Brad Wardell's site for talking about the customization of Windows.

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 3)
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on Jul 02, 2009

Tis good! Just when I started playing Galciv2 again

on Jul 09, 2009

hrm, my last reply poofed.

 

great to hear you are still tinkering with it - ive run into the AI rally point stacking bug on a few games, especially for whatever reason on custom maps.

 

dont suppose you could add a xml/notepad type config file that allows editing of some of the hard coded values as well? ie 20k cash cap/earnings drop off, population caps (suggestion for next version of game, planet population dependant on planet quality) etc?

on Jul 10, 2009

OK, what's up? One month is more than next week or two....

on Jul 10, 2009

  Hey   I just found it and like it has been a month and man, I would like to see the "Control + N" bug fixed. It still crashes my game so is it too late to check in to it?

 I take it, it will be v2.03 ToA, right? Anyway good job StarDock and it is worth the two day download time in Indonesia. (14KB/s) I can't wait even if it is two more weeks.

Saint Mina of Ophelia VII of Order of the Bloody Rose of Orders Militant of Adepta Sororitas

on Jul 10, 2009

Id like to see multiplayer supported. Its a llittle boring against an AI al the time...

on Jul 10, 2009

GmOOnii, I'd guess 2.03 DA and 2.04 TA as DA and TA don't currently hold the same build number.

on Jul 10, 2009

Gebbot
OK, what's up? One month is more than next week or two....

Yeaaaah.... I guess SD is busy with Elemental and getting its beta running. Or Summer vacations...

on Jul 15, 2009

ShotmanMaslo
Id like to see multiplayer supported. Its a llittle boring against an AI al the time...

You'll have to wait for GalCiv 3 then.  For better or worse, Brad has repeatedly stated GC2 will not have multiplayer added. 

 

on Jul 16, 2009

In the next week or two (depending on marketing scheduling) we have a new build of GalCiv II coming along

He didn't tell on which planet these "weeks" take place.

on Jul 16, 2009

e-stab

In the next week or two (depending on marketing scheduling) we have a new build of GalCiv II coming along

He didn't tell on which planet these "weeks" take place.

   If you read very, very close there was no release date...just that it was coming along.  And we all know what a bitch those marketing schedules can be.

on Jul 17, 2009

When I first read the OP, I honestly thought that Stardock had undergone a fundemental change in their attitude towards their customers. Now, at 5:51 pm US Eastern on July 17th, I see that I was gravely mistaken. I'm also remorseful and humiliated that I could be so easily "had". Fine. This is what I get for listening to apeasers and not following my gut instinct.

Wonder why I bought Fallout 3 instead of SoSE?

or,

Why I'll but Starcraft 2 instead of Demigod?

Because nobody will take 5 min. once a week to give GC2 customers the time of day.

Make no mistake, this history deafening silence on Stardock's part is nothing less than gross disrespect for all who have spent money on GC2, and all who participate in these forums.

on Jul 17, 2009

How's the mood, snarko?

I'll take the next update(s) -- whenever they decide to put it on Impulse for official distribution.

It's 20:48(EST), locally.

I can wait.

on Jul 19, 2009

Any plans to fix terror stars? They're just so boring compared to spore ships when you take into account the time to research and build, and the slow movement speed. The worst part is when after destroying a star, the terror star is drawn on the wrong tile. After moving my ships back to protect the terror star, I was shocked to see an enemy fleet zoom in and destroy it in the empty tile next to me.

on Jul 19, 2009

BlueBirdTS
It's amazing how you continue to support a game this old.  Combined with the Demigod coupon you just sent out, I'm seriously considering getting the Ultimate edition!

 

I got it and trust me! It's AWESOME!

Also you might wanna look at Sword of the Stars Complete Edition!

 

If Stardock were to merge those two games..you'd have THE BEST SPACE SIM EVER!

on Jul 19, 2009

Sorry about the delay on this.  Summer tends to put things at a slower pace with personnel on vacation and such.

 

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