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GalCiv 2 Ultimate Edition Community Update

GalCiv 2 Ultimate Edition Community Update

is now on GOG and Steam! :)

https://www.dropbox.com/sh/x2y0vtszretrook/AADTKT6lhp0Qhns8B7LkfJvaa?lst=

Project origins

There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.

Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward.  A bugfixing update would soon be on the way.

I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback.  They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.

 

Progress report

The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!

 

Downloads and links

Issues which can't be fixed with XML manipulation.

The file archive folder, hosted by MabusAltarn.

The list of bugs which can't be fixed with XML manipulation.

The spreadsheet of data changes, hosted by MabusAltarn.

Initial discussion on Steam forums

 

Credits for community member and Stardock staff involvement

Gaunathor - Tech tree changes, descriptions and standardisation.  AI value adjustment.  Planetary improvement changes and fixes.  Keeper of the change logs, spreadsheet and file archive. :)

MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.

DARCA1213 - Tech descriptions.

MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.

Maiden666 - Suggestions for improvement (technology victory bonuses).

OShee - tech descriptions.

SiliasOfBorg - tech descriptions.

Frogboy - executable code changes.

 

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Reply #1376 Top

Quoting TParis, reply 1375

So, anything GOG users can do to fix their game?
End of TParis's quote

Depends on what you mean by "fix". Do you mean "to apply the CU properly" or "to remove all of its changes"?

If you want to apply it then do the following: go to the folder Galactic Civilizations II\Data, take all the single files, plus the folders Campaigns, Scenarios and Tech Trees, and then move them to Galactic Civilizations II\Twilight\Data\English. When prompted, if you want to overwrite the files/folders, say yes.

The worst of the applied changes, in my opinion, is that you can no longer get planets from other races via diplomacy, and that you can't see the icons for food bonus tiles on planets. If you can live with that until we get an update that fixes this mess, then I'll be able to finish up v2.0 of my mod, Autumn Twilight, which will include the necessary files to revert those changes. If you can't wait that long, then I'll see if I can't upload those files ahead of time (along with instructions on where they need to go).

Reply #1377 Top

Hi Mabus. I had a closer look at the CU files in the GOG version and noticed that the issues I mentioned previously are still there.

Quoting Gaunathor, reply 1361

GC2_Conversations.xml
AI_TRIBUTE_DEMAND_RELATIONS_LOW: the Arceans have entries for all races, even though it should be human only (I don't think Lord Kona would take it kindly to be remarked of as "you humans".)

DECLARE_WAR_ON_EVIL_PLAYER: the Korath entries use the race-number 14 (Krynn) instead of the correct 13


InvTactics.xml
Tidal Disruption and Core Detonation should be changed back to BonusType 3. I originally changed them to 4, because their descriptions state that they reduce the defence of the Defenders. However, this had the effect that it made those tactics less effective, which wasn't my intent.

Mechanized Warriors no longer has a LuckFactor. Yet, all the other tactics still have it. This doesn't make any sense to me. Especially because, at least as far as I can tell, LuckFactor does have an effect on the tactics. Edit: Correction. Mechanized Warriors and Terror Drones now have a LuckFactor of zero.

The description of Terror Drones has several typos, but Maiden666 already reported them.


Screens.str
[AlignmentBonuses3] and [AlignmentBonuses4] still state that the Propaganda Center increases loyalty and the Secret Police Center increases approval even though you switched them around.


DL Campaign
Mission2a_Text.xml: The first line of the Altarian entry for MISC_FIRST_CONTACT says "Shielding technology could easily turn the war in our favor, brother." The Terran leader in TotA is female, so this should be changed to either "sister" or "cousin".
End of Gaunathor's quote

Additionally, I also noticed that the Propaganda Machine is still a SP instead of a GA. I thought you fixed that a while ago.

Plus, I found a bug I've overlooked all this time:

DL Campaign
Mission1_Text.xml: The Listener name for the AI_WELCOME_DEFENDING_WINNING_HATE entry is set to Altarian. That should be Human.

Here are the files with the necessary changes (I've set the LuckFactor for MW and TD to 60, just like Marines and Shock Troops). Maybe you can get them to Stardock, so that they can implement them in an update (along with moving all the files where there are supposed to go)?

