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 4)
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on Jul 19, 2009

Met the publisher's "deadline" for the novel? Cuz, once that's off your slate -- i'd really enjoy reading an "Habitable by all" string beside its expected Forest query on my non-ex_wtreme planet surfaces.

IIRC, Kryo mentioned Sharon replaced Carielf for this coding task.

Not that anything else couldn't matter more for a stable release either.

Summer is chaos at work, as usual even here; I think it's the heat & UV rays, blood boils or somethin'.

on Jul 19, 2009

Brad, the patch is not the must urgent thing. I have the feeling that the lack of a functioning mod library is currently killing the community. There is little fun in developing mods if nobody uses them. While I am aware that there are third party sites that have mods available, the exposure of mods through the GC2 Library is extreme helpfull (essential?) to make mods visible to GC2 player.

on Jul 19, 2009

Hey Brad,

Would it be possible to add an option to make minor races part of the victory condition?  I think it'd be nice if they weren't just there to be pushed around, but needed a little wooing, or what have you, to help you acheive your goals.

on Jul 21, 2009

Zyxpsilon
How's the mood, snarko?

He's upset with himself becase he lost that bet and has to sport a Pink Avatar for a while.

on Jul 22, 2009

SerArris

He's upset with himself becase he lost that bet and has to sport a Pink Avatar for a while.

Well, let's see it.  All the while I thought lavender would be a good color.

on Jul 23, 2009

Is the bug being fixed where one of the maps is unwinnable unless you culture every ally planet to your side once you kill the dreadlords (about mission 5/6 in first campaign - Ultimate version) - iirc from what I read, it is due to the mission settings not having allies or enemy races correctly setup - possible a race not on the map being included...

on Jul 25, 2009

hey Frogboy, please try to fix the weapon behavior bug, Jesse should know what I mean Due implementation of the <behavior> tag, something has glitched, and the tag isn't working . You have declared the tags also in your editors,

most of my weapon animations made for your game works best in Beam mode (synchronous to sound) and I need the behavior tag for the huge mass of weapon effects for the upcoming Fan Addon. Please give it a look. I sent jesse a mail containing videos of the glitch and how it "shall" look.

 

thank you in advance,

 

Stefan

on Aug 02, 2009

Wow, it's almost been two months and no patch. You guys at SD are such great liers and you sure know how to shut us Galciv2ers up.

on Aug 02, 2009

Interesting...

I think you're using the wrong tactic.

1) Make sure you are an ally of the Altarians

2) Things are more important than money.

3) When they are at war and they ask you for stuff, anything, no matter how big or small with have same effect. A big one, excl. money and i.p's and trade goods.

4) Get someone to war with them, then give. then attack the attacker.

5) Become their own ethical alighnment.

and my favourite one:

6) she's just not that into you!

Good Luck Anyway

on Aug 03, 2009

Maybe the thread was a joke.

Maybe the apology was a joke.

Bought the Ultimate and can't play through the first campaign, maybe this was a joke too.

Maybe the other bugs (mods not realy working/evil races not expanding........)...

Maybe i am wrong.

I am really pissed off!

Maybe i will be flamed.

 

(i am not a native speaker!)

on Aug 05, 2009

The patch just came out...

on Aug 05, 2009

The patch just came out...

 

My Impulse do not find any new update....

on Aug 05, 2009

A Patch for TA has been released V 2.03

on Aug 05, 2009

Downloading the newest patch right now. I wonder what's in the changelog...

 

Finished. It upgraded the game version to 2.03(duh). But seriously, where's the changelog?

on Aug 05, 2009

Ironmallet
Downloading the newest patch right now. I wonder what's in the changelog...

 

Finished. It upgraded the game version to 2.03(duh). But seriously, where's the changelog?

Via Impulse...

Version 2.03
----------------

+ Minor adjustments to tech tree costs
+ Arceans more aggressive at colonizing
+ Terrans build up military sooner
+ Fleet window crash bug fix
+ Misc other updates and fixes

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