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What? You thought because we released Demigod and are working on Elemental we’d forget our beloved GalCiv players?  GalCiv II is barely 3 years old.

So specifically, what’s in the pipeline?

In the next week or two (depending on marketing scheduling) we have a new build of GalCiv II coming along (no particular order):

  • Fixed bug where creating a new planetary governor when another was already assigned to a planet would cause the planet to not be able to access it's governor's info, causing a crash somewhere along the line.
  • Fixed a bug where a different governor than selected for deletion in planetary governor manager window was deleted.
  • In the lower-left corner of the main screen, clicking where empire income and population are displayed will now take the user to the civ manager screen instead of the research screen.
  • Dark Avatar and Twilight of the Arnor intro videos now only play before the first mission of their respective campaigns in the Ultimate Edition.
  • Changed how fleet rally points handle putting ships into fleets
    • Now, ships that can't find a fleet to join at the rally point will attempt to create a fleet with any ships at the rally point that are also not in a fleet, and any leftover free ships will attempt to join that new fleet, as wel
    • If a new ship still can't find a fleet to join, it will just stay a single ship (until another fleet opportunity comes) This prevents fleets of only one ship being formed when there are no fleets to join, and fixes a disappearing turn button bug caused when  fleets were disbanding when they didn't need to.
  • If a civ's saved tech tree can't be found, a new tech tree is created from the default tech tree def instead of looking for an actual tech tree named "default."  This prevents a crash while loading a save that lost its races' tech tree names.
  • In Ultimate Edition, now checks that a scenario is a campaign scenario before trying to load one of the campaign intro videos.  This fixes a crash that happened whenever a custom, non-campaign scenario was started in the Ultimate Edition.
  • The "Set rally point" window that pops up from these screens now shows whichever rally point is currently selected for that ship/planet.
  • Game won't try to calculate which techs are race-specific in UIBeginGame() if there is only one major race playing in the game.  Before, in some campaign scenarios where only the Terran and the Dreadlords were playing, every single tech was restricted to the Terrans because they were the only race whose tech tree was being looked at. This caused the Dreadlords to have no techs, so they had negative tech scores. 
  • Changed range checks for race number in GetDialogue() and SetDialogue() to make sure the race number isn't greater than OR EQUAL TO the max number of races. This caused a crash if a conversation file mistakenly specified a race number exactly equal to the max number of races, since the index was too big for the dialogue matrix.
  • Initialized selected governor in planetary governor manager window to NULL in OnStartNewGame() to prevent crash when starting a new game without quitting the app.
  • When filling the build queue, now checks whether an improvement on the queue is a galactic achievement, super project, trade good, or one-per-planet improvement before adding it to the queue.  Prevents an exploit where the user could build many of these improvements by correctly timing when they added them to a planetary governor's build queue.
  • AI smarter with regards to friendly players moving through their territory (not seen as threatening as before).

 

Nothing particularly exciting there.  But development continues.


Comments (Page 2)
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on Jun 13, 2009



In the next week or two (depending on marketing scheduling) we have a new build of GalCiv II coming along (no particular order):


Fixed bug where creating a new planetary governor when another was already assigned to a planet would cause the planet to not be able to access it's governor's info, causing a crash somewhere along the line.

Fixed a bug where a different governor than selected for deletion in planetary governor manager window was deleted.

When filling the build queue, now checks whether an improvement on the queue is a galactic achievement, super project, trade good, or one-per-planet improvement before adding it to the queue.  Prevents an exploit where the user could build many of these improvements by correctly timing when they added them to a planetary governor's build queue.

Thanks!!!! I cannot overstate my appreciation of the fact that these PG issues are being fixed!

There is one other issue which ought to be rectified. When an existing improvement is in the queue, and the player researches an upgrade to that existing improvement, the PG likes to fill up entire planets witjh the upgraded structure. I have had this happen with numerous improvements, including farms, factories, and morale structures.

I would also like to congratulate my fellow MV players for NOT taking advantage of the PG Exploit in posted games. This is yet another example of the superior character of GC2 players.

on Jun 14, 2009

Great, thx for the continued support!

on Jun 14, 2009

Thanks

on Jun 15, 2009

What? You thought because we released Demigod and are working on Elemental we’d forget our beloved GalCiv players?

Can't say anyone thought the latter....but how could anyone know for certain the alligator hadn't biten a part of the anatomy?  Being patient is part of playing the game.

on Jun 15, 2009

I just bought this game because of the Demigod coupon.  I'd say the worst thing about it (aside from the learning curve) is that it's going to steal all of my time, so I won't be playing Demigod enough to get the next coupon.  Curse you, Stardock!

 

Edit:  Err, I dunno why the 3rd emoticon doesn't work.  I picked it from the grid.  Oh well.

Btw, I do still love you, Stardock.  Please don't take my games away from me.  

on Jun 16, 2009

I finally come back and see a update for galciv2!??! THANK YOU!

 

STARDOCK FTW!

on Jun 16, 2009

Thanks Frogboy.

Kzinti empire2.JPG Sentient species taste better...

on Jun 17, 2009

Fix the edge-scrolling. The rate of scroll should scale depending on the zoom (see Sins), and there is a portion of the edge that does not respond to the mouse (game menu area).

 

Fix FIX FIX, game is broke.

on Jun 19, 2009

I think we should list a few simple things that would help playing the game.  That would take much to implement.

I would like to see in the colony list that shows after hitting the colony button what type of planet it is:  aquatic, toxic, etc., without having to look directly at the planet.  Perhaps the planet icon in the box could show it.  Or the symbol for that type of planet could show up.

on Jun 25, 2009

When its coming? I'd rather play GC2 after a pause but i don't want to start a game before the patch has come out... or does the patch work with saves?

Nice to see GC2 is still getting attention though..

on Jun 25, 2009

Another (possibly) minor fix - currently, if a ship on its way to one rally point happens to end its move on another rally point, it will join the fleet there and stop moving, rather than continuing to the assigned target.

on Jun 25, 2009

I didn't see it on the list, but I've been told it's on a bug list internally or such...  The bug in which passive (empire wide) spies will not be refunded like planetary spies when a race ceases to exist.  They however continue to work their magic and still gain intel levels on the dead race.

on Jul 01, 2009

I'd like to echo ozo's question...  This was posted almost three weeks ago, and it seems to say that the new build was due out within a week or two.  Given that other priorities apparently prevented this from happening, is there a new ETA?

on Jul 02, 2009

Ii would like to get a ETA too. I check every day for the update... Can't wait...

on Jul 02, 2009

Most excellent frogboy..

 

but in ToA the drengin, yor and korath hardly expand.please fix this bug so they live up to their evil menacing reputations.

 

Thanks

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