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Ah, back to Galactic Civilizations love

Ah, back to Galactic Civilizations love

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. :)

219,716 views 75 replies
Reply #51 Top

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...

Reply #52 Top

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 :S. 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

Reply #53 Top

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. :thumbsup:

Reply #54 Top

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

Reply #55 Top

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!)

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Reply #56 Top

The patch just came out...

Reply #57 Top

Quoting ozo, reply 6
The patch just came out...

 

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

Reply #58 Top

A Patch for TA has been released V 2.03

Reply #59 Top

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?

Reply #60 Top

Quoting Ironmallet, reply 9
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

Reply #61 Top

Ya... I want to know EVERY detail... :grin:

Reply #62 Top

Quoting Davabled, reply 10

Quoting Ironmallet, reply 9Downloading 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

 

Should have checked history. Silly me.

 

I must admit though, I was hoping for a bigger patch. I doubt that "Misc other updates and fixes" mean anything big...

Reply #63 Top

20$ the hyperwarpdrive mk I still isnt aligned right by default... |-) yep i was right...

Reply #64 Top

I'm assuming the "Misc other updates and fixes" are the items listed by Frogboy in the first post.

I'm surprised this didn't make the headlines on the front page, or the impulse page, or twitter.

Reply #65 Top

No update for me. Maybe the problem is i have the german Ultimate...

Reply #66 Top

I'm very happy to report that, with the Torian tech tree at least:

1) The game no longer crashes when using 2 different planetary governors; and

2) The PG does not allow one to construct multiple structures that are intended to be singular in nature. I tested the Aquatic Transport Station and Diplomatic Translators.

Reply #67 Top

Better later than never... 2.03 (for TotA, only) seem to be working smooth (CivEventWnd.dxpack still not "corrected", though!) as usual -- gameplay wise.

tks :frogboy: .

Reply #68 Top

I still can't use the planetary govs most of the time even with the update. Sometimes I can make one and assign buildings to build but most of the time it won't add anything to the empty queue of a new planetary gov even when I never had a planetary gov in that specific game before.

 

Not sure what the problem is but pissing me off.

Reply #69 Top

More bad news:

When I researched the Intensive Farm tech, the PG starts building additional farms. This wastes my time when I'm playing, and there is NO excuse for not having fixed this bug. I've pointed this bug out on several occasions. Why, in Jesus H W Bush's name, did you folks not fix this?

Reply #70 Top

  I will watch for this problem too, Snark. I take it you had only one farm in your queue for your PG

Reply #71 Top

Quoting Snarkotamus, reply 69
Why, in Jesus H W Bush's name, did you folks not fix this?

Because they were stupid enough not to know about it.

Reply #72 Top

I bought ultimate edition thinking this game would finally have multiplayer. I just want to play at home with some friends.  I do the same with civ 4. why is there no muliplayer? will there ever be? It will sit on the shelf until there is .

Reply #73 Top

Quoting pptgg, reply 72
I bought ultimate edition thinking this game would finally have multiplayer. I just want to play at home with some friends.  I do the same with civ 4. why is there no muliplayer? will there ever be? It will sit on the shelf until there is .

You wasted your money then. It will never have multiplayer.

Reply #75 Top

I rarely visit the forum (I'm here to look for some mod information), but I still play the game often.  This game has wonderful replay and I imagine I'll be playing it for years to come.  Please keep the fixes coming.  This is my all time favorite game and I'm really getting into the casual mods now.  It's amazing the depth and ease of customization with this game.  What a masterpiece.