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 5)
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on Nov 26, 2005
Shipyard bug:
When loading a savegame (a normal game, not a metaverse game), the custom ships that are displayed are limited to the designs created before the time of the savegame. But I start a new game, I will have all tech compatible ships. And this is very strange since the custom design that doesn't show on the reaload was created with the starting techs (I have gone back into the past on this game).

on Nov 26, 2005
Social production and military productio naren't handled in the same way:
military production get the boost from building a factory on a lighthing title, and you don't waste money if you shipyard doesn't build any thing
Social production doesn't get the boost from building a factory on a lighthing title and you waste money if have nothing in your queue
on Nov 26, 2005
You can disband other civs fleets.The stats page of the player loses the blue colour when you click on a tab,it goes mainly black but with the stat details still on it.

Had a strange report about the drengin war going badly because they outmatch us in the economy and military.The report said they have 165 combined and we have 205 and that is chilling news to us
on Nov 26, 2005
Sorry, I checked and what I had thought was not repeatable.
on Nov 26, 2005
Sorry these are coming in spurts, been playing with a notebook next to my computer to take notes, and I only make it back here when the game crashes at inopportune times.

1) Somewhere along the way, I lost at least some of my racial bonuses. I had spent 3 points on +4 to sensor range, and that is DEFINITELY gone.

2) I overwrite the names of saved ships (will probably stop this now that we have a functional govenor), but in doing so, occasionally, I'll suddenly have 3 or 4 of the same named designs in the quick-pick list. Only one shows up if I go to the starport screen, however.

3) I'm having problems adding constructors to starbases if I have military ships stacked on the starbase.

4) We lost Sensor V and Sensor VI modules. Sensors IV Tech now grants the Sensor III module (again), and Sensors V Tech now grants the Sensor IV module (again).

5) I took over an AI planet by invasion, and only one of the usable tiles WASN'T in the ocean

6) My logistics went through the roof at some point, I suddenly had 66 logistics points, and ended up at 98 logistics points when I had finished all the logistics techs.
on Nov 26, 2005
The DisplayName of "Ultimate Logistics" is "Expert Logistics" in the Techtree.xml file.
on Nov 26, 2005
Reload inconsistencies:
- I have started a new game, bought a factory and put other buildings in the queue. I have saved the game. After reloading it, I am able to buy another social improvement. And I am still on 1 january 2225
- on a reload, the treasury amount isn't refreshed. It is still the amount that was displayed before reloading the game
- The turn of the reload, the ships get a free turn, while no production (social, military of research) is processed. And the date doesn't change on this free movement turn.
on Nov 26, 2005
I saw this posted somewhere else but I couldn't find it just now. The "Battle of the Gods" scenario is, essentially, unplayable due to the build costs of the structures.

This impacts other areas of the game as well: if late game a new world opens up for colonization or one defects to you from another race the build costs of the higher level structures mean that the world in question will probable never be useful without purchasing the improvements.

Is there any way we can have access to "obsolete" improvements. How about a user applied filter, via a checkbox, somewhere on the planet screen?
on Nov 26, 2005
More bugs:

1. At some point in the game I noticed that Mass Driver IV was smaller and would inflict more damage than Singularity Driver II. Towards the end of the game I checked again and found this in the list of available weapons modules:

Singularity driver IV: size 7, cost 40, damage 3,
Mass Driver IV: size 7, cost 120, damage 4,
Mas Driver III: size 9, cost 30, damage 2.

Funny thing is that I couldn’t find Mass Driver IV in the technology tree but, as I said, it was available as the weapons module.

2. Simillar goes for Disruptor III and Subspace Blaster techs. Later tech is same in size but capable of less damage:

Disruptor III: size 6, cost 90, damage 8,
Subspace Blaster: Size 6, cost 60, damage 6

3. Subspace annihilator, Doom Ray and Black Hole Gun are not available as the weapon modules after techs are researched.

4. I’m not sure if that is intentional but when I recaptured one of my planets that had some of improvements destroyed when it was taken by enemy I didn’t have Starport and I was not able to build new one. Also, some of tile improvements could not be upgraded after recapturing.

5. I’m not quite sure that tile improvements and planet quality give the intended results. I had situation where I had planet captured from Yor Collective that was quality 6 and had two research centers and 42 research points while my planet with quality 17 and 42% research bonus and with research center and Invention matrix with 34 research points.

