mavx21 mavx21

>>> BETA 4C <<<

>>> BETA 4C <<<

ready for download!

Well, I'll go ahead and beat Brad to the punch here. =P

SDC version: 0.78[b].005

The big changes:
- United Planets now in!
- Minor Races now in!
- tech tree & techs revamped!
- planetary improvement maintainence cost revamped (read further for more info)
- morality related techs introduced
- lots of bug fixes

Complete 'history.txt' printout for this upgrade
Galactic Civilizations II: Dread Lords
v0.78 BETA 4C Release (November 22, 2005)
------------------------------------

Notes for v0.78 BETA Release
+ 5 Scenarios included
+ Animated Drengin ambassador
+ Mini-animated profiles for several races for United Planets
+ fixed bug that made everyone industrialists
+ added domestic governor screen
+ Minor Races HAVE JOINED THE PARTY!!!
+ fix to planetwnd not showing correct bonuses for imps in build list
+ fix to crash for saving scenarios without triggers
+ Implemented Foreign Treaties Summary Text
+ Changed Quick Build to have buy and done buttons instead of build and cance
+ made it so that Quick Build list doesn't reset planetlist
+ Changed cancel button on treaties popup to say done
+ Changed trade money spinner increments based on max value
+ fixed listgrid on starbase details wnd
+ fixed Foreign Relations entries to show up in correct locations
+ fixed crash in CheckForDefections caused by calling UpdatePlanetIcons (accessing the scene graph from a thread). Now it checks to see if it needs to update the planet icons from classColony::UpdateTurn.
+ added filters to starport and shipyard screens
+ fixed gnn behavior when switching to planet details wnd or starport, etc.
+ fixed bug where foreign stats weren't refreshing when you clicked on another civ.
+ fixed bug where once you played a scenario, it wouldn't unlock the racewnd
+ fixed missing strings lost due to merge error
+ commented out code that references OBJIDs that no longer exist in dxpacks for TitleWnd, OpponentWnd, ResearchWnd, and the Gamescreen so that they won't keep reporting as missing in the debug.err
+ changed it so that the out of bounds tiling info error only prints out to debug.err if the DEBUG command line parameter is used.
+ fixed memory leak caused by trying to free memory that had not been allocated by the memory manager
+ tweaked overlay shrinking code
+ added starport overlay, added overlay for planets with stuff in queue, added overlay for planets with nothing in the queue but has available tiles, removed Economic, Production, and Research Capital overlays
+ made saveitemwnd tinted
+ United Planets In
+ Foreign United Planets screen functioning (though missing it's piechart and votes rundown)
+ Espionage hooked up to Foreign Report and other screens
+ drengin animation checked into the game
+ "Traditional Warfare" Invasion tactic always showing up
+ Fixed a bug where the camera scrolled to a battle after it was finished
+ Fixed a bug in collision detection code in full battles
+ Implemented Civilization Manager screens
+ Implemented Race Legend screen
+ GNN now uses high resolution image for improvements
+ Fixed a bug where ships could be added to a fleet during a battle
+ Fixed a bug where ships and fleets could be disbanded during a battle
+ Fixed a bug where a fleet entered a planet and left a one ship fleet outside
+ Added a popup message when a civilization is defeated by culture
+ Added a popup message when a survey ship on Auto-survey cannot find any anomalies
+ Fixed a bug where ship icons in Full Battle would show full damage before the battle started
+ Fixed several ALT-TAB related crashes
+ Fixed a bug when jumping to the end of a full battle + Damage for shots in space was not being properly added
+ Fixed a bug with defense animations (ie. shields, etc) They would come up too early and wouldn't stop playing at times.
+ Fixed a bug when conquering a planet + what the Starport is building is now cleared
+ Implemented 3D Planet scene and Improvement Image in Galactic Achievement window
+ Changed former "Graphs" button on Main screen to open the Civilization Manager
+ Fixed a bug where Planet Details screen would use an incorrect texture for the moon
+ Fixed a bug in the Tech Tree when loading a game from within a game
+ Fixed a bug that allowed the player to destroy improvements for AI planets from the Planet Details screen
+ Fixed a bug in the Full Battles where the HP Damage displayed in the icons was out of synch with the action on-screen
+ Metaverse fixes
+ Tech tree filtering (right click is the UI right now, will be updated).
+ Some size selection fixes to the tech tree
+ Tech tree support good, evil, and neutral techs
+ Various fixes to the tech tree
+ A general cleaning of the tech tree to remove redundant techs, add new techs, and game balancing.
+ Planetary improvements, galactic achievements, and super projects now implemented.
+ Tech tree re-aligned to bring things up earlier
+ Your home planet contains your civlization capital wich provides a lot of industry and other goodies.
+ Colonies have a LOT of maintainence to start with. But planetary improvements have virtually no additional maint. The idea is on large maps to make colonizing come in stages. Overreach too early and you'll go broke.
+ Most planets are now classes 5 through 10.
+ Home planet is now typically class 10.
+ Planetary improvements are more powerful. Less micro management.
+ Weapons and defenses recalibrated for better balance
+ Weapons and defenses tend to cost less than they did before
+ Alien research now tells you why a given race doesn't like you. Still being enhanced.
+ Tons of other tweaks, bug fixes, and other "stuff".
108,920 views 149 replies
Reply #101 Top
Typo correction, after researching Interstellar Governments, got a trade request from Drengin.

