Galactic Civilizations II v1.4 Change Log

Coming soon...

Still testing but here are the changes:

+ Initial Colony buildings have less maintainence.

+ New colonies start out with a population cap of 6 instead of 5.

+ Farms provide less food.

+ Morale buildings have been increased in benefit but techs to get to them cost substantially more.

+ Stock market no longer gives morale bonus (wasn't supposed to in the first place)

+ Updated beam weapon model along with large hull models

+ Updated some of the planetary improvement icons to be prettier

+ Updated Achille's heel, Apocalypse, and Pathfinder missions in the campaign based on player feedback.

+ Tweaks to make money not too hard to get early on but not as easy to get ridiculous levels of money later on (though expert players will still be able to do this).

+ fixed bug where ships on auto-attack would try to attack ships they weren't at war with if the ship was in the way

+ fixed bug with auto attack where it was using the wrong function to check to see if a ship was hidden by the FOW.

+ fixed cheat key to force an AI player to surrender

+ added in code so that when using the CTRL+Z cheat to run the game in AI test mode, it will make the AI take over for the human player

+ fixed bug where ships that were being upgraded but were not selected tried to update the ShipContextWnd, resulting in a crash if the last ship to be selected was deleted

+ fixed a bug where a ship (under certain conditions) could fail to start moving even if it had a path calculated to its destination

+ added additional debug info for missing string in tradewnd, took precautions to avoid a crash

+ Tweaks to the AI code that handles planetary improvement so that they don't do stupid stuff by mistake

+ Fixed integer divide by zero crash

+ Fixed bug where if you upgrade a constructor and build a starbase while it is upgrading, the starbase will change into a ship when the upgrade is complete

+  If RAW file fails to load, a height field is generated randomly

+ Fixed crash in Quick Project Window

+ fixed a bug that could occur if you loaded a campaign save game and tried to continue after finishing that mission, instead of using the campaign screen.
 
 New:
+ added option to save ship design to disk.  If turned off, the ship design will not be saved to disk and will not show up the next time you start GalCiv2.  Ship designs will still remain in memory until the data is reloaded (from a save game, from starting a metaverse game after having played a normal game, etc).

91,560 views 86 replies
Reply #1 Top
+ Stock market no longer gives morale bonus (wasn't supposed to in the first place)


1. [Goes into cell wearing sackcloth, flogs self in penance for spelling out info in thread]   

2. I don't know why not - my morale generally goes up after dealing with the stock market....

Oh, well.... time to tweak again   
Reply #2 Top
Stock market no longer gives morale bonus (wasn't supposed to in the first place)

Sorry to see the stock market morale bonus go away, I assume the influence bonus stays. You couldn't have just cut the morale bonus down to 5%. No, oh well.

Please, please, let me finish my first v1.31 game before you release v1.4. I'm only three weeks into the game and have another three weeks to go.
Reply #3 Top
+ Tweaks to make money not too hard to get early on but not as easy to get ridiculous levels of money later on (though expert players will still be able to do this).


You do need ridiculous amounts of money to upgrade ships. But money early is most important. So does that mean early money is harder, easier or the same?

Mumble, if we had to wait for you to finish your game everytime before an upgade was released we would still be on 1.1  
Reply #4 Top
It all sounds good, except of course for removing the morale bonus from the Stock Market. That makes them less useful, although now it will make more sense to replace them, if necessary, with an actual morale building. Very good to see that the morale buildings will be more effective. Also glad to see that the economics will be slightly easier in general. I'd be interested to know the specifics of the changes to the campaign missions.

With that said, I have to say that I will be waiting a week or so after this comes out before downloading it. It's great that Stardock keeps tweaking the game, but too often your patches need patches.
Reply #5 Top
Nothing 'bout alliances danit! Oh well.
Reply #6 Top
All sounds good to me.. Thanks
Reply #7 Top
Sounds great.
Reply #8 Top

+ added in code so that when using the CTRL+Z cheat to run the game in AI test mode, it will make the AI take over for the human player


This sounds like fun.

Reply #10 Top
New:
+ added option to save ship design to disk. If turned off, the ship design will not be saved to disk and will not show up the next time you start GalCiv2. Ship designs will still remain in memory until the data is reloaded (from a save game, from starting a metaverse game after having played a normal game, etc).


Yes!!

Reply #11 Top
The lowered maintanence for initial colony is going to go a long way towards helping new players get their economy stable in the early go. Resisting that initial want to colonize everything in site is just too difficult .

Hmmm... stock market change. Not sure on that one. Will definitely need to play with it to see if it really does effect my build strategies. Chances are slim it won't matter since I typically build one morale building anyway just because.

Option to not save ship designs is nice though I do tend to wipe them every once in a while anyway just because I like to design new ones.

