CariElf CariElf

Twilight Beta 6

Twilight Beta 6

I know that you guys have been waiting for this update for awhile, and I apologize, but we've had a nasty bug going through the office and as soon as someone recovers enough to come back to work, the next person gets it.  I'm still recovering from it, actually, but since it's a viral infection only time will get rid of it.

If you can't see the beta, try switching to US-1 as that's the server that gets the updates first, then it synchs to US-2.  You may also need to Refresh your XML Files (tools->options->internet). 

As vague as "Various AI changes" is, the majority of the changes are actually to the AI in this beta.  However, rather than delaying the beta to allow Brad write a comprehensive list of the changes, we're putting up with the vagueness. :) 

+ NEW: Now including the Scenario Editor

+ NEW: Now including the Campaign Editor

Note: We've had a report that the new editors require mfc71.dll.  We've fixed the problem here but we can't put up another update because the person who does that has already gone home for the 4 day weekend (we get both Friday and Monday off).  If you Google the file, you can download it for free.  Sorry about the inconvenience.

+ NEW: Added InfoIcon for new ship design notification

+ FIXED: Some incorrect thumbnails for updated ship components

+ FIXED: Bug where trade route was cancelled after the freighter was destroyed too few times, fix also fixes the freighter command.

+ FIXED: Bug with research all cheat key that gave you bonuses for techs you already researched

+ FIXED: Added code to make sure that the Dread Lords never make peace

+ FIXED: Bug where if you had more than 1000 Ascension points, you wouldn't win

+ FIXED: Crash due to null Civ pointer in alien message dialog

+ FIXED: Added check for null crystal pointer in ai drengin function

+ FIXED: Bug where galaxy not clearing ascension crystals from game to game

+ FIXED: Bug where sector mapper was not clearing ascension crystals from game to game

+ TWEAK: Various AI changes

91,684 views 54 replies
Reply #26 Top
Was the fix with the Race Specific tech trees not loading from the correct mod path in TA fixed?

-Dave
Reply #27 Top
Thanks for the INFO Cari I hope you and Team start to feel better Soon !!!

Thanks Drengin for the MFC71.DLL Link too !!


Now off to get Beta 6  :CONGRAT: 

Nasty
Reply #28 Top
Cari FYI I had to D/L Mfc71.DLL msvcr71.DLL and Msvcp71.DLL to get Campaign Editor and Scenario Editor to work not sure why I needed all three  :NOTSURE: 

Nasty!!

Edit add d3dx9_27.DLL too !!! for map editor :NOTSURE:
Reply #29 Top
The question may sound stupid - to all those that already own TA and have played the beta:

Would you advise me buying it? The unique technology trees are very appealing, but just be honest. Any critics yet?


Its not a stupid question if thats what you are asking. I've enjoyed the game thus far, and I can only expect it to get better. I already consider it worth my money, even if the game isn't ever finished.

________________

As for critics, I'm one of them. Though I have mentioned problems here and there, the only one I really want fixed is how the Yor economics have been handled thus far. The mixing of morale and food structures, known as charging stalks, though an interesting approach, it doesn't provide nearly the same economic support as the civs have with the ability to freely build economic structures.

The Yor don't have the ability to build as many economic as you want. You are currently restricted to 2, 1 per planet stuff that actually provide a bonus to economy. This makes it difficult to do stuff without spending points into economics and morale, and hunting down every economic and morale galactice resource. Because of the 25 bil population limit that effectively restricts population growth due to horrible morale, many high PQ worlds might have unused tiles, simply because it isn't worth the cost to add more structures.

Many have argued that you can get around this problem by buying techs from the other races, but that only shows how inept the Yor's economy is currently is.
Reply #30 Top
By the way, has anyone had any troubles downloading the recent update, I haven't had any success. I have swithced to US-1. I've refreshed the xml data and asked SDCentral to check for new application updates several times. I've even uninstalled TA, and it still doesn't show the new version.
Reply #31 Top
Worked fine for me once I switched to US-1. Are you hitting ok after switching? I noticed if you flick the server and then do anything else, it'll default back to US-2.
Reply #32 Top
*Update: Nevermind, sorry, found it in the campaign editor.


With the three editors so far the logical progression would be to create a map in its editor, use the map in a scenario, and link scenarios together into a campaign. But no matter how much I look I cannot find the spot to choose which map you would like to use in the scenario editor. I would think it should be under the Universe tab but I do not see it. Am I blind or is it missing in this release?

I am using Vista and the scenario window won't resize in the case it is cut off.
Reply #33 Top
Yes, I made up that word. Scrunching.


