bit weaker than normal... maybe that's just me though.
Reply #31 Top
Verdict is in: Extra swell! All you people who instantly post "ok you fixed this, now fix this", based on how long this list of fixes kept you happy, what makes you think the next list of fixes will make you happy? I'll be pleased about the governments reading correctly every time I play the game. Really happy the NLCs got nerfed, too. I bet they're still good. The Miniaturization fix might have unforeseen consequences but it sure will be nice for intuitive ship building and for people like me who like to plot the absolute optimum ship and research the fewest necessary technologies.
Reply #32 Top
yea well I'm happy with this update and all.
Reply #33 Top
I think Stardock does a great job of finding the bugs. Nearly everything I found wrong with the previous beta was fixed. The only time I may get upset or sound ungratefull is when Stardock "adds bugs" when they add "features" for a new release.

An exapmle is when they added a couple half finished features for 1.3 Beta 1 and released it knowing that there was a memory error in it. We can't Beta test something thats nearly completely broken and thats what 1.3 Beta 1 was.

1.3 Beta 2 was very good but for the invasion bugs which as stated earlier were all fixed.
Reply #34 Top
As always much appreciated work you folks at Stardock do. Its kinda funny. The other day I was playing another game that was released a year or so ago and found a bug late in the game. When I searched the forums of said game I found that yes it was a known issue and instead of fixing it the fix given was *yeah that happens just redo the creature*. I'm glad that not everyone in this industry just lets things sit and never fixes the broken things that people post about.

And yes there are several things in this patch that I'm looking forward to. Miniaturization just got a whole lot more useful. The auto buy starbase modules is a nice touch. Guess I know what I'll be doing over this holiday weekend
Reply #35 Top
Galciv2 seems to have it's own gravity well on my computer... I am drawn back to it again and again. Your continuing improvements to make the game better, in every aspect, have lead me to champion this game among friends and acquaintances.

This latest Beta has fixed many long standing issues with the various tech tree progressions (i.e. miniturizaion (yes, 2a, but published here), weapon branch flaws, progression of building costs and effects, etc) and despite the higher instability of Beta 3.0X, I am enjoying the smoother progression of the various improvements immensely.

Thanks for all your hard post-production work, and I look forward to the official installments which make the game less click intensive (auto adjust money / IPs for green trade) (neutrality centers are an upgrade to discovery spheres vice research centers) (autopurchase of starbase upgrades!). Stardock is a quality developer, and I am happy to support you financially via preorders, etc. Your company is one I would very much like to see succeed and grow.
Reply #36 Top
Nice! And some of the issues I have found in 1.2 are fixed now.
> My List of found issues in 1.2

But can anyone tell me where I can download the German files to play the game in German please? (and are savegames and all other things compatible with german version?)
Reply #37 Top
But can anyone tell me where I can download the German files to play the game in German please?


1.3 won't be translated until after it is finalized. Until then it is only available in English.
Reply #38 Top
+ Basic Factory
Industry lowered from 7 to 6
+ Factory
Industry lowered form 9 to 8
+ Enhanced Factory
Industry lowered from 11 to 10
+ Manufacturing Center
Cost lowered from 200 to 150

I'm confused, in v1.2 the Enhanced Factory already has industry output 10. In v1.2 the Manufacturing Center output was lowered to 11 and Industrial Sector lowered to 16. No one has complained that the industry output of the factories is to low. On the contrary, many have complained the output of the advanced factories is to low!

1.3b3 increased the cost of the NLC from 300 to 500! Why would I build a NLC costing 500 and outputting 20 when a Discover Sphere costs only 250 and outputs 18?!
Reply #40 Top

1.3b3 increased the cost of the NLC from 300 to 500! Why would I build a NLC costing 500 and outputting 20 when a Discover Sphere costs only 250 and outputs 18?!


Actually NLC has output of 22. And you can get it much earlier.. And you can go directly from RA to NLC, wheras DS requires IM in-between which costs 200 itself.
Reply #41 Top
In Stardock Central, I only see 1.30.022.

Has 1.3b3 been released?


.022 is 1.3b3x.
Reply #43 Top
Thank you for the info kryo.
But what about the german version of v1.2?

There is no option to select the language or download different versions?
Reply #44 Top

There is no option to select the language or download different versions?

The 1.2 retail patch patches all languages. But it will install language specific files based on the value of the language registry key.

So you should try the following:

- Locate the language registry key

- change it from english to german

- use the 1.2 retail patch. you should get the german version

This procedure works for getting the french files. It should workd with the german ones.

Reply #45 Top
+ Changed some of the planetary improvement values and costs


I hope this includes removing "Banks more expensive then Stock Exchange" feature.

EDIT:
Yes, it does.

EDIT2:
I'm also curious about unarmed defenders bug in campaign...
Reply #46 Top
Decomissioning in the latest beta version..at first it sticks ahh then you press decomission again & grrr it crashes so bang goes your game & you get to start all over again.

Apart from political boundries what about being able to spy on the minor races as they too develop technology!!
Reply #47 Top
How about fixing the "no weapons"-defender bug in the campaign for 1.3??


Apart from political boundries what about being able to spy on the minor races as they too develop technology!!


AGREED WITH BOTH!!

Maybe for next 1.3 revision???
Thanks!!!


Monc34
Reply #48 Top
Now, I would really like if Industrial Sectors where not 2.5 more expensive then lower level Manufacturing Centers. Makes developing new worlds a pain...

Or maybe it's done on purpose to slow down Dread Lords progress in campaign?
Reply #49 Top
Actually NLC has output of 22. And you can get it much earlier.. And you can go directly from RA to NLC, whereas DS requires IM in-between which costs 200 itself.

Currently, in v1.2 I stick with Research Centers until I am ready to upgrade to NLC. RC can be built much faster than RA with almost the same output. After I choose alignment Neutral, I trade for RA, then research NLC, and upgrade all my RC to NLC. But now with it being so expensive to build (or upgrade to) NLC, I think it is better to stick with the much cheaper research facilities. I play on gigantic maps, everything abundant, and very fast research, so it is not that build of a deal to research from RA to DS. In the time it takes to build one NLC with output 22 I can build two DS with output 36!

Only if your research planets are fully built up and you don't want to use that unused industrial capacity for building ships does it makes sense to upgrade to the new very expensive NLCs. When building up new planets (or undeveloped AI planets when captured or flipped) it is usually best to first build the older cheaper planetary improvements but you can't. At least we can choose to build the NLC or the latest normal research facility.

Does anyone else think the NLC is to expensive at 500 (maybe 400 would be more appropriate)? Do people still think it is worthwhile at 500?
Reply #50 Top
When it comes out in 2 days, Ill see how it plays out, then start my rant here if it IS that bad, but I doubt it, since you save 7000 RPs by researching NLCs, the price is that expensive for balancing issiues I bet, because neutral civs can get VERY ahead in tech with those cheap 1.2 NLCs, I think it is alright, but maybe should be 450, not 500??

Wel anyways, I dont think every1 has the power to run at a larger galaxy than medium, and those small galaxies you need all the Research you can have, so 7000 RPs is ok in saving on My book.

We'll see thursday...  



Monc34