Here is a list with all the changes Stardock needs to make:

1. ChargingStalks2.png, ChargingStalks3.png and DreamConclave0.png need to be moved from Galactic Civilizations II\Gfx\Improvements\icons to Galactic Civilizations II\Twilight\Gfx\Improvements\icons (They are actually fine where they are, but, considering that they are meant for TotA, it makes more sense to move them). The Credits.txt also needs to be removed (which reminds me: Maiden666 and Oshea aren't credited in the CEG for the new icons).

2. DistrictBonus_FertileSoil.png and DistrictBonus_SplendidSoil.png need to be moved from Galactic Civilizations II\Gfx\PlanetBonuses to Galactic Civilizations II\Twilight\Gfx\PlanetBonuses (that folder needs to be created, because it doesn't exist yet). Due to their current location, the icons for the food bonus tiles are invisible in DL and DA too, instead of just TotA. This also means, that the original files need to be re-added.

3. The following files need to be moved from Galactic Civilizations II\Data to Galactic Civilizations II\Twilight\Data\English:
-AbilityBonuses.xml
-Anomalies.xml
-AsteroidFieldMiningBaseModules.xml
-CustomPlanets.xml
-English.str
-Events.xml
-FlavorText.xml
-GC2_Conversations.xml
-GC2_Hints.xml
-GC2Ships.xml
-GC2Types.xml
-InvTactics.xml
-PlanetImprovements.xml
-PoliticalParties.xml
-RaceConfig.xml
-screens.str
-StarbaseModules.xml
-STARS.txt
-TechTree.xml
-UPIssues.xml

4. The following folders need to be moved from Galactic Civilizations II\Data to Galactic Civilizations II\Twilight\Data\English:
-Campaigns
-Scenarios
-TechTrees

5. The following folders need to be removed from Galactic Civilizations II\Data:
-Anomalies
-CustomPlanets
-CustomRaces
-Dialogue
-Events
-Invasions
-PlanetDescriptions
-PlanetImprovements
-PoliticalParties
-ShipComponents
-ShipDef
-ShipStyles
-ShipTemplates
-StarbaseModules
-StarTypes
-Techs
-TerainColorSchemes
-UPIssues

Reply #1378 Top

I think Stardock used an older version.

Reply #1379 Top

Mabus, are you currently in contact with Stardock to get the errors with CU-integration fixed? I'm wondering whether I should contact them myself, because I actually have access to the GOG version. Plus, I'm getting a bit concerned that SD might not be aware about this problem yet.

I've also stumbled upon a couple more issues of a different nature. The Scenario Editor and Tech Tree Editor can't find the TechTree.xml (and racial tech trees in case of the SE). The Map Editor displays graphic-corruption when started, doesn't do anything when trying to edit a new map (or complains that it's not possible), and immediately crashes when trying to load an existing map. Lastly, the Debug.err reports that the game can't find descriptions for the extreme worlds (excepts for barren worlds, though it does mentions toxic worlds twice).
It's possible that the bugs with the editors could be caused by same remnants in the registry from my previous installation of GalCiv 2, though I have my doubts. However, I don't think that's causing the error mentioned in the Debug.err.

All in all, the more I look into it, the more I have to wonder whether Stardock did any QA on this release. <_<

Reply #1380 Top

Hi all - I've made the changes that Gaunathor outlined above and these are on an opt-in Steam beta branch now. If you'd like to check them out (which I strongly recommend to help me out :) ), fire up your Steam client and do the following:

  1. Select Galactic Civilizations II from your Steam Library list

  2. Right-Click and select Properties

  3. Click the 'BETAS' tab

  4. From the dropdown above, select the opt-in branch

  5. Click the 'CLOSE' button and Steam will auto-update you with the correct files

Please post back if anything seems amiss. Also, if folks could check that GC2 and Dark Avatar are also good, that would be awesome. I've run them all, but multiple pairs of eyes is always great.

Thanks in advance!

Reply #1381 Top

Quoting Gaunathor, reply 1379

I've also stumbled upon a couple more issues of a different nature. The Scenario Editor and Tech Tree Editor can't find the TechTree.xml (and racial tech trees in case of the SE). The Map Editor displays graphic-corruption when started, doesn't do anything when trying to edit a new map (or complains that it's not possible), and immediately crashes when trying to load an existing map. Lastly, the Debug.err reports that the game can't find descriptions for the extreme worlds (excepts for barren worlds, though it does mentions toxic worlds twice).
It's possible that the bugs with the editors could be caused by same remnants in the registry from my previous installation of GalCiv 2, though I have my doubts. However, I don't think that's causing the error mentioned in the Debug.err.
End of Gaunathor's quote

I'm not seeing any graphics issues in the map editor or getting errors in the other editors on start. 

