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Twilight Beta 6a

Twilight Beta 6a

Well, we had some problems initially getting the right files up on the server but we seem to have worked those out so we're going to go ahead and publish the beta.  If you can't see the latest update, try restarting SDC to see if it updates.  Then go to tools->Internet settings and change to US-1.  Refresh XML Data and then Check for Application Updates.

Most of the AI changes were made to the Drengin AI, which is also used by the Korath and the Yor. 

I put in some code to try and fix the bug where save games from before beta 6 wouldn't load, but it doesn't work for all save games.

Also, the editors no longer require the microsoft DLLs.

+ NEW: Added a new menu item to the Map Editor called "Selected Object".  It has two sub-items: "Edit...", and "Delete".  The "Edit..." sub-item pops up the dialog to tweak the selected object's properties (name, size, etc..).  The "Delete" sub-item deletes the selected object.  If there is no selected object, these menu items are disabled.

+ NEW: Tech tree expanded to support starbase industrialization so that races without factory techs can still build up resources and have meaningful economic starbases.

+ NEW: Tournament, Altaria Resists

+ NEW: Tournament, Arcea’s Last Stand

+ NEW: Tournament, Drengin Gambit

+ FIXED: Bug where galaxy wasn't reading in modded tech trees from the correct folder

+ FIXED: Bug where save games created prior to Beta 6 would crash when loading.  Beta 6 save games should still load. 

+ FIXED: The text on the tech tree screen will now size itself so that the font will be the largest size possible while making the longest tech name fit into the box

+ FIXED: The Invasion screen now stretches and displays the map correctly at different resolutions

+ FIXED: In map editor, when loading a map, planets set to be owned by Altarians, Korath, or Krynn would have either the wrong race logo (old altarian), or no logo at all (Korath, Krynn).  The problem was that their .png's actually reside in the DarkAvatar/gfx/Race/ folder rather than the Dreadlords one, (like all the rest of the races).  A quick modification to the code fixes the issue.

+ FIXED: Crash in maps caused by error saving display name

+ FIXED: Found and fixed NULL-pointer crash within CGCMap::RemoveAsteroid(..)

+ FIXED: Crashes caused by cached graphic data that was not cleared after an ALT-TAB.

+ FIXED: Bug where the time to finish a social project was sometimes wrong

+ FIXED: I think that I have fixed the bug where the AI sometimes tries to trade a blank tech

+ FIXED: Bug where the AI wouldn't trade anything for Enhanced Miniaturiztation

+ FIXED:  Bug where Any starbase modules were being called ascension starbase modules

+ FIXED: Added code to detect loop back in path being calculated.  Still need to figure out what caused the loop back.

+ TWEAK: Added Cheat key for trying to get the AI to trade with you, CTRL+Shift+L

+ TWEAK: Drengin AI is substantially smarter about what they build on planets

+ TWEAK: Drengin AI better about getting larger hulled ships earlier

+ TWEAK: Drengin AI better at scouting for planets

+ TWEAK: Stellar Forge now a super project rather than galactic achievement.

+ TWEAK: Drengin AI and derivatives care more about influence before colonizing a planet.

+ TWEAK: Arceans now get Lite Constructor Modules which are much cheaper than the standard constructor module.

+ TWEAK: Research costs adjusted.

+ TWEAK: AI tweaks to planetary improvement files


 

115,329 views 71 replies
Reply #26 Top
I know it's late in the game for suggestions, but I would just like to throw out my support for diplomatic relations suffering as % of planets a player controls increases, along with equal diplomatic bonuses for all other players, and maybe an additional diplomatic bonus for civs fighting the dominant civ. They've said that, at this point, TA is on feature lock. The better thing would be to encourage them to make another expansion, focussed on diplomatic issues and the UP. Frogboy and Cari have said that it's probably not financially viable, though. Maybe if we all promised to buy it twice?


I'd buy it 3 times even. :) I am a huge fan of turn based strategy games, and these days most strategy games completely dumb down the play experience just to make multiplayer more intense or viable with the result being the gameplay itself comes off as pretty shallow (at least to me). I appreciate Galciv in that it chooses not to make this trade off.
Reply #27 Top
I know it's late in the game for suggestions... and maybe an additional diplomatic bonus for civs fighting the dominant civ. I.e., smaller civs should (IMO) group together and oppose a runaway civs.


