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 4)
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on Nov 24, 2005
I have only found the civilization manager with hot key (6)
on Nov 24, 2005
The descriptions of the Point Defense defensive techs are long enough that you can't see the effectiveness of the component before you add it.
on Nov 25, 2005
Didn't get the chance to try a lot of things, but I had something "funny":

The ship construction window didn't close. Apparently, almost all visible controls were working, but I couldn't use "done" or "save" or leave the window in any other way. I could however pull up some info windows like ship- or planet list over the construction window, and when I pulled up the contect area, it went up behind the construction window. It almost seemed to me as if the game had forgotten about the window completely and thus couldn't remove it.

A little wishlist thingy: when creating a game, the dialogs are centered on screen, but the Next / Cancel / Whatever buttons are way off at the bottom of the screen, which at least at high resolutions (I'm at 1600x1200) makes it rather inconvenient to hunt for them. I'd rather like them grouped with the dialog windows themselves.

Mouse and scroll speed seem to be awfully slow, even when set way up.

In some cases (planet overview, ship construction), the preview windows with little spinning 3D-representations are spinning *way* too fast.

Ship construction: it is somewhat fiddly. (1) the icons of added systems should make it obvious where a selected system is mounted, e.g. by rotating the ship model and flashing the system in question in red. (2) There should be an option of recursively removing systems. I built an awful mess of girder structures which were really hard to remove, it would've been nice to just select the "root" structure and have all child nodes removed after a warning message.
on Nov 25, 2005
1. Had the same problem with frozen shipbuilding window.
2. Also had several CDT after I would repeatedly start new game from the main menu ( I’m not positive but I think that magic number is three). I am positive though that I had similar problems with earlier versions.
3. When I tried to upgrade colony ship while playing as Custom race with Calamari ship style adding impulse engine I got the message:

‘Selected component is to big to fit on ship design’

Although I had 13 available size points (42/55, I had basic miniaturization researched) and the impulse drive engine takes only 12. I got the same message when I tried to add Ion drive engine that requires even less space (10).

4. In couple of occasions in the window with available ship designs I had the list of the ship designs of all the civilizations and I could select them for building. I.e. I could build ship named 4YorCollective.

5. After I started the game just to check what ship style I was using (for this report) and closed it without actually starting the real game I was not able to restart the game neither by clicking on Icon or trying run it from Stardock. When I tried ‘run as’ I got the message:

‘The application failed to initialize properly (0xc0000022)…

6. Yor Collective woted ‘yes’ for the resolution that asked for the Yor Collective to pay 2% of their income to other civilizations.

7. I was informed that I’m at war with Torian race only through an declaration of help from my ally.

8. This is not exactly a bug but it seems to me that it is possible to start a game with only one opponent and then declare opponent as the ‘ally’ (or even ‘team’)

All above happened while I was playing as Custom race, with all other races being ‘normal’
on Nov 25, 2005
I forgot, are the Minor races really in? If they are where do you select them?
on Nov 25, 2005
I forgot, are the Minor races really in? If they are where do you select them?


There's an option in the prefs.ini file in the /data subdirectory.
on Nov 25, 2005
The galaxy was at peace, at least as far as the diplomacy screen was showing and then the Torians spontaneously surrendered to me. There was no dialogue box. No message. Between one turn and the next I was gifted with all their planets.
on Nov 25, 2005
In the display of the ships in orbit around a planet my flagship icon changed to a blank square. Same background color as usual but no image of the ship. Launching the ship and bringing it back into orbit brought the icon back.
on Nov 25, 2005
1) saved ship designs can be used even if you don't have enough miniturization to recreate them.

2) This one is hard to describe: Have a starport complete and turn up in the GNN window. Select "Go to planet." Select "go to shipyard". Select a ship. Select "Done". You are now back at the GNN window with a completely black background, and if you select "Done" in the GNN window, you wind up back at the planet screen for the planet that completed the starport. In cases where I have two starports complete at the same time, things get even more confusing.

3) It leaves a colony ship/constructor selected after you use that ship to found a colony/build a starbase, resulting in some confusing displays at times.

4) I still have a 2 minute (est) pause when starting the game, regardless of how I start it, before the main GC2 menu opens. During this time, the disk drive is idle and Task Manager reports that the total CPU usage is floating between 0 and 2% (there's an initial 7% spike that lasts a second when I first launch GC2). Also during this time, GC2 shows up as a process but not an application, though I assume that's just because it hasn't openned a window. Is there anything I can provide to help you figure this one out? The only thing I can figure out is the debug log of me starting GC2 then immediately exiting, and maybe the system config output of a smart exception report. I've installed GC2 on 3 computers so far, and this is only occuring on my primary game machine, which makes this even more frustrating.

5) (already reported above, just confirming it): I'm not getting the "do you want to switch to this new form of government" popups either.
on Nov 25, 2005
when I start a new game, available previously designed ships are sometines in the "core" category and sometimes without anything displayed (like when upgrading)

For testing purposing I was playing as Thalan, have designed new colony ships at turn 1 and playing with metaverse and non metaverse games

After more testings, I think I have found the culprit: Metaverse games handle custom designed ships in a different way than normal games: you have the icon but nothing is loaded for metaverse game, even if the ship was created in another metaverse game.
But normal games loads and display the ships correctly.

So I think there are 2 bugs on this problem:
- displaying unusable ships
- unable to use in metaverse design from another metaverse game.
on Nov 25, 2005
The alliance system makes for constant war.You get peace with a civ, only for him to declare war the next turn because your at war with his allies.It seems a bit daft, i would like to see an enforced peace treaty that last 20+ turns.Peace should mean peace.
on Nov 25, 2005
The manufacturing bonus title doesn't work: building a factory on a lightning title has no visible effect
on Nov 25, 2005
The alliance system makes for constant war.You get peace with a civ, only for him to declare war the next turn because your at war with his allies.It seems a bit daft, i would like to see an enforced peace treaty that last 20+ turns.Peace should mean peace.

Well, Galciv II works like Galciv I for that aspect of alliance. you need to be very careful about alliances and war.
on Nov 26, 2005
I don't get my money back if I have nothing to build in the queue (ie I am waisting BC). The economy screen in the domestic policy show me the money I should spend on social. It correspond to the social production of my planets but one is building nothing. And when the turn is processed, the treasury change was in accordance with the economy screen.

In short, it works like GCI.
on Nov 26, 2005
The screen came up telling me I had just encountered the Humans. I clicked on the button to Speak to them. Instead it took me to the GNN news screen. So I clicked on the button to Go to Planet and it took me to the Trade screen with the Humans.
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