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1.7 Beta 2 Change Log

1.7 Beta 2 Change Log

As you can see from the list below, we mostly concentrated on fixes for this build. As a reminder, if you get a crash that can be reproduced within a few turns, please zip and include the save game with the crash report and debug.err (which is located in My Documents\My Games\GC2DarkAvatar).  You may need to go to Tools->Settings->Internet->Refresh XML Data to get the new beta to show up.

+ NEW: Added code to delete multiple ships at once from the maintenance tab


+ NEW: Added code to put auto-survey ship on standby if it can't find any more anomalies - if this works out, I'll see about adding it for space miners too.

+ FIX: Restored missing recieving war or peace notifications

+ FIX: Made it so that if you update several planets, it should update all of them in the colony list

+ FIX: There was a bug where the treasury display on the main UI was being constantly updated during the end of turn, thus causing slowdown

+ FIX: There were rounding errors with bonus research production

+ FIX: Reduced some of the slowdown when moving a selected ship caused by updating the ship context area

+ FIX: Corrected the switched civ names for the event log when a race surrenders to you.

+ FIX: The Civ Manager Event list will scroll if you mousewheel over the entries now (wasn't before because they were disabled, thus blocking mouse messages)

+ FIX: I believe that I have finally fixed the 'weird minimap lines' bug

+ FIX: I changed it so that the resource manager won't flush during combat, which could cause slowdown

+ FIX: Tweaked planetary tile bonus distribution so that it gets more of an even distribution and is less likely to be unable to place all the tiles

+ FIX: Xml data saved at the end of a game was not saving campaign data if it wasn't a metaverse game

+ FIX: The screenshot key wasn't being detected correctly

+ FIX: Changed debug functions because they have been causing breaks even in release mode

+ FIX: Updated metaverse data (only the sandbox data was updated with the last update)

+ FIX: Crash in the rendering code related to alpha-blended graphics

+ FIX: The title bar of the event log should now stretch properly on resolutions higher than 1024x768

62,029 views 44 replies
Reply #26 Top
I'm back!

________________
1. Auto-survey
Auto-survey vessels
I got quite a lot of them to make sure I really get every single anomaly.
I got _tons_ of "No more anomalies available, surveying disabled" messages. Furthermore, this message was misleading. Some survey vessels were indeed idle after that, while some others were in some sort of survey-standby mode, waiting for new anomalies to spawn. I couldn't see any pattern. Just fix the bugs and get rid of the "nothing to do" messages, then it'll be perfect.


Looks like someone beat me to it... I'll comment anyways.

Yes, the auto-survey command is buggy. The first time I used it, it worked fine, but after a while I checked upon my survey ship. It wasn't doing anything. It appears that it works once, but fails afterwards.

________________
2. Leases and maintaince tab
+ NEW: Added code to delete multiple ships at once from the maintenance tab


Works good now. Keep up the good work.

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3. Re-route ship types

Its name is inaccurate.

Its name suggests that all existing ships of a given type are re-routed to a specific rally point, but it doesn't do that. It instead re-routes colony rally points for colonies building a given type of ships.

I think it should be called "re-route ship production". It would be much more accurate.
Reply #27 Top
Anyone else having problems where your ships won't move?

Reply #28 Top
They still seems to "know" all asteroid fields in the map, even if they are on fog of war zone. Is it possible to fix this? I just hate when my automated miners go on cruising to the furthest corner of map all the sudden.
It's possible, but I would think that you're in the minority on this one.


That remind me, The survey ship "know" where all the anomalies too when u put it in auto survey.
I not sure but it's possible that the AI know all the ships and objects too in the fog of war.
Reply #29 Top
A nice feature would be to have some way of telling survey ships NOT to go after wormholes when auto-surveying. This is especially important now that anomalies regenerate. I don't like it when my survey ship goes for a wormhole while a bunch of newly spawned anomalies are right around it.
Reply #30 Top
I'm in the midst of a DA 1.7 Beta 2 game (Large, Tough). The build seems rock solid. No crashes at all (congratulations!). The only thing I've noticed is that two races declared war on me without declaring war. The first I found out we were at war was when they attacked one of my planets. It's possible I could have missed it, but I thought I'd bring it up and see if anyone else is seeing it.
Reply #31 Top
Would those two attacks be the "sneak attacks" I've been reading about? I've never run into this before. Before the UP "go to your neutral corner" thing came about (which hasn't come up yet in this game), I thought there'd at least be a token "we're at war" box and the next turn the attacks could commence. But, never an attack and then the notification. Oh, well. When dealt lemons, make lemonade.
Reply #32 Top
Do you have a save game from right before you tried to upgrade the ship? If you do, please zip it and send it to me at carielf@stardock.com with detailed instructions on how to reproduce the bug



I sure I have on. I'll have a look at it later. Thanks for the quick answer.
Reply #33 Top
I still have missing strings in the new event log thing.

I _DO_ now have "Ship" and "War and Peace" strings. All the others are not found.

I tried changing the version in the registry so that it would download the update again but that did not fix it.

Thank you
Reply #34 Top
+ NEW: Added code to delete multiple ships at once from the maintenance tab

+ NEW: Added code to put auto-survey ship on standby if it can't find any more anomalies - if this works out, I'll see about adding it for space miners too.