It's a perfectly cromulent word.
Reply #34 Top
How does compare TA to DA in content? Honestly, DA does improve the game very much, but i am not sure, i would spend 30$ for it, if i owned DL only. I own the Gold edition and it was a investion i do not regret. As it sounds so far, TA adds far more to the game than DA and you got my mouth watery already.
Does TA have its own serial-code or is it just online-activation in your existing SD-Account?

P.S.: Stardock, i appreciate your work, but why is it so hard to get your games in foreign countries? Here in germany i can get a budget version of DL but as i read the first version was localized very poorly; DA is coming some time in the future i heard and we dont need to speak of TA...
I therefore decided to buy the US Original.
I really would like to have a cool TA Box in my room as well, but as you said - no retail, just a cd in a case. That makes additional 20$ for s/h to me plus toll fees. Therefore it may be a better decision to buy the download version than paying nearly as much for shipping as for the game, just because your game is "for special audiences only" ;) Too bad, i like the feeling of "owning" something, and that feeling is not as strong when you dont have something to touch and see.
Reply #35 Top
Yes, I made up that word. Scrunching.


You didn't make up the "word," but you might have been the first to try applying it to the coding context. See this sorta dictionary.
Reply #36 Top
As for the movies you can set the intro/outro cutscenes in the
Scenario editor, but they have to be compressed with the free bink
tools you can download at www.radgametools.com


Which reminds me of something; Would there be an 'easy way' for SD Coders like you to provide or implement the following type of option for any (or all by choice) in-game movies processing?...

1) Converting every static reference image from png to fully compatible bnk animations could simply mean huge megabytes worth for every Happy/Neutral/Angry/Small trading splashers in my XW-movies_mod. I wished i could have the option to reset (or edit, alter, redefine) the calling lines of the modded raceconfig.xmls and simply tag the items with the png straight in as is. Not afraid of DOING the stuff here and properly adhere to GC conditions with super-quick binks, ya know... just trying to indirectly accelerate such process since slapping a single image has to require a LOT less heap than having to continually and repetitively access the 'projector routines'.

2) Similarly, the news Robots can actually be replaced simply by pulling them off the movies_dir (which i did, in fact). Again, an in-game setup option for fast pngs alternative versions in that case would be somehow useful IMHO.

- Zyxpsilon.

Reply #37 Top
Ok, I'm not sure what happened. It seems that I have the latest update, but I don't know when I got it. During my many attempts at downloading it, I opened up the game to check what version it was, and it said it was beta 5, the version number appears to be the same now as it was then. But now it shows that its beta 6, and I have new editors to use.

It could of snuck in when I downloaded Sins ver 1.03. I did open up SD Central at the right time before I when to chat to ask if there was an update. The strange thing is, this update doesn't show the date it was update (it still shows it was updated last month). Like I said, I don't know what happened, but I appear to have a working version of beta 6.

How does compare TA to DA in content? Honestly, DA does improve the game very much, but i am not sure, i would spend 30$ for it, if i owned DL only. I own the Gold edition and it was a investion i do not regret. As it sounds so far, TA adds far more to the game than DA and you got my mouth watery already.


Well if you liked DA, you would probally like TA. The biggest focus has been on the unique tech trees. Many of the tech trees do look, and feel like stuff was renamed, and reorganized. However, some of the other tree have been changed enough that many people have complained that you can't play these races, something that I'm not surprised about.

In DA, you could probally expect to start out with the ability to build factories, labs, morale buildings, farms, and economy buildings. In TA, some of the tech trees don't start out with these buildings, you have to research them, and some don't get them at all. The Thalans, being an extreme case, can only build their starports, and super buildings at the start of the game. They also don't even get farms, because they can't research them. Because of the lack structures at the begining, the Thalans can't fill their planet up with structures until they do some research. Because of this, the Thalan AI often gets absurd influence because the techs needed to build influence structures are very cheap when compared to whats needed to get factories and labs. This is why you probally heard about the pink blob of doom on the forums, the Thalans can't build anything else near the begining.

