mavx21 mavx21

>>> BETA 4C <<<

>>> BETA 4C <<<

ready for download!

Well, I'll go ahead and beat Brad to the punch here. =P

SDC version: 0.78[b].005

The big changes:
- United Planets now in!
- Minor Races now in!
- tech tree & techs revamped!
- planetary improvement maintainence cost revamped (read further for more info)
- morality related techs introduced
- lots of bug fixes

Complete 'history.txt' printout for this upgrade
Galactic Civilizations II: Dread Lords
v0.78 BETA 4C Release (November 22, 2005)
------------------------------------

Notes for v0.78 BETA Release
+ 5 Scenarios included
+ Animated Drengin ambassador
+ Mini-animated profiles for several races for United Planets
+ fixed bug that made everyone industrialists
+ added domestic governor screen
+ Minor Races HAVE JOINED THE PARTY!!!
+ fix to planetwnd not showing correct bonuses for imps in build list
+ fix to crash for saving scenarios without triggers
+ Implemented Foreign Treaties Summary Text
+ Changed Quick Build to have buy and done buttons instead of build and cance
+ made it so that Quick Build list doesn't reset planetlist
+ Changed cancel button on treaties popup to say done
+ Changed trade money spinner increments based on max value
+ fixed listgrid on starbase details wnd
+ fixed Foreign Relations entries to show up in correct locations
+ fixed crash in CheckForDefections caused by calling UpdatePlanetIcons (accessing the scene graph from a thread). Now it checks to see if it needs to update the planet icons from classColony::UpdateTurn.
+ added filters to starport and shipyard screens
+ fixed gnn behavior when switching to planet details wnd or starport, etc.
+ fixed bug where foreign stats weren't refreshing when you clicked on another civ.
+ fixed bug where once you played a scenario, it wouldn't unlock the racewnd
+ fixed missing strings lost due to merge error
+ commented out code that references OBJIDs that no longer exist in dxpacks for TitleWnd, OpponentWnd, ResearchWnd, and the Gamescreen so that they won't keep reporting as missing in the debug.err
+ changed it so that the out of bounds tiling info error only prints out to debug.err if the DEBUG command line parameter is used.
+ fixed memory leak caused by trying to free memory that had not been allocated by the memory manager
+ tweaked overlay shrinking code
+ added starport overlay, added overlay for planets with stuff in queue, added overlay for planets with nothing in the queue but has available tiles, removed Economic, Production, and Research Capital overlays
+ made saveitemwnd tinted
+ United Planets In
+ Foreign United Planets screen functioning (though missing it's piechart and votes rundown)
+ Espionage hooked up to Foreign Report and other screens
+ drengin animation checked into the game
+ "Traditional Warfare" Invasion tactic always showing up
+ Fixed a bug where the camera scrolled to a battle after it was finished
+ Fixed a bug in collision detection code in full battles
+ Implemented Civilization Manager screens
+ Implemented Race Legend screen
+ GNN now uses high resolution image for improvements
+ Fixed a bug where ships could be added to a fleet during a battle
+ Fixed a bug where ships and fleets could be disbanded during a battle
+ Fixed a bug where a fleet entered a planet and left a one ship fleet outside
+ Added a popup message when a civilization is defeated by culture
+ Added a popup message when a survey ship on Auto-survey cannot find any anomalies
+ Fixed a bug where ship icons in Full Battle would show full damage before the battle started
+ Fixed several ALT-TAB related crashes
+ Fixed a bug when jumping to the end of a full battle + Damage for shots in space was not being properly added
+ Fixed a bug with defense animations (ie. shields, etc) They would come up too early and wouldn't stop playing at times.
+ Fixed a bug when conquering a planet + what the Starport is building is now cleared
+ Implemented 3D Planet scene and Improvement Image in Galactic Achievement window
+ Changed former "Graphs" button on Main screen to open the Civilization Manager
+ Fixed a bug where Planet Details screen would use an incorrect texture for the moon
+ Fixed a bug in the Tech Tree when loading a game from within a game
+ Fixed a bug that allowed the player to destroy improvements for AI planets from the Planet Details screen
+ Fixed a bug in the Full Battles where the HP Damage displayed in the icons was out of synch with the action on-screen
+ Metaverse fixes
+ Tech tree filtering (right click is the UI right now, will be updated).
+ Some size selection fixes to the tech tree
+ Tech tree support good, evil, and neutral techs
+ Various fixes to the tech tree
+ A general cleaning of the tech tree to remove redundant techs, add new techs, and game balancing.
+ Planetary improvements, galactic achievements, and super projects now implemented.
+ Tech tree re-aligned to bring things up earlier
+ Your home planet contains your civlization capital wich provides a lot of industry and other goodies.
+ Colonies have a LOT of maintainence to start with. But planetary improvements have virtually no additional maint. The idea is on large maps to make colonizing come in stages. Overreach too early and you'll go broke.
+ Most planets are now classes 5 through 10.
+ Home planet is now typically class 10.
+ Planetary improvements are more powerful. Less micro management.
+ Weapons and defenses recalibrated for better balance
+ Weapons and defenses tend to cost less than they did before
+ Alien research now tells you why a given race doesn't like you. Still being enhanced.
+ Tons of other tweaks, bug fixes, and other "stuff".
108,949 views 149 replies
Reply #26 Top
Keep getting a report saying the ship is going out of range, even when there is no ships around.
Reply #27 Top
The only thing I have seen so far, if I buy a wonder like Frictionless Clothing and right after I bought the wonder, I go to the spaceport of that same planet, the image of the wonder informing the world that I built it, will impose itself upon the spaceport screen as a gosthly image until you acknowledge, and then disappear after you acknowledge it.
Reply #28 Top
If a constructor moves onto a galactic resource and you have the game set to prompt you before mining a resource and you say "No" to the build request and at some later point hit the "Construct" button for that constructor you get the choice of a military, economic, or cultural starbase. You have to move the constructor off the resource and then back onto it before it will actually allow you to mine the resource.