Reply #1382 Top

Quoting Yarlen, reply 1380

Hi all - I've made the changes that Gaunathor outlined above and these are on an opt-in Steam beta branch now. If you'd like to check them out (which I strongly recommend to help me out ), fire up your Steam client and do the following:
End of Yarlen's quote

I don't own the game on Steam, I bought it through impulse.

Reply #1383 Top

Quoting Yarlen, reply 1380

Hi all - I've made the changes that Gaunathor outlined above and these are on an opt-in Steam beta branch now.
End of Yarlen's quote

Well, that answers whether you guys are aware of the problem. Thanks! :thumbsup:

Too bad I don't have the Steam-version, or I could quickly check if everything is working now.

Quoting Yarlen, reply 1380

Also, if folks could check that GC2 and Dark Avatar are also good, that would be awesome.
End of Yarlen's quote

The only issue I've noticed was that the icons for the food bonus tiles weren't showing up, due to number 2 in my list of required changes.

Quoting Yarlen, reply 1381

I'm not seeing any graphics issues in the map editor or getting errors in the other editors on start. 
End of Yarlen's quote

Okay, then it might be caused by registry-entries from the previous installation after all. Or it's something completely different. In any case, I'll open a ticket, should the problem persist after the next update.

Reply #1384 Top

Well, SD gave me a Steamkey for GalCiv 2 so I could check the beta-version.

It's looking good so far. The CU is working now, but there are still some small issues remaining.

Some of the CU files and folders are now doubled (they are both at their old location and where they are supposed to be). Those copies can be freely removed.

Galactic Civilizations II - Ultimate Edition\Gfx\Improvements\Icons still contains ChargingStalks2.png, ChargingStalks3.png and DreamConclave0.png.

Galactic Civilizations II - Ultimate Edition\Data still contains the Campaign, Scenarios and TechTrees folders of the CU.

Galactic Civilizations II - Ultimate Edition\Data still contains AbilityBonuses.xml and AsteroidFieldMiningBaseModules.xml of the CU. It also contains all the files from the English folder now. I don't think that's supposed to be the case.

I've already informed Yarlen via PM.

Reply #1385 Top

hehe^^ I was thinking that this update was never seeing the day of live, but now with Gaunathor working on it I know for sure it'll come out alright :)

BTW I think most people really own it on Impulse or SDC^^

Reply #1386 Top

Quoting Maiden666, reply 1385

I was thinking that this update was never seeing the day of live, but now with Gaunathor working on it I know for sure it'll come out alright
End of Maiden666's quote

Thanks, but I don't have anything to do with the CU finally getting integrated. All I'm doing is help fixing the bugs with the integration.

Reply #1387 Top

I've found one more issue in the beta-update that needs to be fixed.

The folders Galactic Civilizations II - Unlimited Edition\Twilight\MetaverseData\English and Galactic Civilizations II - Unlimited Edition\Twilight\MetaverseData\English\TechTrees still contain the original (v2.04) files. Those need to be replaced with the corresponding files from the CU.

I've already informed Yarlen via PM.

Reply #1388 Top

I've been keeping an eye on this thread, and almost thought that the work of all the people here would not see the light of day. Good job guys, and good job Stardock. Great to see CU getting integrated in the official game.

It's been a pleasure to play GC2 after such a long time, and help here and there with some feedback as well :)

Reply #1389 Top

Just had a quick look. The techtrees are in order, it looks like the farm tiles are in order as well. I also checked the AIs, they work too.

Looking good, I'll try and find some time to do a more in depth look a bit later.

@Yarlen.

Could you add the CU team's credits to Credits.txt? I never bothered because Credits.txt isn't used when you make a mod. Thanks. A full list of names (and nicknames) can be found in the CU manual.

Reply #1391 Top

Had a bit more time to take a look. Looks like every fix Gaunathor posted was implemented. I've made a post on Steam as well to get some extra feedback on the Beta. I've also set up an update system for Yarlen.

Please post any problems in this thread, I'll see to it updates reach Stardock/Yarlen.