As for structures, some have been by their equals depending on what tech tree you are using. The Drengin use slave pits, which are cheap, but have an influence penalty. The Yor collectives are better in every way save construction time, when compared to the default factories. The Thalan factories start as powerful as an industrial sector, but is much more expensive to maintain. They get cheaper with each improved version, eventually becoming a renamed industrial sector (as of the previous betas, this could of changed in the new beta).
Reply #38 Top
Here's an idea for the scinario editor. How about at the select races screen how about an arrow tha when clicked a popup menu will appear with of races to choose from meaning that you can have more than one of a certain race. P.S can you make it so that the editors don't requiere mfc71.dll please?
I hope you guys at will post a reply telling me what you think.
Reply #39 Top
I have MFC 56 so will the editors still work, plus can you guys at Stardock make MFC 71 come with TA?
Reply #41 Top
Well if you liked DA, you would probally like TA. The biggest focus has been on the unique tech trees. Many of the tech trees do look, and feel like stuff was renamed, and reorganized. However, some of the other tree have been changed enough that many people have complained that you can't play these races, something that I'm not surprised about.In DA, you could probally expect to start out with the ability to build factories, labs, morale buildings, farms, and economy buildings. In TA, some of the tech trees don't start out with these buildings, you have to research them, and some don't get them at all. The Thalans, being an extreme case, can only build their starports, and super buildings at the start of the game. They also don't even get farms, because they can't research them. Because of the lack structures at the begining, the Thalans can't fill their planet up with structures until they do some research. Because of this, the Thalan AI often gets absurd influence because the techs needed to build influence structures are very cheap when compared to whats needed to get factories and labs. This is why you probally heard about the pink blob of doom on the forums, the Thalans can't build anything else near the begining.As for structures, some have been by their equals depending on what tech tree you are using. The Drengin use slave pits, which are cheap, but have an influence penalty. The Yor collectives are better in every way save construction time, when compared to the default factories. The Thalan factories start as powerful as an industrial sector, but is much more expensive to maintain. They get cheaper with each improved version, eventually becoming a renamed industrial sector (as of the previous betas, this could of changed in the new beta).


Sounds very nice - if the races will be balanced well in the final release. Maybe i`ll wait and see what the people think about it.
Reply #42 Top
Thanks for the INFO Cari I hope you and Team start to feel better Soon !!!Thanks Drengin for the MFC71.DLL Link too !! Now off to get Beta 6   Nasty


Cari FYI I had to D/L Mfc71.DLL msvcr71.DLL and Msvcp71.DLL to get Campaign Editor and Scenario Editor to work not sure why I needed all three   Nasty!!Edit add d3dx9_27.DLL too !!! for map editor


Why do we have to download MFC71 i mean, that's just stupid i mean come on can't you guys at Stardock just make the editors not require MFC71 because i have MFC 56 (i think, i'l check later). Oh yeah and another about the scinario editor, needing to download Bink is just stupid and i had an idea for that the custom race issue and i'm not modding because i want to play my campaign in a normal game not a freaking mod!!! :( The idea's down here V
Here's an idea for the scinario editor. How about at the select races screen how about an arrow tha when clicked a popup menu will appear with of races to choose from meaning that you can have more than one of a certain race. P.S can you make it so that the editors don't requiere mfc71.dll please?I hope you guys at will post a reply telling me what you think.


Sorry to be mean but i had a plan to make a Star Wars themed campaign using the editors. The editors are the whole reason that i wanted to get TA and i'm not going to download all sorts of stuff from the internet just to get one scinario finished!!!
Sorry...
Reply #43 Top
Help.. For some reason I'm not seeing the beta 6 update. I've tried both US1 and 2. I've also deleted TotA and reinstalled but it is still showing the 2-29 package. How do I check to see if I have the newest beta? And if I don't, any suggestions I can try out.
Reply #44 Top
Also, GalCiv3 will benefit greatly from the technology we're developing for our fantasy strategy game.

A lot of very nice information in that sentence. So, we've got a couple more great sounding games coming down the line. As much as I've been playing these Stardock games, you guys are quickly becoming my #1 source.
Reply #45 Top
OMG...Seth...take a chill pill. Maybe the blue one.

First off, they said they are aware of the MFC71.dll issue but cannot put up an update that includes it until Tuesday. So have a little patience. Second, don't complain about Bink, if that's what they are using, that's what they are using. Third, you claim downloading anything from the internet is 'impossible' yet somehow you managed to download beta 6. Interesting dichotomy.
Reply #46 Top
OMG...Seth...take a chill pill. Maybe the blue one.First off, they said they are aware of the MFC71.dll issue but cannot put up an update that includes it until Tuesday. So have a little patience. Second, don't complain about Bink, if that's what they are using, that's what they are using. Third, you claim downloading anything from the internet is 'impossible' yet somehow you managed to download beta 6. Interesting dichotomy.


I downloaded it before my connection went funny, an hour after i downloaded it.
Reply #48 Top
While I am bummer out that the game I was playing for the last 3 months with the old beta will not play anymore (My Therian Empire was about ready to put an end to the Korath and Terrans once and for all), I am glad they fixed the issue I was having about zooming in and out in the Map Editor, since my Logitech track ball has no scroll wheel
Reply #49 Top
If only Stardock programmers worked for national security....