Rest sounds like you are really digging deep to find things to fix. This is good really. Just I've not run into a single one of those bugs so must be lucky.

Any rough ETA?
Reply #12 Top
+ fixed a bug where a ship (under certain conditions) could fail to start moving even if it had a path calculated to its destination


Great supreme god of GC2, please let this be finally be fixed. I have almost strangled my display on many occasions because of this bug.



Reply #13 Top
why the farm nerf? I thought farms needed to be buffed, not nerfed.

Also, what about a planetary defense buff?

Reply #14 Top
Great supreme god of GC2, please let this be finally be fixed. I have almost strangled my display on many occasions because of this bug.

I found that if it sticks, I can unstick it by right-clicking a couple squares away.
That seems to kick-start it. Sometimes I have to reset the target, and sometimes it moves to the second target location then resumes its course that I first set.

I just attribute it to a sleepy pilot. Had too much, something, the night before perhaps.

Reply #15 Top
I think the biggest shortcomming in the game is the lack of control one has over the size of your population. You pretty much have to plop down a farm and see what happens to your morale. I know that some folks deal with this by building low tech farms early on and then once a higher tech farm is forced on them one way or another they cycle through *all* of their planets and delete the farm upgrades. On 500 planet galaxies this can take a *long* time.

If at any point you could build all the different levels of farm improvement that you had the tech for, and, if the farms did not upgrade each other, this would be far easier. This really doesn't add a capability that isn't there already, but it would eliminate a lot of micromanagement pain that people are having to do to implement it.
Reply #16 Top
it would eliminate a lot of micromanagement pain that people are having to do to implement it.

And yes I know that this could probably be easily modded but of course my interest is in metaverse games so I can't.
Reply #17 Top
found that if it sticks, I can unstick it by right-clicking a couple squares away.
That seems to kick-start it. Sometimes I have to reset the target, and sometimes it moves to the second target location then resumes its course that I first set.


Darn edit button won´t work. It seems that we have different problems perhaps. I have planets with assigned rally points. Ships leave orbit but get stuck on the very first square next to the planet. When I check the ships their way point says "no destination" .
Reply #18 Top
Some of those changes sound great. Really, thanks for all this patch stuff, but what about these bugs:

- Economy/Research/Production doesn't work on first turn after reload

- Incorrect build times displayed for first improvement in build queue

- Right-clicking an X declares war on Y alert allows you to chat with X before you've met them.

Are these too difficult to fix, or were they missed on purpose (i.e. are fixes already in the expansion)?

Reply #19 Top
why the farm nerf? I thought farms needed to be buffed, not nerfed.

Also, what about a planetary defense buff?


I'm wondering the same thing.
Reply #20 Top
New:
+ added option to save ship design to disk. If turned off, the ship design will not be saved to disk and will not show up the next time you start GalCiv2. Ship designs will still remain in memory until the data is reloaded (from a save game, from starting a metaverse game after having played a normal game, etc).


I didn't even know I needed this feature until you thought of it. I had just been naming my ships "delete colony ship" when I didn't want to keep them.

I thought farms needed to be buffed, not nerfed.


My understanding of farms is that buffing them does nerf them, because when they give you too much food at once they trash your morale.
Reply #21 Top
Darn edit button won´t work. It seems that we have different problems perhaps. I have planets with assigned rally points. Ships leave orbit but get stuck on the very first square next to the planet. When I check the ships their way point says "no destination" .

I never use rally points, so I have not noticed that.

Reply #22 Top
if your way point is full ie your fleet at the way point is full then ships wont go there automatically but then all you have to do is retell it/them to go there and they go

at least that is the only problem i have
Reply #23 Top
+ Stock market no longer gives morale bonus (wasn't supposed to in the first place)


Given a morale bonus since GC 1.

          
Reply #24 Top
+ Morale buildings have been increased in benefit

Any hint available as to what kind of increase we're talking about here?

IMHO it would be better to apply the buildings effect directly to morale instead of multiplying by base approval. If this was done you could leave the buildings benefit alone or even reduce the buildings benefit and come out ahead.

I've mentioned this before but I believe that the "triple whammy" that base approval has by being used directly by itself and also decreasing the effect of both buildings and civ ability is in and of itself an unbalancing feature of the game. This effect results in a very non linear effect of population on morale. This effect makes morale difficult for both player and AI alike. If you had a more linear function you wouldn't need the arbitrary cap on morale at the 26B level. Removing one of the components from being reduced by base approval would smooth this function out a bit. Plus if the intent is to bring morale buildings more into play, that would be a good way to accomplish it.
Reply #25 Top
Apparently you can't edit your posts in the Journals area, otherwise I would have just added this to my previous post.

We have 300% food tiles, is there any chance of getting a 300% approval tile or even a 300% influence tile?