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GalCiv II: Twilight of the Arnor Beta 5

GalCiv II: Twilight of the Arnor Beta 5

Change Log

Beta 5 is now here! LOTS of changes.

+ NEW: Ascension Victory is now enabled!
+ To win by Ascension Victory, build starbases on the Ascension Crystals scattered throughout the galaxy to absorb their aura.
+ Each starbase on an Ascension Crystal will give you 1 point per turn towards the necessary 1000 points to win
+ AI will use specific ascension-based flavor text to describe why they are going to war with you if that is the reason.
+ AI will now list ascension as one of the reasons why its relations with you are lower
+ AI will lower relations with you if you start to collect ascension crystals
+ Drengin AI will attempt to pick up ascension crystals if it is powerful enough (the others won’t yet)
+ When a civ is within 100 turns of winning by Ascension Victory, a notification window will appear in the upper left hand corner of the screen

+ NEW: AI Designed ships for player - optional
+ With the changes to the tech tree, most of the core ship desgins are either inaccessible or not useful to the player by the time that the user can build them -- this should help with that.
+ When the option is ON, you can set the weapon focus by clicking on the focus button on the shipyard, and the AI will try to design ships using those values.
+ As soon as you research a tech that unlocks a ship component or increases miniaturization, the AI will attempt to design ships for you. After that, it will re-design them once a game year (about 48 turns)
+ AI designed ships now use specific ship templates based on their weapons, and ships designed for the player use the name of the template for the ship name
+ The AI will only obsolete the player's ships if the previous design of the same focus is inferior to the new design (this does not affect designs you create yourself)
+ Players can now create their own ship styles for the race they are playing
+ In the ship styles, the first template is for ships that primarily have beam weapons, the second for missiles and the third for mass drivers
+ Added descriptions to the default templates to give more helpful info on the Custom Ship Style screen

+ NEW: Added AutoLaunch options
+ These options are for people who may not always use rallypoints but want their ships to automatically launch from the planet so that they can immediately take orders
+ AutoLaunch
+ Option to have rallypoints follow same rules as autolaunch
+ Min num of defenders in orbit before auto launching attack ships
+ Option to AutoLaunch transports

+ NEW: Improvement images
+ Biosphere Modulator
+ Dark Energy Lab
+ Doomsday Generator
+ Interstellar Refinery
+ Mercenary Academy
+ Molecular Fabricator
+ Robotic Farming
+ Shrine of Tandis
+ Shrine of the Mithrilar
+ Stellar Forge
+ ZeroG Amusement

+ NEW: Enabled custom maps and scenarios

+ NEW: Korx get festival of capitalism to help improve morale

+ NEW: Custom races are now enabled, with the ability to pick which tech tree they are using

+ NEW: Added treasury to the InvasionOptionsWnd so that you can decide which tactic to use

+ NEW: Drengin now design scouts

+ FIXED: Made it so that you can't select the default tech tree for a custom race

+ FIXED: Bug on missionwnd where the spinner for difficulty was obscured by the string for the galaxy size

+ FIXED: Bug where AStar wasn't checking for Ascension Crystals, which caused stuck turn button

+ FIXED: Bug where graphs were not drawing the last point

+ FIXED: Changed it so that negative values are set to 0 for the graphs - we may want to change this eventually but we would need the ability to draw in a zero line

+ FIXED: Made the graphs use their min value as the 0 value so that the graphs fill the whole area

+ FIXED: Bug in collision detection code when checking for colliding with a star that was causing stuck turn button

+ FIXED: Bug where negative values were messing up the graphs

+ FIXED: Added code to try and prevent anomalies from respawning on AI rallypoints

+ FIXED: Added code for the AI ships to deal with rallypoints that are blocked (which causes a stuck turn bug)

+ FIXED: Bug where AI wasn't checking to see if a rallypoint was marked as destroyed before assigning it as a location. This should fix stuck turn issues and possibly crashes

+ FIXED: Changed the settings in release mode to use more accurate floating point numbers, because it was causing rounding errors

+ FIXED Bug where resource graphics were not being created

+ FIXED: Bug where Terror Star gfx was in the wrong place after attacking a star

+ FIXED: Bug where spending sliders on the Economy tab of the Finance Management screen didn't update their slider positions from a previous in a new game.

+ FIXED: Crash when going to the CivManager's stats tab after starting/loading a game from within a game

+ FIXED: Bug where having a negative weapons ability would make attack ships have 0 attack. Now they get at least one.


+ TWEAK: Fixed typo in War Profiteering

+ TWEAK: Added labels to the screen where you pick your techs for your custom civ for available and selected

+ TWEAK: New colony maintainence decreased from 15 to 12.