6. Damage report in combat view is sometimes reversed. I had situation when fleet with including a transporter was attacking my planet and was defeated. Although my victory was reported all the damage and loses were reversed. According to the report I was the side that lost the soldiers and so on…

7. Starship Fortification IV and Expert Logistics techs repeat in technology tree and (I think) in the list of the techs available for research (left side window). If you try to select later ones from the list of the available techs you get the message that the technology was already researched. If you click on them in the technology tree everything is OK.

Also, thanks for the fleet building and minor races info.
on Nov 26, 2005
Posted in the wrong trhread. When examining the Stats page for Terrans, when you click on the page, all the blude lines disappear and ou are left with black background and white data, letters, etc.
on Nov 26, 2005
Comnenus, if you look in the JOURNALS section, you will find a section where Draginol explains the weapons... I suspect this is simply one of the cases where improved tech lowers cost and/or size, but does not necessarily improves effectiveness... And Cost comes back every turn, as 3% of a starships cost is maintenance per turn !
on Nov 26, 2005
Hi Noghanimus,

I read that text and I remember that he was mentioning some peculiarities but I thought that ones I mentioned might be unintentional. First three mass driver techs all have cost = 30 and damage = 2 and all the singularity drivers have cost =40 and damage =3. And then you have mass driver IV with the cost =120 and damage=4. And mass driver IV sits at the bottom of the list of available modules not following the alphabetical order. And there is that suspicious absence of mass driver IV technology from the technology tree (and its presence among the weapons module). You must admit that something fishy is going on. The case with disruptors and subspace blasters might not be as bad but then there is again some suspicious discrepancy between available modules and researched technologies (in opposite direction though, this time researched modules are not available for ship improvement) and you most probably know the story about snakes and lizards.

Anyway, I don’t think that all this is a big of deal and I totally understand that some might think that I’m a neatness freak (although I tend to look at that as my noble struggle to postpone the end of the universe). But there is something about this whole weapons, defenses and design your own ships stuff that bothers me quite bit. Especially because I think it is very intentional. Last night I had to sit and look while one lowly (Thalan) battleship was smoking whole bunch of my large hull based WASPs that had fancy zero point armor and ultimate invulnerability (Sic!) and three formidable neutrino bullet guns! Only because I forgot about missile defense and that battleship had 22 in armor defense and sneaky 8 in missile attack. Let’s put, for the moment, aside a suspicious thought how it was possible for a mere battleship to pack all that (having in mind that I was the one with all the miniaturization techs researched and both miniaturization wonders (trade goods) in my pocket). I really think that only extremely irresponsible game designers could give such a cool name to a so inefficient weapon. And all that sneakiness of AI and willingness to take advantage of my honest mistake! Actually I would use harsher term for those irresponsible individuals but I still harbor a hope that I will make for that latest phase of beta testing…

And when I think about that problem with the impact of the research improvements. That is, I'm sure, a blatant example of personal vendetta against me. Game designers must somehow figured out how heavily I rely on research in my games!

I better stop now. Because I’ll start thinking about survey ships refusing to upgrade their weapons and defenses and then I can say good bye to beta testing.

Oh yes, I took over the last planet of the Altarians and I got that ‘relentless’ message but after the message was gone all remaining Altarian ships and bases were still there. I went to diplomacy screen and spoke to the Altarian leader. His initial response was something along the lines ‘It seems that we miscalculated….’. If that were not an example of stating the obvious I would say that we have qualifier for the bug. In GalCiv I the defeated race would disappear entirely immediately after the ‘relentless’message…
on Nov 26, 2005
Wow,

Much improved. Just one major complaint; WTF happened to the Drath? They went from really cool space lizards to some kind of troll race who look like they have a learning disability! The Drath is the reason I bought this game, honest injun, and now I don't have my space lizards. What gives?
on Nov 27, 2005
The Minor races don't have face yet.
You cannot contact the Minor races thru the main diplomatic screen, you must click their planets if you want to talk to them
The governor is not working when related to shifting the construction of different ships in the main governor screen.
WE still have 2 Starship fortification Mark IV.
on Nov 27, 2005
Ref msg 65, issue #1, ignore it. The next time I started a game, my racial abilities had gone away, so it probably was that way from the beginning and I didn't notice.

However, I'm finding that the lost "Next" button issue is back.
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