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The first release update!

The first release update!

What we're working on.

I love digital updates. That's one advantage that PCs tend to have over consoles -- PC games can be updated. 

Of course, this is also a downside as developers seem to often release games before their time.  Hopefully our customers don't feel that way about Galactic Civilizations II. 

On our non-game products such as Object Desktop, we do weekly updates year in and out and that's just how we do business.  So to us, it's natural to keep putting updates on a regular basis for as long as possible.  Because when we play the game, we're in the debugger or have a graphics package handy. So like many gamers, we'll see something we don't like and we'll make a tweak or a change.

Tomorrow, Friday, we're going to put up our first update.  Part of this is to thank people who stuck it out and bought the game at a store (which in turn helps keep us on shelves -- PC game shelf space is really getting hard to get and we're hoping to change that). The other reason is to provide fixes to people who have run into issues.  What you see below is what we've done in the past 48 hours (game was released February 21st digitally). 

Bold items are new features, italic are "bug fixes". And normal print is, well misc.

Version 1.01 will have:

+ Fix for bug where save games with a version <= 24 didn’t properly set the cached commonly-used tech IDs.  This bug manifests itself by making the "Speak To" button do nothing or not acknowledging a technology victory.

+ Research Wnd: When listing ships that a tech will unlock, the other techs required will be listed as well.

+ Support for a mods directory where people can dump things in (we'll document this as soon as we get a breather)

+ Fix for when a starbase is destroyed and being unable to build another star base on it

+ More debug messages for saved games to provide more user info on what's being saved

+ Custom maps with support for fewer players won't allow too many players to be on them.

+ Fixed "No Image" png that would show up then prompting to harvest a resource

+ Easier to get higher approval on planets with low tax rates

+ Fixed bug in surrender code that caused the Defection victory popup message to pop up.

+ Fixed bug where improvements that were supposed to change the player’s miniaturization ability were actually changing their logistics ability.  This affects exactly one improvement type: the Hyperion Shrinker.

+ When a starport is destroyed, classColony::OnDestroyImprovement() now sets its planet’s bNeedToUpdateOverlayIcons member to TRUE so that the planet will have its starport overlay removed in the main game screen.

+ If you are running in 16bit color, the game will warn you.

+ CTD on exiting game fixed. (only came up in very specific circumstances)

+ If you're running too low a resolution, the game will warn you.

+ Fixed invasion escape exploit (you know who you are)

+ Morale ability nerfed a bit it now is to the .80 power to balance.

+ Sensor range capped at 15 tiles. Significant performance issues if it gets much bigger than that (> 1 sector)

+ Tweaked farm improvements. Farm improvements provide 4,6,8,10,12 units of food as you go up the tech tree. This prevents players from accidentally ending up with ridiculously large populations that are impossible to keep happy.

+ Sensors are a bit more expensive in terms of space

+ Fix for the elusive "social project never completing" bug.  The key to finally finding this bug was learning that it only happens from the quick build window: improvements built from the quick build window were being built upon whatever planet was last viewed in the colony management screen, not the planet selected in the quick build window.

+ Starport Details: List now shows number of installed modules / available modules so players know what starbases to send ships to.

+ Trade Wnd: Alliances made in trade window more fool-proof...old code open to allowning one race to consider another race an ally, but not the other way around (fixes Ashberrys Treaties Window Bug).

+ Memory optimization on ship graphics, game should use less memory, especially in larger galaxies

+  Alt-Tabbing should be faster to come back from. Note: The game does not crash when you alt-tab back in, it just takes time to regenerate the textures from the seed nodes.

+ Performance (frame rate) improved on larger maps.