+ TWEAK: Only constructors, terror stars and attack ships get charged maintenance now

+ TWEAK: Updated Twilight's icon

+ TWEAK: Techs are now more expensive

120,305 views 81 replies
Reply #26 Top
It is on SDC. I've downloaded it. Admittedly mine said 0.96a[b].006 and the date is still on 19/2/2008, even after refreshing XML data..


0.97[b].001 is Beta 5
Reply #28 Top
It is on SDC. I've downloaded it. Admittedly mine said 0.96a[b].006 and the date is still on 19/2/2008, even after refreshing XML data..
0.97[b].001 is Beta 5


OUCH. Then the update doesn't show up for me at all no matter what server I use or after refreshing XML. I double checked it is set to show betas, but since I have installed 0.96a[b].006 already, it must be set.

Reply #29 Top
Nice change for ship maintenance! That eases the economic crunch a little in the colony rush, and trade will be more efficient (oooh... gotta start a Korx game this weekend). Constructors still cost maintenance, but they have a short life. The maintenance costs will mostly kick in when your economy is stronger, and you're cranking out military ships. Cool.

The Ascension victory option is very interesting. If I'm reading it right, it's sort of a shortcut military victory, right? A race only has to take and defend the area around the crystals, instead of dominating the map and destroying other civs. That will shake things up, if a race goes for that victory option. I assume there's some block against the player just rush-scouting the map, and then rush-building on those things? Will that lower relations enough to trigger insta-war with all the other races? I hope the AI is pretty aggressive at stopping an early rush for Ascension.
Reply #30 Top
Hm, okay than I have the same problem and can't see them, too.
Reply #31 Top
+ FIXED: Changed the settings in release mode to use more accurate floating point numbers, because it was causing rounding errors

+ FIXED: Bug where spending sliders on the Economy tab of the Finance Management screen didn't update their slider positions from a previous in a new game.

+ FIXED: Crash when going to the CivManager's stats tab after starting/loading a game from within a game


Given that the first one applies to DA and DL (assuming it is the rounding error I first reported in DA that appears to exist in DL as well), the second one applies to DA and I would be unsurprised to find that it applies to DL, and that the third one also applies to DA (but fortunately I cannot manage to duplicate this in DL), what kind of time frame are we looking at for a backport of these fixes?

I'm not saying I want them next week (well I do...), but is there any chance it will happen before 2.0?

-

The Civ Manager Stat screen crash is the most annoying for me, but I've had to learn recently to play around it. It hurts when I forget, though.

Having accurate sliders would be pretty cool, I admit.

But actually getting my 38 military/37 social on the fifth turn when I need it instead of only getting 37 military/36 social would be a literal Godsend. (Values are just examples, but you get the idea.)

I have to say, though, if you guys did manage to fix that rounding bug...take the next week off. I'm serious. I couldn't even manage to reproduce it reliably; only when it would hurt me the most.

(Besides, how can you not? It's Spring Break! ;))

-

I had some other comments as well, but I just noticed that the savegame I had the bug I was going to mention in it was from 1.80e, so I'm not sure if 1.80g fixed it or not. I'm in the middle of a game right now attempting to duplicate it, but it's difficult to say the least.

-

@Zenicetus
You need 1000 points. Even if you get all 5 Ascension crystals (at roughly the same time, for simplicity's sake), that's still 200 turns. That's ~4 years. Have fun "rushing". ;)
Reply #32 Top
OUCH. Then the update doesn't show up for me at all no matter what server I use or after refreshing XML. I double checked it is set to show betas, but since I have installed 0.96a[b].006 already, it must be set.


Hm, okay than I have the same problem and can't see them, too.


As Kyro said in another post:
Set server to US-1, Show prerelease, Refresh XML, restart SDC.
Reply #33 Top
Well, mine showed that after updating and it says Beta 5 in game, with all the changes in it...
Reply #34 Top
Played my first tiny map game with the changes and noticed that the economy seems to flow more freely.

Those who enjoy a lot of war and ticked off AI, will like the ascention crystals. Easy to grab them on a smaller map but the road to ascention is long and man, it makes the AI testy. I grabbed all five in a couple of turns and relations went from warm to hostile in less than 10 turns. Also seems that they are reluctant to let you buy their favor back with gifts.

After acquiring all 5 crystals the 2 year path to victory seems bound to be fraught with war. On the surface it appears to be as tedious as the tech victory but I suspect fighting off the AI will make it quite different.

Not likly to be a popular route to victory for anyone that likes to pick and choose their battles.

I was expecting the new auto ship design to be an in game option but it must be chosen pregame from the game options so I didn't see it in action this time.