Actually I really like his suggestion. I'll see what I can do.


Well, if you are going to adjust the AI to be able to team up against a super strong AI, you might wish to consider programing the AIs to offer techs to their 'comrades in arms' that they would consider useful to them. I tend to trade weapon techs that are of a different type than what my opponent AI is using for defense. In fact, if I can, I try to make sure that all 3 types are being used to make sure that my opponent(s) so that they can't defend themselves well.

Another thing to consider is, if a faction is able to hold their own against a super strong one, maybe the other factions should consider joining the war in their aid. In the past, I've traded shots with one opponent until I've gained the power to cripple them. When I have worn them down, the other AIs then join in to try capitalize on my hard work. Where were you guys when your help could of been useful?

One of the things that the AIs should do is to ask, or try to trade for techs to make themselves more combat capable. For instance, they might ask that you offer advanced weapons technologies so that they could prepare to fight.
Reply #28 Top
All the time invisible ships !
-------------
We're not getting any here.  Are the invisible ships ones that you designed, AI designed, core ships, or some combination thereof?
 


Core ships, mainly constructors and colony , right from the starting of the game (my 2nd constructor build by "buy" option in one turn was that way).

Also my race was missing from the beginning the "Hyperdrive technology" so I could not build the ships at all.
Actually it was more strange, I developed the one before it (remember it's custom race so I selected technologies) and "hyperdrive" did not appeared in research list.
But then I was able to start researching it by double clicking on it in research tree - very strange ...
Reply #29 Top
Yay! love this game! When are you gonna open a rehabilitation clinic so I can feel better about my addiction to it? :D
Reply #30 Top

Thank you very much. I'm thrilled that we have new tournaments, but do you have any idea when Twilight will be Metaverse compatible? I know many players (myself included) are very much looking forward to that!

Possibly after Brad expands his AI changes to the other AI modules.

Reply #32 Top
There is one thing I would like when we have a finished version and that is a way to print out Tech tree of each race.I find I cant remember which race has what tech and where that tech is on the tech tree !This would be of great help to me and I'm sure others.I especially like playing different races and I play with tech trading off !For me it keeps the races individual and different.
Reply #33 Top
Well personaly I would love for Gal2 to also be multi-player without giving up anything in the game. And I see no reason what so ever for this not to be done. Those who are against multi-player seem to think that you will have to take away from the game to make this happen and if the devs go with lazy programming they may be right, but I don't believe it has to be that way. I don't mind waiting for my turn in a multiplayer game if the game has depth and is fun. And I think that if the devs were to ever make this game multiplayer then I would hope they do not give into those inpatent players that want a fast paced game.
Reply #34 Top
There is one thing I would like when we have a finished version and that is a way to print out Tech tree of each race.I find I cant remember which race has what tech and where that tech is on the tech tree !This would be of great help to me and I'm sure others.I especially like playing different races and I play with tech trading off !For me it keeps the races individual and different.


I agree with this. And if we create new tech I would like them to be printed as well. This is to also include custom races (because I know I will create a lot of custom races.)

Reply #35 Top
Have a bit of a bugged situation with Arcea's Last Stand in this beta. After I've built up all the asteroids around the initial planets, a Yor Troop Transport tries to get in. I hit the turn button... and it never reaches the next turn. Reloading the savegame doesn't help. Restarting GalCiv2 and then reloading, however, pops the transport through the field and lets me play just fine.
Reply #36 Top
in stardock central I have 5 tokens left to purchase something from total gaming.net, but when I click purchase I don't appear to have an option to use my left over tokens. please help.
Reply #37 Top
I also have the invisible constructers for the Terrans. Just so you guys know.
Reply #38 Top
Actually I really like his suggestion. I'll see what I can do.
This is the first beta with significant AI changes since Dark Avatar. Hopefully you're already starting to notice improvmeents (mostly Drengin AI).