The same sequence of events also comes into play if you don't have enough money in the treasury to build the starbase when the constructor reaches the resource.
Reply #29 Top
still not drawing my borders on the main screen or minimap. i can see my influence pushing back neighbors' borders though...
Reply #30 Top
CTD after the third "New" game in a row...
Reply #31 Top
CTD after the third "New" game in a row...


Were you using CTRL+N to produce a new game?
Reply #32 Top
The right speak to arrow isn't working on the report tab under the foreign stats screen for one of the races. I can cycle to the right fine for the other races and I'm not having this problem on the other foreign stats tabs.

I'm playing the Acean Dilema so there are three other races.

Also I think it's spelled dilemma.
Reply #33 Top

Hello, since I'm new to the GalCiv universe, I'm not in a good position to question balancing issues, but I have found some usability problems that I consider "annoying":
First, I would like to be able to close the Planet / Ship List window with the same button used to open it, and second I would like to see the FIND and TURN buttons separated (a little) of the map, just to avoid the problem that activates those buttons when you want to click the edge of the map, and the same goes for the Zoom IN OUT thing, that takes even more map space (any other kind of fix is also welcome ).  Also, on the Stats Screen I loose all the table lines once I click any button on this screen (Economy, Military...)   


I'm sorry if all of this is already known, but I couldn't risk to not say them (at least I really want a Planet / Ship List toggle, it's more intuitive to me)

Reply #34 Top
No, I was using the menu to leave and start a new game while I was still in a game.
Reply #35 Top
Not sure if this is a bug or just part of the work in progress:

"String not Found" text in a window right after I lost a plnet to an invasion. I have the .err file if you want it.
Reply #36 Top
Frozen pointer bug still here. Visable point freezes and the pointer then can move, but it is invisable. have to reboot to recover the pointer, even in windows.
Reply #37 Top
Comment to #30, #31 and #34: I've also had some CTD (invalid option) when pressing CTRL-N 3 times, but when I tried to reproduce it I was unsuccessful, so I did not post this. But I had the problem when using CTRL-N. So it seems an intermittent problem, not something that happens always.
Reply #38 Top
When you play as custom race, you have a choice of 10 possible opponents. The bottom side of the screen allows you a choice of 1 through 9 opponents, but if you have 9, you can still click on the last one and press ENABLE !
This will get you 10 opponents. The selection at the bottom still lists NINE if you do this however, which is inconsistent.

The game is created with 11 races... I'll have to see if everything works correctly... Can the diplomacy screen handle 10 opponents? probably not.

When I go to the Foreign Policy screen, Treaties tab, my race XXX is mentioned in the header XXX Statistics (OK, I haven't met any other race yet), the picture of the Terran Alliance (Alan Bradley) is shown (correct, as I have chosen that picture) and the Drengin logo (also correct). And the right-hand panel of the screen (Treaty Summary) lists Terran Relations with XXX: unknown. All correct. Is this the default: if you've met no-one else, it lists the Terrans ?
Reply #39 Top
I just had a CTD (invalid call) when I was in a game, closed my TP (which enters standby mode), and then opened it up again. It is repeatable, but does NOT happen always. I'm sending a debug.err file to gc2bugs. It does mention:

...
Error flipping back buffer to primary buffer.
Device lost
ValidateDevice::Reset
Invalid call
Main Shell terminating normally
...
Reply #40 Top
When my second colony ship was created (I bought it after about 6 turns), I went via the GNN to the planet, pressed launch ship. This did not seem to work, so I did it again, and one more time, after selecting and deselecting the 1 ship listed in orbit. Then I pressed done... was back in the GNN list and pressed done. Immediately I was on the main screen, and got the load colonist window, which I set to 500, and accepted. The load colonist window came up again, again I put in 500, accepted, and for a third time I entered 500 and accepted (after all, I pressed LAUNCH 3 times ). Now I have 1 colony ship with 500 colonists, but my planet ended up with 1500 less inhabitants
This must be a bug....
Reply #41 Top
Basic Lab completion message on GNN lists Research 1 tp, while it is 6 tp on the planet screen. A cost of 25 bc seems also off a bit...
Reply #42 Top
There seems to be a balance problem with starting systems:
For Terran, Yor, Drengin, Drath and custom race, the starting system has a class 10 and class 4 planets
For the Arceans, the starting system as a class 11 (corresponding to 10 + 10% PQ) and a class 5
For Altarian, it is a class 12 and a class 3
For Torians, it is a class 10 and a class 6
For Korx, it is a class 10 and a class 8
For Thalian it is a class 15 planet
For Iconian, it is a class 15 and a class 3 planet
Reply #43 Top
I just had a GC2 crash when my screensaver kicked in (I think), just as I reported for beta 4b (post #154).
This time smartexception caugt it, so I'm sending in the details in a separate note.
Reply #44 Top
I thought minor races were supposed to be in? I have never met any.
Reply #45 Top
When playing with shipyard:
- the 6 latest extras don't have an icon: it shows only black
- upgrading custom design doesn't display the ship
- no way to duplicate easily a design
- when I start a new game, available previously designed ships are sometines in the "core" category and sometimes without anything displayed (like when upgrading)

For testing purposing I was playing as Thalan, have designed new colony ships at turn 1 and playing with metaverse and non metaverse games
Reply #46 Top
I have only found the civilization manager with hot key (6)
Reply #47 Top
The descriptions of the Point Defense defensive techs are long enough that you can't see the effectiveness of the component before you add it.
Reply #48 Top
Didn't get the chance to try a lot of things, but I had something "funny":

The ship construction window didn't close. Apparently, almost all visible controls were working, but I couldn't use "done" or "save" or leave the window in any other way. I could however pull up some info windows like ship- or planet list over the construction window, and when I pulled up the contect area, it went up behind the construction window. It almost seemed to me as if the game had forgotten about the window completely and thus couldn't remove it.

A little wishlist thingy: when creating a game, the dialogs are centered on screen, but the Next / Cancel / Whatever buttons are way off at the bottom of the screen, which at least at high resolutions (I'm at 1600x1200) makes it rather inconvenient to hunt for them. I'd rather like them grouped with the dialog windows themselves.

Mouse and scroll speed seem to be awfully slow, even when set way up.

In some cases (planet overview, ship construction), the preview windows with little spinning 3D-representations are spinning *way* too fast.

Ship construction: it is somewhat fiddly. (1) the icons of added systems should make it obvious where a selected system is mounted, e.g. by rotating the ship model and flashing the system in question in red. (2) There should be an option of recursively removing systems. I built an awful mess of girder structures which were really hard to remove, it would've been nice to just select the "root" structure and have all child nodes removed after a warning message.
Reply #49 Top
1. Had the same problem with frozen shipbuilding window.
2. Also had several CDT after I would repeatedly start new game from the main menu ( I’m not positive but I think that magic number is three). I am positive though that I had similar problems with earlier versions.
3. When I tried to upgrade colony ship while playing as Custom race with Calamari ship style adding impulse engine I got the message:

‘Selected component is to big to fit on ship design’

Although I had 13 available size points (42/55, I had basic miniaturization researched) and the impulse drive engine takes only 12. I got the same message when I tried to add Ion drive engine that requires even less space (10).

4. In couple of occasions in the window with available ship designs I had the list of the ship designs of all the civilizations and I could select them for building. I.e. I could build ship named 4YorCollective.

5. After I started the game just to check what ship style I was using (for this report) and closed it without actually starting the real game I was not able to restart the game neither by clicking on Icon or trying run it from Stardock. When I tried ‘run as’ I got the message:

‘The application failed to initialize properly (0xc0000022)…

6. Yor Collective woted ‘yes’ for the resolution that asked for the Yor Collective to pay 2% of their income to other civilizations.

7. I was informed that I’m at war with Torian race only through an declaration of help from my ally.

8. This is not exactly a bug but it seems to me that it is possible to start a game with only one opponent and then declare opponent as the ‘ally’ (or even ‘team’)

All above happened while I was playing as Custom race, with all other races being ‘normal’