" [Empire Shortname] has always been better warriors than scientists.... "
Reply #102 Top
The Yor have built a starbase right next to one of my resource starbases, ignoring the rule about starbase placement. As I recall there was a similar bug in GC1. I have a saved game to show it, if you want it.
Reply #103 Top
Ok a found a ton of bugs. Here goes:


1. Some of my older ships (scout, survey ship) have changed without my help. For example, my scout has become a large-hulled ship with random extras components on it, and my survey ship has become a blank medium ship.

2. Planets of mine that have been conquered by an enemy empire still provides vision of the surrounding area.

3. Clicking "Report" in the Foreign relations window (or wherever) causes the game to crash. (Date: Jun 15, 2244; Empires remaining: Humans (me), Torians, and Altarians.

4. When you replace a ship (build a new ship and name it after a previous ship) the portrait doesn't change anywhere in the game.

5. Sometimes newly built ships do not appear in the Launch window and therefore cannot be used.

6. If you manually go to a planet and launch a ship or build an improvement the notification icon in the bottom right doesn't go away.


Critiques:
1. It would be great if in the ship building screen I could press a button and make the red dots go away so I can see the ship clearly.

2. Launching a ship could be easier. Launching one is fine, but when you have a bunch it takes a long time.
Reply #104 Top
It would be great if in the ship building screen I could press a button and make the red dots go away so I can see the ship clearly.

There is one: have you looked at all buttons in the panel that rotate/zoom ship when designing them? Espcially the bottom left one ?
Reply #105 Top
Well how 'bout that. Thanks. I really need a manual or something explaining all the features.
Reply #106 Top
Well, it is a beta. Aren't we supposed to try everything to see how it reacts ?
Reply #107 Top
bug?:

When I zoom out to the "icons" level on the main map, the stars are just colored circles. Shouldn't they be filled in with the color?
Reply #108 Top
Bug in ship launch interface:

Do the following
- Build a colony ship on a planet
- When the ship is completed, you must go to the planet via the turn build summary list by clicking the Go To Planet button
- Select the colony ship
- Click the Launch button. Nothing happens. Click it 3 more times (with no apparent result)
- Exit this window.
- Use the blue "ship built" icon to get back to that planet
- Launch the colony ship, and set the number of population to load

You should get the load population popup 4 more times! Once for each time you previously clicked "Launch" and it didn't do anything. Very wierd!
Reply #109 Top
anomoly bug:

The "+2 DEFENSE" reward anomoly doesn't actually give your ship anything
Reply #110 Top
bug?

The AI in my current game colonized a planet with a PQ of 5, when there was a planet with PQ of 16 just 2 squares away. Why!?! It was a completely open area of space with no threat to that AI, and no reason for it to ignore the good planet. Even with minimum scanner range, it had to be able to see it.
Reply #111 Top
bug?

Does having the "Minimum Constructor speed" council vote make sense anymore? In the early game, there is just no way to design a constructor with a speed of 5 or more, due to size constraints.
Reply #112 Top
bug?