Then I'll just say "great!" and shut up. :D
Reply #39 Top
Hello,

Without doubt I'll be ordering TA. However, one of the features that interests me the most is "AI designed ships." I don't enjoy designing my own ships and this addition will increase my enjoyment of GC 2 greatly.

Any beta feedback on "AI designed ships?"

Thank you!
Reply #40 Top
I saw something mentionned about finnally fixing the tech trees so that some races can get to build decent starbases. I just played a game as Yor w the new beta and there isn't any change i can notice in the tech tree to accomodate starbase/mining modules. Am I missing something or is that a bug?
Reply #41 Top
The stellar forge is still a galactic achievement for me. Did the wrong file get uploaded by accident? The new lite contructor module is nice though. :)
Reply #42 Top
I saw something mentionned about finnally fixing the tech trees so that some races can get to build decent starbases. I just played a game as Yor w the new beta and there isn't any change i can notice in the tech tree to accomodate starbase/mining modules. Am I missing something or is that a bug?

AFAIK, races with non-terran type factories still can't get over 14% resource bonuses, and the Thalan Hyperion Starbase tech still doesn't give a mining or attack module. The Singularity Armor is a good way to pass the time if you watch the whole battle when someone attacks your starbase with a small fleet ;p
Reply #43 Top
I've noticed 2 problems:
- playing tournaments, established (mini) freighters can pass-through any mined asteroids without problems while previously it was impossible.
- made a custom race: no basic prebuilt ship showed up in the shipyard (didn't try with latest beta but was no more that 15 days ago). Also some graphics were missing.

One change request: when multiple ships/asteroids/starbases/mini freighters are stacked it's impossible to select what to attack.
Reply #44 Top
Well, thats definitely disappointing - all of the races I usually like to play in Twilight can't make decent starbases anymore.
It's one thing to give races custom tech trees, but when half of them are crippled I wonder if I find the 'variety' in Twilight better than what was in DA.
The problem here is that I always play with tech trading off in Twilight, because otherwise, the diplomacy system is very prone to abuse, games are way too easy, and I feel like i'm cheating.

Brad, I bought all your games and wasn't disappointed in any way until now - may I just ask that you find a way to make it possible for the non-terran races to build decent starbases without necessarily having to resort to trade/espionnage for people like me that play with tech-trading off? I'm sure it definitely shouldn't take that much time to implement and would make a lot of ppl like me happy.

Otherwise, as far as i'm concerned, there are a lot of good additions to Twilight, but this thing really makes it unplayable.
Reply #45 Top

 

Have a bit of a bugged situation with Arcea's Last Stand in this beta. After I've built up all the asteroids around the initial planets, a Yor Troop Transport tries to get in. I hit the turn button... and it never reaches the next turn. Reloading the savegame doesn't help. Restarting GalCiv2 and then reloading, however, pops the transport through the field and lets me play just fine.

Please zip and send in the save game to [email protected]

- playing tournaments, established (mini) freighters can pass-through any mined asteroids without problems while previously it was impossible.

Mini freighters are supposed to be able to go over foreign ships, starbases and mined asteroid fields as it cuts down on time spent pathfinding. 

Reply #46 Top
hi thanks this pack is gonna be awesome when its finished

just to note - the tech trees and improvements in my game arent necessarily civilization specific. Ive got the drengin building Precursor Temples :-S

just wondering, do you intend on improving the graphics of the other original improvements e.g. research centre, stock market etc. because they look sort of inferior compared to the new stuff :-(
Reply #47 Top
Do you think that each race will get its own Ethics technology, like the Thalans, by the final release?
Reply #48 Top
So are we going to be able to create custom ships for our custom races with the ship editor that I see (but not implamented yet) in the Editors section of the game.
And if so will thes ships only show up for that race.
Reply #49 Top
I also noticed that the Colony module says it holds 500m colonist but it really only holds 250m colonist. Now it would be nice if it actully held 500 but what ever it does hold please fix the description.
Thanks.

Oh and the troop transport pods do hold what the description says they hold.
Reply #50 Top
Have the Drath/Altarian tech trees been finalized yet? i remember htere still being holes in beta 5.