Welcome to the Dark Avatar Beta!

Let us know what you think...

The BETA of Galactic Civilizations II: Dark Avatar is available now for users who have pre-ordered it.  We are slowly processing all the pre-orders for it.  As usual, we under estimated how many people would pre-order (especially in the last week) since our estimates were based on the pre-orders of GalCiv II.  So it's going to take awhile.

There is no change log. If you've seen the changelogs of 1.1 or 1.2 and such then you can imagine how long the change log is to something we charge money for. 

The features on the Dark Avatar page only go over the major stuff, there's so many changes throughout that it's going to take some time for us to get a handle on even describing them (and documenting them). For example, someone allegedly asked to have control over which tile ships leaving orbit would appear in. So it's in now. But it's not documented.

Here are a few major gameplay changes to be aware of:

  1. The combat system has been rewritten. It is now based on weapon instead of ship. That means a given ship could strike N opponents where N is the # of weapons on the ship. Logistics and cost of larger ships have been adjusted to keep fleets of small ships viable.
  2. Factories produce a LOT less than they used to. But there are now power plants that magnify production. More emphasis is being put on getting resources from asteroid fields and starbases.
  3. There will be a lot of enemy agents floating around. Even in Dread Lords there were agents in your empire, you just didn't know about them. No you actually see them on your worlds. Be wary of trying to swat every last agent on your planet at the expense of your economy.  Agents remain how you are supposed to also learn about a civ overall (i.e. if you have them on an alien world, you automatically start to learn stuff).

Here are the known issues:

  1. Alt-escaping/alt-tabbing isn't reliable. If you alt-esc out of the game, it'll likely go boom. We're working on it. (bloody evil developers always play in a window)
  2. The actual values and pacing are stand-ins. Don't get used to the economy, cost of things, size of things, or anything. What we want to avoid is anyone getting attached to how much things cost and then yell when we put in the balanced values.
  3. Please DO NOT post generated epic stories. They're only partially working and we don't have that much text in.
  4. The computer AI hasn't really been updated much. Oh, it handles spies and such but the good stuff really hasn't gotten started yet.

What we do want to hear about are:

  • Crashes. This beta shouldn't crash. Ever. If you get a crash, go to the beta forum and post your debug.err and what you were doing at the time. It would also be VERY helpful if you install Smart Exception which is in the "free stuff" area of Stardock Central.
  • Bad UI or confusing UI. Is there some way the game plays that does't make sense to you?
  • Broken feature. Is there a feature that isn't working right?

The Beta forum can be found HERE.

10,878 views 33 replies
Reply #2 Top
had a problem with a buffer overrun don't know if it is the game or me here is my debug



Reply #3 Top
Brad!

Please, I beg and implore you. Fix whatever happened to the ship design screen. It constantly changes zoom on it's own whenever I add a component that extends the ship beyond what is on-screen. And whenever I rotate the component, the zoom changes again to adjust to the new shape of the ship.

Please, put it back to how it was before Dark Avatar, it worked fine there. This is driving me insane.
Reply #4 Top
If you have not yet had your serial number and have pre-ordered i would suggest going to SDC and go to 'Tools', 'Settings' and click on 'Lookup Seriual No.'. After yuo enter your email address you should receive an emai with all your serial numbers on it. The DA one should be on there too. This method worked for me as i had not had the serial number email.

D/L now
Reply #5 Top
daniellost, you're getting the buffer run because you're missing all of those shipcfg files.  Maybe something went wrong during installation.  I suggest that you try re-downloading it.
Reply #6 Top
ok but in the metaverse game i am playing i am not getting the same problem
Reply #7 Top
One feature that seems to be not quite correct at present concerns the upgrading of ships in the design screen, or to be more specific the original colony ship upgraded.
If you try and upgrade the colony ship the bar shows as red when adding another engine even though there is space there for it.


Galaxy setup screen does not appear to be holding chosen attributes either.

Drengin.
Reply #8 Top
Not sure if this is a feature or something is not quite finished yet, but the mining ship is not removed once an asteroid base is completed?
Is this normal behavior as i would have expected them to react the same as the constructor in that once the base was built the mining vessel is removed. Seen as you can build more of them this would make sense as there is no need to build more otherwise.

