just a place for me to do the blog thing
ready for download!
Published on November 22, 2005 By mavx21 In Galactic Civilizations II
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".

Comments (Page 10)
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on Dec 06, 2005
Colony ships don't have sensors on them, the sensor range they have comes with the basic hull. In other words, every ship has a sensor range of 2 plus what range they get from installed modules. I know that I can build a colony ship that is equal to the starting colony ship in every way but with longer range and cheaper to build with no techs other than my normal starting techs and the ion drive, so I suspect that this is something you're not doing right.

Cargo Hull: 40

Colony Module: 25
Hyperdrive engine: 10?
Basic life support: 5x3

That adds up for me, though I'm not certain about the size of the hyperdrive engine on a cargo hull.
on Dec 06, 2005
Oops, that was Cargo Hull: 50, so it would have added up, except that the basic hyperdrive engine is 13 spaces, so it totals out to 53. Not a major infraction since what I built would have a range of 1.1 instead of 0.9, but the cost is also off. Also, the sensor range of a colony ship is 3 rather than 2, though I have no clue why.

O.K., I've got the game up. without the ion engine tech, this is as close as we can come:

Cargo Hull: 50 spaces, 60 cost
Colony Module: 25 spaces, 25 cost
Hyperdrive engine: 13 spaces, 30 cost
Basic life support x2: 10 spaces, 20 cost

So far, that gives us all the stats of the default colony ship, except that the range is only 0.8 instead of 0.9 and the sensor range is 2 instead of 3. We've got 2 spaces and 20 BC cost to make up the difference, and that isn't going to happen. The cost is right (this design comes up at 135, and it would cost 20BC for a sensors module and another basic life support module), but that would make the ship 7 spaces too big AND would give the ship a longer range than the default colony ship has, so it's obvious that it isn't just a matter of too much stuff in the ship.
on Dec 06, 2005
note to self: read the 5 previous posts


just a bug:

when colonizing two planets on the same turn:

first planet is pq26 with a research tile (whoah! gotta rename this planet!!) -> click 'details' ->

second planet is a pq9 with a mining tile. (what happened to renaming???!?!?)


i'm sure you've all realized by now that the sequence after new turn is haphazard at this point.
on Dec 07, 2005
Oops, that was Cargo Hull: 50, so it would have added up, except that the basic hyperdrive engine is 13 spaces, so it totals out to 53. Not a major infraction since what I built would have a range of 1.1 instead of 0.9, but the cost is also off. Also, the sensor range of a colony ship is 3 rather than 2, though I have no clue why.

O.K., I've got the game up. without the ion engine tech, this is as close as we can come:

Cargo Hull: 50 spaces, 60 cost
Colony Module: 25 spaces, 25 cost
Hyperdrive engine: 13 spaces, 30 cost
Basic life support x2: 10 spaces, 20 cost

So far, that gives us all the stats of the default colony ship, except that the range is only 0.8 instead of 0.9 and the sensor range is 2 instead of 3. We've got 2 spaces and 20 BC cost to make up the difference, and that isn't going to happen. The cost is right (this design comes up at 135, and it would cost 20BC for a sensors module and another basic life support module), but that would make the ship 7 spaces too big AND would give the ship a longer range than the default colony ship has, so it's obvious that it isn't just a matter of too much stuff in the ship.



It just does not add up...

Yes we can get close but my point is we should be able to duplicate exactly what is on the colony ship using the tech we start with. Check by upgrading the colony ship what is on there and try to match this with the same tech that is on the colony by building a new colony from scratch.

Maybe this is done on purpose as it would be very easy to build a super colony ship and use this to outclass the AI and get all the good worlds from the start
on Dec 07, 2005
It would be preferable to be able to create the exact ship, but as I pointed out, what we can build isn't that far off from what they're providing. 20 BC cheaper, but short 1 point of range and one point of sensors.

Just looked at the GC2Ships.xml file. The basic Colony Ship is defined as I spec'ed, with those two modules. Don't know why they put sensors on a base colony ship. This I would say is in need of two bug fixes and one tweak. The first bug fix is for a bug I've already reported: When using ships from previously saved games, it does *NOT* check to make sure you have sufficient minaturization to use the ship, so you can build ships that you can't design, even if you were the one that designed them.

Second bug fix (unreported, but I'll repeat it in a second post so that it doesn't get lost): The basic colony ship has three basic life support modules, which combined with the base range of 0.1 should give you a base range of 1.0, not 0.9 like the pre-designed colony ship, nor the 1.1 that you would get if you built the ship yourself.

Tweak: Get rid of the sensors on the colony ship, and either do something so that you can fit all three basic life support modules on the colony ship, or change something so that you only need two of them.
on Dec 07, 2005
Devs: Just repeating a bug I found and mentioned in the previous post, since it would be easy to overlook:

Range isn't being computed properly for ships: The default Colony Ship, possibly others (haven't checked) don't get their 0.1 from the basic hull (so 3 basic life support units, which should *ADD* 0.9 to the range result in a range of 0.9 instead of 1.0), and player-designed ships get an extra 0.1 of range when they add their first range module (specific, confirmed case, a player designed Colony Ship with 3 basic life support units again should have a range of 1.0, but ends up with 1.1).
on Dec 07, 2005
I was playing with the domestic policy panel (hot key 4), when I found the following:
- in the stats page, not all your abilities are listed. For example
- in the stats page, when I clicked abilities/economy/Military/misc or society, some violet lines (I am playing Thalan) are become balck and can't b de distinguished from the rest of the panel. Very annoying to cycle through the various abilities.
on Dec 07, 2005
Will there be one more public beta release after .78 ???
on Dec 08, 2005
Will there be one more public beta release after .78 ???


I think one more public beta coming today (thursday)
on Dec 08, 2005
Anyone noticed the Arcean Empire Constructor has a speed of 6 while the rest of their ships seem to be standard, is this normal?

Also it is possible to remove ships from the Arcean Empire Fleet while playing as Human.
on Dec 08, 2005
I posted this a couple days ago, but cannot find it on the site, so will again here...

There's a bug in the sector sweep command...my scout went over an anomally, and was teleported outside my area of space...could not move the ship manually because I was too far away...put the scout on sector sweep, and it moved all the way back to my area of space...
on Dec 08, 2005
Does anyone know where to downlaod 4d? I don't see it at Stardock.

Sabre21
on Dec 09, 2005
Since beta 4d is out, this will be my last report on 4c (I hope).

The UPC voted to allow 4 more trade routes for each race. Two turns later my freighter reached Drengi, and I was advised that I had exceeded my maximum allowed trade routes - since I only had 7 trade routes at the time, and the UPC vote should have given me 10 or 11 (depending on the max limit), it appears that the UPC vote was ignored in deciding whether my new trade route should be allowed.
on Dec 09, 2005
Sabre21, for some reason I couldn't find it either, despite refreshing, checking for updated apps, even rebooting. Then I switched my server from Chicago to California, and there it was. I don't know if it's a server issue (didn't go on the chicago server as soon), or if it was a StarDock Central issue (not seeing the updated app until I switched servers).
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