Thank you so very much... Great improvement towards saving our worn out clicking fingers.

BTW, any plans on making miners and surveyors NOT automatically know where all the asteroids/anomalies are? They should only go after ones that are visible or otherwise known to you.
Reply #35 Top
I don't know if I should post possible bugs here or in a separate thread. So, I'll start with here:

- The new Governor to Reroute Ship Types is neat. But, it doesn't seem to work correctly. In the last game I played, I tried to send my Constructors (and only my constructors) to various rally points. First, there were classes of ships I had which didn't show up in the list of possible ships to re-route (definitely a variant of a Transport and probably a variant of a Defender). Second, when I told it to just send my Constructors, ALL of my flying ships went to that new rally point. Every time I used that Governor to change where my Constructors were going, all other types changed, too.

- The Colony list under the Governors doesn't necessarily refresh properly. If I double-clicked on a Colony name to go there and changed the production or focus, when I hit Done and automatically went back into the Colony list, the changes weren't reflected. I had to visit another Governor tab and come back for the list to refresh.

- This might be a result of the above. Many times, I'd sort the Governor Colony list by what the Colony was producing and end up with a big clump of "Nothing" at the top (which is good) and a smaller clump of "Nothing" somewhere else in the list. I think the 2nd batch of "Nothings" might have been things I'd changed earlier but didn't get updated. So, the list sorted by the updated data (a guess), but didn't display that same data.

Overall, an excellent build (beta or otherwise). In the game I just played (Tough, Large, Abundant), I only had two DA crashes. In both cases, I'd been playing for many hours. Restarting the game allowed me to continue without problems. I'm using Vista Ultimate (x86) with and NVidia 7600GT card.
Reply #36 Top
I just noticed that it's not just the Reroute Ship Types Governor that's resetting the destinations of all ships. The Colony Rally Point option does it, too. I had a Colony Ship slowly crawling halfway across the galaxy. I set a Colony Rally Point for my Constructors to head for a starbase. Several turns later, I noticed my Colony Ship had turned back and was heading home.
Reply #37 Top
Overall, an excellent build (beta or otherwise). In the game I just played (Tough, Large, Abundant), I only had two DA crashes. In both cases, I'd been playing for many hours. Restarting the game allowed me to continue without problems. I'm using Vista Ultimate (x86) with and NVidia 7600GT card.


I to have crashes after hours of play !!

2.4 g cpu 2 g ram and a 512mb 7600gt video card I wonder about it !! it takes back off after restart till it does it again but by then we are talking major amount of data the game is trying to manage
first crash happens around year 8 of play,.. maybe sooner !!then any where from a year to 2 after that we it crashes again !!
It on the larges map there is star set at rare planets set to Abundant level is challenge !!
Reply #38 Top

Yes, the auto-survey command is buggy. The first time I used it, it worked fine, but after a while I checked upon my survey ship. It wasn't doing anything. It appears that it works once, but fails afterwards.

Hmm...I didn't try it with multiple ships.  It sounds like something is cancelling the standby state.  I'll see if I can track that down today.

The only thing I've noticed is that two races declared war on me without declaring war. The first I found out we were at war was when they attacked one of my planets. It's possible I could have missed it, but I thought I'd bring it up and see if anyone else is seeing it.

Would those two attacks be the "sneak attacks" I've been reading about? I've never run into this before.

No...it could be something related to the bug that was causing the war/peace/surrender icons to not drop.  You wouldn't happen to have any save games from before they attacked your planets would you? It might be difficult to reproduce this from a fresh game. 

I still have missing strings in the new event log thing.

I need you to send in your debug.err from My documents\My Games\GC2DarkAvatar right after you get the String Not Found error so that I can see what strings it's not getting. 

The new Governor to Reroute Ship Types is neat. But, it doesn't seem to work correctly.

Hmm...the person who wrote it forgot to add the check for the ship having the ship type.  I've fixed this.

The Colony list under the Governors doesn't necessarily refresh properly.

I guess I'll have to look into that further.  The changes I had made for this build were to make the social improvements refresh, but maybe the update function that it's using is only updating certain things, which is why it worked for the social project for me.

 

Reply #39 Top
As far as missing strings go, I get these:

Debug Message: Error. String Not Found. Table: Dialog String Name: MiscTechResearched

Debug Message: Error. String Not Found. Table: Dialog String Name: CivDestroyed

. . . and I've been getting a crash right after the statistics screen when it tries to switch to the next scenario in the campaign. I've sent an email to tech support about that.
Reply #40 Top
I'm still getting the "string not found" for most things in the event log. I've tried the suggested fix but that only worked for some of the events but not all.But other than that the game is running great.
Reply #41 Top

jstarz01, did you check your GalCiv2\DarkAvatar\Data\English folder to see if there was an English.str.tmp file that should have replaced English.str?

English.str should be dated 10/1 and screens.str should be dated 10/4

Reply #42 Top
both folders are in there.English.str.tmp is dated 10/01/2007 and english.str is dated 4/19/2007.screens is dated 10/04/2007
Reply #43 Top
Ok, you'll want to delete English.str, then rename English.str.tmp to English.str.