Devs please explain how the mining ship is supposed to react as i am unsure at the present and player guesses wont give us a definitive answer.

Many thanks


Drengin
Reply #9 Top
Drengin,
Send your mining ship to another asteroid field when it has completed the one it is on.
Reply #10 Top
Yup i got that bit

However my point is if you are able to do this then why ever bother creating more than one of this type of ship?? Surely the mining ship should be removed once a base is built or behave in the same way as a freighter. IMHO having the ship travel visualy from the mining base to the planet makes the base seem more connected to the planet than a weird blue line at present.

Please dont get me wrong, i love the idea of the mining bases but think that the implementation of them and the mining ship needs some more thought... As the main man says at the top "Let us know what you think..." so i am
Reply #11 Top
However my point is if you are able to do this then why ever bother creating more than one of this type of ship?? Surely the mining ship should be removed once a base is built or behave in the same way as a freighter. IMHO having the ship travel visualy from the mining base to the planet makes the base seem more connected to the planet than a weird blue line at present.


More ships will let you get more mining bases up and maxed out faster, expecially since there's several levels of mining base and if you're playing with lots of asteroids.

Mining bases can also be culture flipped, so having a ship involved would make that aspect more complicated (and the justification of mining bases in the first place is that the civs learned how to "beam" resources from the asteroids to the planets).

And once you've got all the mining bases that you want/need, you can always upgrade the miners into constructors or something else that's useful to you.
Reply #12 Top
I just be throwing some ideas around
Reply #13 Top
I actually like the way asteroids and minig ships are handled. One mining ship can create multiple asteroid fields and improve them. I really think this is the way star bases should be handled too, would remove awful alot of micromanagement.

Maybe with a twist that the mining/star base creating ship would be consumed, but the next ship could improve them while not being consumed. That way you would have to construct ships to build these things but couple more could handle the improving. Constructor micromanagement is the worst part of GC2 in my mind.
Reply #14 Top
Galaxy setup screen does not appear to be holding chosen attributes either.


Rectified. Required prefs deletion for some reason.
Reply #15 Top
Right after I had signed Reasearch and Economic treaties with the Altairians, and clicked on the Korath to talk with them, the game crashed. This seems like a rather unusual error.
Also, the in game videos for things like first starbase, trade route, invasion, etc, are increadably laggy, when they weren't before I got DA.

As a side note, in the early game, when I colonized a planet with a standard coloney ship, two nearby Altairian mining bases immidiately came at risk of flipping to me, and very soon after, one of them did. They were only basic mining bases, a short distance from one of their worlds. It seems unlikely that this is a bug, but is so huge of an unbalence that it should probably be fixed just as soon as one.
Reply #16 Top
I thought I posted a problem and a debug file in this topic? Did I get erased from time...? Or am I crazy and I didn't click the post comment button when I thought I did.
Reply #17 Top
My reply # was at 39. My last post was #16. Have I been disciplined? Not that I don't deserve it. I've been a real @$#%! in the past. Just wondering.
Reply #18 Top
BTW where is our unique new DA icon for the windows desktop eh??? Slacking again methinks as two of the same icons make for no fun   
Reply #19 Top
I can't seem to add tiny-hulled templates to a custom ship style. All the attack ships, fighters, and heavy fighters just offer my small-hulled templates.

Is this by design? Some minor bug? The rest of the style customization seems to work well, and looks great... well, once I got all my ships transferred over to DA that is.
Reply #20 Top
IIRC each AI ship classification only uses a particular hull size.
Reply #21 Top
Hello, I'm an idiot! the Reply number is the reply for this post, not how many times I've posted.    I'm crazy in the face. Let us all pause for a moment of laughter at uglycow.
Reply #22 Top
I pre-ordered it, show do I get the bata?
Reply #23 Top
IIRC each AI ship classification only uses a particular hull size.


Well, yes... that's kinda what I figured. But that would mean the AI don't use tiny hulls? Ever?
Reply #24 Top
If you have a bug or a crash to report, please please start a new thread! Especially if you're looking to paste the contents of your debug.err file.

This will help keep things a little more organized.
Reply #25 Top
I pre-ordered it, show do I get the bata?


Are you asking how to get the beta?  If so, you need to install Stardock Central...