(yuk..I just notice that with all 5 crystals it is a 4 year path and not 2 as I thought.)
Reply #35 Top
Well, mine showed that after updating and it says Beta 5 in game, with all the changes in it...


Lucky. I have Ascension and the ship maintainance tweak, but not autoship design, auto launch, or custom races. Oh, and colony maintaince is still 15 for me.
Reply #36 Top
@ZenicetusYou need 1000 points. Even if you get all 5 Ascension crystals (at roughly the same time, for simplicity's sake), that's still 200 turns. That's ~4 years. Have fun "rushing".


Ahhh... missed that part. I wonder if that isn't maybe one year too long? If it ties you down strategically for that long, many players may not bother with the option. It still might be interesting if one of the AI races goes for it.

Reply #37 Top
Ascension could actually make bigger maps play out faster . . .I've explored about 1/4 of a gigantic map and have 7 ascension crystals already.
Reply #38 Top
Ascension could actually make bigger maps play out faster . . .I've explored about 1/4 of a gigantic map and have 7 ascension crystals already.


Let me know if you achieve ascension. I hit 1000 crystals, had that countdown that got to hit 0...and I got the defeat movie with no text.

To people asking about those crystals...I had a -- with all races during the majority of the game due to attempting to ascend.
Reply #39 Top
I'll also be reading the forums so that I can pre-bias myself to look at potential balance issues.


When looking at the Yor, check for economic issues.

I always try to play without spending points on economic bonuses or morale bonuses. I don't think it should be nessacary to always need to have economy boosting starting abilities in order to play an effective game.

Yes. In fact, I plan to do a long series of play-testing games (and blog about them)...


I'll tell you about specific issues I've found in more detail when you get to the blogs... or when you make a post to collect them.
Reply #40 Top
The funny thing here is I JUST succumbed to my GC2 itch last night and started a new metaverse game of DA. First new game in ... I dunno, several months I guess. So this update looks freaking awesome, but I really want to finish my DA game first :)

Oh well.

I think the ascension victory sounds pretty cool. It's like a progressive version of the Spell of Mastery in Master of Magic. Instead of "I better not even start on this spell right now, I'm too militarily weak to fight off 4 AIs", you have to think, "Hmm... grab ascension points and hurt diplomacy? Or just let the AI suck up the crystals' aura and stay friendly a while longer?" Anything that turns an obvious decision into a tough (not to be confused with complex) decision is a great game addition.

I am surprised nobody has made a note of this:


+ TWEAK: Techs are now more expensive


Considering all the messages I've read about how technology comes too fast in TA, I really expected a lot of "FINALLY!" types of messages....
Reply #42 Top
Ummm . . . ok . . . note to self: do not even look at ascension thingy until you have the military capability to fight everyone at once.
Reply #43 Top
Anybody knows yet how the ship autolaunch and autodesign works?
Reply #44 Top
Autolaunch is good as it does exactly as it says, ie launch all your ships for you as soon as they are built.

Not sure about the design one as i cannot yet see a button to create design only the one for the parameters.
Reply #45 Top
What does War Profiteering do? What is the difference between 50%, 10%, 0%, -10%, an 50%?
While any races are at war, you'll get some money for "selling them the goods they need to fight". Such an excellent income for the Drath...


And on the negative side... you provide foreign aid to their displaced citizens causing you to loose money from other races wars, right?

EDIT: found a forum bug, if you click to quote someone who quoted someone else it will not include quote code for the original quote. Making them all bunch together instead of being hierarchical. I have manually edited hierarchical quotes into this post.
Reply #46 Top
Hmmm. I notice that the option to let ships be auto designed means not much when you already have designs on file.

I expected the user designs to be ignored but they always pop-up as the next option. I also can't figure out the custom design thing.

I go through the process of choosing and saving custom designs for a custom race and the game options do not change. It just gives me the standard Terran (in this case) designs without over riding the core designs.
Reply #47 Top
Yup I too have noticed this. I guess it is not implemented yet?
Reply #48 Top
Autolaunch is good as it does exactly as it says, ie launch all your ships for you as soon as they are built.


In the original post, frogboy talks about options, like mininum number of defenders, autolaunch for transports, etc. So there is supposed to be more then just 'launch every ship built'.
Reply #49 Top
So there is supposed to be more then just 'launch every ship built'


You have an option on how many defenders to leave in orbit before they launch. You set the number in game options. All cargo hulls launch immediately but there is no option on number of colonists so if you like to vary this you can't use auto launch.
Reply #50 Top
Note to designer of the program icon: Excellent! Nice to see the contrast from the Dreadlords. Fire VS Ice.
I say BAh HUMBUG! That silly blue thing replaced my ObjectDock terror star icon without my consent.