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 9)
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on Dec 04, 2005
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.
on Dec 04, 2005
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.
on Dec 04, 2005
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.
on Dec 04, 2005
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.
on Dec 04, 2005
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.
on Dec 05, 2005
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.


Stating a preference. I seem to recall that in GC1 (not sure about GC2), there was no UPC until someone invented Interstellar Republic, and then all of a sudden, the Terrans and everyone they had contact with were in on it. That contact was all that mattered, and that is what I disagree with. One time I was the only person in the UPC, the first vote came up as an indefinite limit to the number of starbase modules that could be added. I voted for the minimum amount, resigned from the UPC (so I was not affected by that resolution) and then went out making contact with everyone. A little shadow hand action made sure that any starbases that were well-developped got destroyed, and all of a sudden, I'm the only one in the galaxy that can create useful starbases.
on Dec 05, 2005
anomoly bug: The "+2 DEFENSE" reward anomoly doesn't actually give your ship anything

Ah Citizen Proud Canadian! You are putting salt in my wound. Same goes with +1 WEAPONS. But if you mention this bug few times more we might bore game designers into fixing this one in next beta build. Something tells me that they do that if there are 10 or more complaints.


BTW How to use quoting? I pressed 'quote' button and in the message window I got quote - /quote string without anything between and when I submited text I got a thick line (thin rectangle?) above my text and that was it.
on Dec 05, 2005
BTW How to use quoting? I pressed 'quote' button and in the message window I got quote - /quote string without anything between and when I submited text I got a thick line (thin rectangle?) above my text and that was it.


Quoting used to work. Now I see the same thing you do. I quoted you by selecting the text I wanted to quote, copying it to the clipboard, and then pasting it between the quote/endquote tags. The way it used to work was that it would automatically copy the selected text into the quote.
on Dec 05, 2005
I hit a CTD while trying to submit my latest game to the metaverse. Sent the SmartException report and the endgamesave to gc2bugs. I was able to reload the game, try it again, and reproduce the crash.
on Dec 05, 2005
bug?

Quarterly Reports: Top 1 Most Powerful Civs

This just isn't useful
on Dec 05, 2005
bug

Custom race homeworld name is not used. The homeworld for a custom race is just the name of the star and the sequence number (ex: Ireland III)
on Dec 05, 2005
bug

Some planets do not appear to get the full 8mt/wk from a Xeno Farming improvement. Some do (for a total of 11mt on a planet with just 1 Xeno Farming) but the others only get a total of 6mt/wk. Strange.
on Dec 05, 2005
on #119 and #121 (Trade):
Popup Target, what I meant was that the message lists the lower limit of the trading, and not the average. I assume that the program could easily calculate the average, and report that. IMO, it is more useful to know that in the end your average income from a trade route (base, without trade modifiers) is 60, and that you start out with a small fraction of that (8)... I do recognize that from GC1, but that had the same reporting problem....
I would much prefer to see the 60 average being reported that the 8 initial value.
on Dec 05, 2005
Tourism....
I've posted a question on how tourism works in the general forum, but I think it's a bug that upon reloading a game tourism starts out at ZERO again... Something missing in the save game info ?
Unless tourism is based on influence, and is recalculated (like influence) over a number of turns.

On a close to evenly balanced budget, with an almost empty treasury, it does make the difference between going into debt or staying in the black (green) on a reload.
on Dec 06, 2005
Is it normal that we cannot build the same ships/modules as standard ship like colony?

I use a cargo hull and put the same modules on that are also on the colony but i don't have the same amount
of room, the colony is 42 ( Cargo Hull, sensors, hyperdrive, basic support x 3 and colony module) but when i try to build
the same myself it is way over 55 and modules do not all fit on this hull.
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