I played as the Torian on a Gigantic map in my current game. I found that the initial Survey Ship (my flagship) had a HUGE scanning range. It seemed to be absurdly large for the start of the game. Is this a bug, or by design?
Reply #113 Top
Playing as Thalan and wiping the humans, I decide to contact the Arceans. And I got the following message:
"When it comes to talking to the mighty leader of [YourEmpirename], the pleasure is all ours"
Reply #114 Top
bug:

Xeno Farming improvement says it will yield 8 mt/wk, but only yielded 3 mt/wk
Reply #115 Top
I want to upgrade to a manufacturing center. When I select the tile and select manufacturing center, the information at the bottom center of the planet window tells me that it will be 3 weeks to build. After I click "build", however, it shows up in the build queue and there it says it will take 19 weeks. Then when I go to the planetary details tab of the civilization manager it says that it will take 12 weeks. Shouldn't all 3 numbers be the same?
Reply #116 Top
New bugs:

I built a new huge class ship. When I move around the map It leaves behind "ghosts" of itself. Bascially just a snapshot of the ship on the way to wherever it was going. The real ship keeps on going just fine. These ghost also show up on the radar as fully functional ships. I have a screenshot, but I don't know if I'm allowed to post a link on the boards.

I never recieve alerts that a civilization has surrendered to another civilization. The Arceans surrendered to me the Dregin surrendered to the Torians and the Altarians surrendered to the Torians. None of them had alerts.

I haven't managed to reproduce this, but one of my saved games caused the game to crash. If another one does it where should I send the save file to have it looked at?
Reply #117 Top
New bugs:

I built a new huge class ship. When I move around the map It leaves behind "ghosts" of itself. Bascially just a snapshot of the ship on the way to wherever it was going. The real ship keeps on going just fine. These ghost also show up on the radar as fully functional ships. I have a screenshot, but I don't know if I'm allowed to post a link on the boards.

I never recieve alerts that a civilization has surrendered to another civilization. The Arceans surrendered to me the Dregin surrendered to the Torians and the Altarians surrendered to the Torians. None of them had alerts.

I haven't managed to reproduce this, but one of my saved games caused the game to crash. If another one does it where should I send the save file to have it looked at?
Reply #118 Top
Another very minor item:
If you save a game under a new name, the game is saved, and you are returned to the main map. Perfect.
But if you overwrite an existing save, you get the popup "do you really want this?". Answering YES, your game is saved, but you are left on the save game screen, and need to press done to get back to the main map.
Reply #119 Top
The value of trade is not being reported consistently.
When I start the first trade route, I got a message with "the average gains will be 8 bc". The route started out giving 8 bc, and never dropped below that, but instead increased to 60 bc per turn over the first there-and-back-again cycle. I was not complaining too hard within that game, but it looks wrong..
Reply #120 Top
Playing as the Yor, in Jan 2226 the first UPC vote came up. At that point I had not encountered any other races, so I was the only one voting. Is the UPC supposed to assemble if you're the only vote?
Reply #121 Top
Noghanimus: That's the way trade worked in GC1 as well. The value of the trade route would go up in time, and it wouldn't be until later cycles that the variation on where along the trade route was noticable against the increase-over-time factor.

jmgarth: I've always felt that everyone that had researched "Interstellar Repulic" should be in the UPC, and if they hadn't, or the quit the UP, they shouldn't be. What you're seeing is consistant with the way GC1 ran the UPC, but I dont' think it's the best way to do it.
Reply #122 Top
I've always felt that everyone that had researched "Interstellar Repulic" should be in the UPC, and if they hadn't, or the quit the UP, they shouldn't be. What you're seeing is consistant with the way GC1 ran the UPC, but I dont' think it's the best way to do it.


I'm not sure if you're stating an opinion of how it should be, or are just incorrect on how it actually is. In neither GC1 nor GC2 is Interstellar Republic a prerequsite for voting in the UPC.
Reply #123 Top
In the ending details, the military report is inaccurate about ships killed (both ennemy and personnam: it shows 0 while I know that ships have been destroyed: I have watched my fleets slaugthering others fleets.
Reply #124 Top
Sorry if this has been reported before ... When the Senate votes to approve a change to the Federation form of government, the text that comes up says that they have approved the "Imperial" form.
Reply #125 Top
When I play games, I often get a CTD. No problem, I just reload from the autoload and contnue. Sometime, the autoreload also CTD. Then I load from the previous autodload. This last game, both autoload and previous autoload immediately CTD. Not sure I understand how a previous autoload can crash.