Brad Wardell's site for talking about the customization of Windows.
Published on November 25, 2008 By Frogboy In GalCiv Journals

I don't have a specific change log in front of me but I can tell you a few of the things that went into v2.01 over 2.0.

First, the AI is better. I made changes to how the AI decides which planets to colonize and improved how they pick their research projects.  The overall "Feel" of 2.01 in terms of pacing and general fun is just much improved really in my opinion.

Second, the team fixed some crashes that we had noticed.  I'm not sure what caused them but I know that they're gone now. We're not sure how they crept in there but it was certainly something that got introduced in v2.0.

Another cool feature is really a set of changes to research costs and tourism that just make the game feel a bit better. It's hard to really define but long time players I think will appreciate the general maturing of the play balance.

Lastly,I updated more of the game images to get rid of older images. I'll bee doing this more and more as I play so expect a v2.02 at some point in the near future.  I play at very high resolution so when I see a low resolution planetary improvement, it drives me crazy.

Here are some screenshots:

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Now, as part of my job, I have to play-test these games for hours and hours at a time.  It's a true sacrifice. What can I say, I'm a real hero.

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This is truly why things like Twilight of the Arnor and v2.0 are so important. You really can future-proof a game by just enhancing the graphics and such without having to rewrite the entire game. 

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I never get tired of that.

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I read on-line how some people don't even look at the battles. I must say, even after 2 years since the original release of GalCiv II, I still watch them.


Comments (Page 1)
on Nov 25, 2008

Dude THIS IS GREAT! Well time to go play more Gal Civ 2.

on Nov 25, 2008

Thanks! And a happy Thanksgiving to you.

on Nov 25, 2008

You really can future-proof a game by just enhancing the graphics and such without having to rewrite the entire game.

Nicer eye candy is always good, but I like the steady flow of AI behavior tweaks as much or more. (I don't buy new hardware that often, so I suppose "replayability" is more important for me than "future-proofing.")

on Nov 25, 2008

Thanks for the update. This may even pull me back from playing HoMM5!

on Nov 25, 2008

I have more AI enhancements in the works. I would expect to have another update ready before we go on Christmas break.

If you guys have anything in particular balance wise or AI wise, let me know (i.e. don't suggest some new UI or whatever because I can't do that, I work purely on the gameplay aspects).

on Nov 25, 2008

Agreed Brad. I still watch the battles. I just never tire of it.

on Nov 25, 2008

I'm STILL waiting for the option to have NO STARTING SHIPS. How hard would this be?

on Nov 25, 2008

How about, if it doesn't find the name of starting ships in the XML, instead of crashing, just don't create them. Then we could create a MOD to pick and choose which ships to start with.

on Nov 25, 2008

Isn't it a bug? Beam weapon theory now costs only 57 tp, while mass driver and missile weapon theory cost 357.

Edit: pardon, it costs 116.

Brad, could you look into this thread http://forums.galciv2.com/?aid=329764#comments and tell us what you think about population and morale?

on Nov 25, 2008

Hey Frogboy,

There's a big bug where the Terrans and Altarians don't build warships in TA. I saw this in a post earlier. Could you look into that?

on Nov 25, 2008

No - Beam weapons are cooler, and result in vastly better battles - accordingly time spent watching "Battlestar Galactica", "Star Wars" and "Bablyon Five" is counted against the 300 point Beam Weapons discount.

Due to the vast number of uber-babes seduced by Jim Kirk, Star Trek only counts for higher morale bonuses.

It's True - you've never caught me lying to you before have you - {G} - Jonnan

edit: No one appears to have mentioned that ship build bug to the Altairians in my current game.

on Nov 25, 2008

I never get tired of that.

 

And if the generals' intelligence was set to "really intelligent", they wouldn't declare war on me when I have one transport in their space . . . the one they gave me the previous turn

on Nov 25, 2008

How do I go about getting Version 2.0 of Galciv 2?

on Nov 25, 2008

Something I think is unbalancing, that it seems like could be updated would be "Eyes of the universe", and in general the AI not thinking sensors or engines are worth putting on a ship.

Assuming that the AI is as bound by the same sensor ranges I am (Having shadowed enemy ships before, it seems to be the case that you can see them and not have them see you.), and that only anomalies are trackable outside visual range, it seems to me that AI's *really* should value sensors a bit more, nor have I ever noticed their adding engines on ships, which frankly seems pretty obvious to me.

Of course, *I* hardly ever place sensors on ships either, once I have "Eyes of the universe". But I can't think of any good reason for that to be a galactic achievement - it's not like it would be irreproducible technology - {G}. But I have gotten so much tech traded over time for Sensors I - IV that it doesn't appear the AI ever uses that and I find it weird.

Jonnan

on Nov 25, 2008

You know, I have to say, Brad, that despite having Fallout 3 at my house, Gears of War 2 a few Amazon clicks away, and countless other "new" games to play, that I've found myself, quite "by accident" simply playing GalCivII 2.0 for hours and hours and hours.  It's finally replaced MOO2 for me, which is no small achievement.  So, way to go, if you would make a GalCiv3 and take SOME of the ideas from the MOO series, I think you'd have the Game To End All Games.