But I'm sure the UN would have a cow if world peace didn't come through them.

Great job!
Reply #50 Top

Thanks for the update guys. Any news on when we will be able to play/submit MV games with TA please?

It's probably going to be one of the last things that I re-enable so that it's as close as the final version as possible.  I'm definitely waiting until after Brad's AI changes.

Can you at least try to allow two custom races, just two? Because i don't enjoy modding, plus it's unfun for me. And do the videos have to be bink because the internet connection on my desktop is messed up so i have to use my lap top's wirless in order to use the internet so downloading anything is impossible ? I wanted to make a Star Wars themed campaign without using mods so please can you because, i've been making movies with windows movie editor and i've completed half of them so can you guys please try to allow non-bink videos to be used?

[quote] Can you at least try to allow two custom races, just two? Because i don't enjoy modding, plus it's unfun for me.[quote]

No, it's not worth it.

And do the videos have to be bink because the internet connection on my desktop is messed up so i have to use my lap top's wirless in order to use the internet so downloading anything is impossible ? I wanted to make a Star Wars themed campaign without using mods so please can you because, i've been making movies with windows movie editor and i've completed half of them so can you guys please try to allow non-bink videos to be used?

Yes, the cutscenes have to be Bink.  They won't work otherwise.  Just map a shared folder from your desktop on your laptop, download the file (which isn't big), and copy it over.  Or flash drives work well for that sort of thing too, and they're fairly cheap right now.

my coumputer is from 2006 so will the editors still work?

Yes.

Do we have the ability to completely edit technologies? This is the part that I would kill for!!!

For example, will we eventually be able to name a tech, determine the prereqs and techs after it, and say it gives you that does say 45 damage, and uses the built in doomray animation? And if we are not satisified, we can choose instead the built in laser animation

You can already do that.  However, in the example that you mentioned, you would also have to create a ship component and have the tech unlock the ship component.  We have an editor for ship components as well.

Was the fix with the Race Specific tech trees not loading from the correct mod path in TA fixed?

No, I don't think that it made it in.

With the three editors so far the logical progression would be to create a map in its editor, use the map in a scenario, and link scenarios together into a campaign. But no matter how much I look I cannot find the spot to choose which map you would like to use in the scenario editor. I would think it should be under the Universe tab but I do not see it. Am I blind or is it missing in this release?

You specify the map and the scenario that go together in a mission in the Campaign Editor.

Stardock, i appreciate your work, but why is it so hard to get your games in foreign countries?

It's a matter of being able to get a distributer for Europe, which can be difficult.  Space strategy games don't do too well in Germany in particular so it's hard to get GC2 into Germany.

Which reminds me of something; Would there be an 'easy way' for SD Coders like you to provide or implement the following type of option for any (or all by choice) in-game movies processing?...

1) Converting every static reference image from png to fully compatible bnk animations could simply mean huge megabytes worth for every Happy/Neutral/Angry/Small trading splashers in my XW-movies_mod. I wished i could have the option to reset (or edit, alter, redefine) the calling lines of the modded raceconfig.xmls and simply tag the items with the png straight in as is. Not afraid of DOING the stuff here and properly adhere to GC conditions with super-quick binks, ya know... just trying to indirectly accelerate such process since slapping a single image has to require a LOT less heap than having to continually and repetitively access the 'projector routines'.

2) Similarly, the news Robots can actually be replaced simply by pulling them off the movies_dir (which i did, in fact). Again, an in-game setup option for fast pngs alternative versions in that case would be somehow useful IMHO.

Umm...if the XML specifiies a filename and it can't find a bink but there is a png, it should use it automatically.  Otherewise you'd just get a black screen for a lot of cutscenes if you didn't download the multimedia component.

Here's an idea for the scinario editor. How about at the select races screen how about an arrow tha when clicked a popup menu will appear with of races to choose from meaning that you can have more than one of a certain race. P.S can you make it so that the editors don't requiere mfc71.dll please?
I hope you guys at will post a reply telling me what you think.

No.  The code just isn't set up to handle multiple instances of a RaceID and it wouldn't be worth the effort to implement.

I have MFC 56 so will the editors still work, plus can you guys at Stardock make MFC 71 come with TA?

SInce the editors are compiled you should be able to just run them as long as you have the correct DLLs, which Drengin linked to above.  The next update will fix the editors so that you don't need to download those DLLs.

Why do we have to download MFC71

As I said earlier, we will be fixing it so that you don't have to download anything.

If you're having issues downloading the new beta, you'll probably have to e-mail [email protected] because the limit of my knowledge of download problems is changing the server to US-1 and refreshing the XML data.