Reply #1392 Top

I did a file by file check of the beta vs the last version of the Community Update. The only differences I found were fixed Gaunathor implemented. In short, beta=cu with some addition fixes.

Looking good :), now we can focus on some last minute optimizations, spelling corrections, etc.

 

Reply #1393 Top

The beta-version got updated recently, and I had a look at it today. Overall, it got a bit worse.

For once, there is something wrong with the game-executables. GalCiv2.exe now starts up TotA instead of DL. Plus, both GalCiv2.exe and GC2TwilightOfTheArnor.exe require the Steam-client to be running before they start the game. That wasn't the case in the last beta-version. The GC2DarkAvatar.exe, however, still works fine.

Next is the issue with the folder Galactic Civilizations II - Ultimate Edition\Twilight\MetaverseData. It now contains a whole bunch of files that don't belong there, including the racial tech tree files, which are supposed to go into the TechTrees folder.

Lastly, the folder Galactic Civilizations II - Ultimate Edition\Data still contains several extraneous files and folders.

I've already informed Yarlen via PM, and gave him fixed versions of those folders.

Reply #1395 Top

Latest build is updated on the Steam opt-in branch now. This should be the final build (hopefully!). Thanks everyone and especially Gaunathor and MabusAltarn. :)

Reply #1396 Top

Great news. Ill trh and check out the latest build tomorrow evening. 

Reply #1397 Top

Today's update looks pretty good. All previous problems are fixed now.

However, there is still something wrong:

The RaceConfig.xml under Galactic Civilizations II - Ultimate Edition\Twilight\Data\English is the old one from v2.04 again. It needs to be replaced with the one from the CU again.

The RaceConfig.xml under Galactic Civilizations II - Ultimate Edition\Twilight\MetaverseData\English is also still the old one, and needs to be replaced with the one from the CU.

I think that's actually my mistake. When I made the fixed version of the MetaverseData folder I've given to Yarlen, I must have forgotten to replace the RaceConfig.xml with the right one. I just checked the zip-folder, and that is indeed the case. So, mea culpa.

I've already informed Yarlen of the problem via PM.

Reply #1398 Top

I just loaded up the latest version and I found a potential bug when customizing races. Regardless of whether I'm starting a custom game or a campaign game, when I go to customize the Terrans' abilities I only have 10 points to use, despite most abilities costing more than 10. I did reset the selection to confirm nothing was selected elsewhere; I also reinstalled the beta (deleting all my old files) to confirm it wasn't being affected by old files/configuration. I did not check the other races, so I cannot say whether or not they experience the same problem.

Edit - I didn't see the previous post before posting; my issue is likely due to the RaceConfig.xml issue.

Reply #1399 Top

@Gaunathor.

Noticed that too.

Here's the file differences TortoiseSVN threw out.

/Data/English/RaceConfig.XML. Like Gaunathor mentioned, that's the old one.

GC2TwilightOfTheArnor.Ee. Looks like a new version. You no longer need Steam to start the game.

Dread Lord and Dark Avatar also work without Steam. Nice!

MetaverseData/English/AbilityBonuses.XML. Updated to CU version.

MetaverseData/English/CustomPLanets.XML. Updated to CU version.

MetaverseData/English/GC2Ships.XML. Updated to CU version.

MetaverseData/English/InvTactics.XML. Updated to CU version.

MetaverseData/English/PlanetImprovements.XML. Updated to CU version.

MetaverseData/English/RaceConfig.XML. Vanila version like Gaunathor mentioned.

MetaverseData/English/StarbaseModules.XML. Updated to CU version.

MetaverseData/English/TechTree.XML. Updated to CU version.

MetaverseData/English/UPIssues.XML. Updated to CU version.

Looks like all files are in order with the exception of RaceConfig.XML.

I did a quick rollback to the vanila version on steam and rechecked modifications. All the metaverse files were marked as modified. Simply put, that means they're all there.

With a quick fix on the raceconfig file this should be the last version.

 

 

 

 

Reply #1400 Top

Quoting MabusAltarn, reply 1399

With a quick fix on the raceconfig file this should be the last version.
End of MabusAltarn's quote

Yes, it should. I just sent Yarlen the correct file. However, he mentioned in his last PM that the exe for the metaverse needs to be rebuild, but he doesn't have programmer time to do this. In other words, it might take a while before we see the final version. This really sucks. Just because of my little screw-up. :(