+ Fixed an ALT tab problem reported in forum where fleet units would leave ghost fleets after attacking after an alt-tab

+  Hitting Cancel when placing a new rally point will now destroy the rally point

+ Fixed bug where battles would skip if the planet had orbital fleet manager

+ Destination in context area no longer tells you the anomaly type.  Now it will display the anomaly name.  i.e.  "Anomaly 20 15"

+ Tightened the spacing of ships in fleet battles

+ Fixed bug where some fleets would fail to fire because their lead ship’s graphic did not have the right weapon

+ Cosmetic: Fixed bug where some fleets would fail to fire after an alt-tab

+ Ship Context Window:  "Set destination" button is removed for starbases and disabled for AI ships

+ Fixed size limit for .shipcfg files.  This will fix the disappearing jewelry problem

+ Fixed the GNN/Shipyard popup problems.  Basically the popups are forced to the front.

+ Added debug information to ship intelligence report and ship details screen when running in DEBUG mode

+ Saved games should load faster

+ Added ‘.’ to the set of legal characters for metaverse character names.

+ Fixed crash when selecting a component if no hull is selected

+ Made scanner modules work for any starbase type, not just military starbases

+ Fix for crash in EntryField that can occur when the backspace key is pressed in an empty entry field.

+ Fixed classCivilization::TransferAllTech() so that it works for all techs.  It was calling IsTechKnown() with the tech’s display name, but IsTechKnown() expects the type name.  Therefore, some techs wouldn’t get transferred because their display name was not the same as the type name.  Also, this wouldn’t work at all with non-English data (i.e., TransferAllTech() would transfer no techs in non-English games).

So that's what we've done in the past 24 hours and thanks to the power of digital distribution, you will be able to get it tomorrow.  Today and tomorrow afternoon we'll run it through final QA to make sure everything's good. 

This should take care of most of the remotely significant issues we are currently aware of. 

We are still looking at other things people have reported. There is a 0 byte saved game issue that some people have run into, we are still trying to reproduce that.  It's very rare but that doesn't help the people who run into that.  There is also a known issue with some nVidia cards losing their mouse cursor, we've not been able to reproduce that (and we've got a lot of nVidia cards here).  Apparently the mouse issue isn't specific to GalCiv II so I'll probably shoot an email over to our friends at Firaxis to see what they've seen on this.

There's a missing planetary improvement that we need to put in (Neutrality Learning Centers) and a couple of other similar things.  Plus we have a list of all kinds of other things too.

83,245 views 50 replies
Reply #26 Top
"Tile bonuses for moral are not added"

Thats a new one for me. I had suspected as much but hadnt confirmed it yet.
Reply #27 Top
Hm... not a lot of the bugs I reported fixed .. (or may be just not worth mentioniong ? ) like TriStronium Armor II having same characteristics like TriStronium Armor I etc ...
Reply #28 Top
Does this fix the the bug where population growth modifiers (racial bonuses and also the bonus for 100% approval rating) don't work for the human player?
Reply #29 Top
+ Fixed invasion escape exploit (you know who you are)


Noooooo, now what will I do when the dreadlords invade me with their transport full of Brads?

Seriously though, thank you for taking notice and fixing the exploit.

Reply #30 Top
When you have units "stacked" you can no longer get to the more detailed unit information screen. This effects both single ships and especially ones in a fleet. In order to edit them or see the individual ships in a fleet I have to move them out of the stack first. This does not seem correct. Shouldn't you be able to "shift click" or "double click" on a ship or fleet to bring up the detailed view, as you can when they are not stacked?


When units are stacked to get to the more detailed unit information screen the little "i" moves down into the lower right corner of the box for the quick details. I am not sure about the fleet...at this moment.
Reply #31 Top
there is onte thing i haven't yet understood.on download section there is 1.0d patch, it's only for retail versions, the fact that 1.01 is not yet published in download section is motivated by the fact that it's not for retail versions?
another question my retail copy is not yet arrived when i will install the game i have to install first 1.0d and then 1.01 or i can install only 1.01? 1.01 will include changes in 1.0d?
Reply #32 Top
The patch will bring both Retail and DL both up to the same version. It says right on the download screen to download no matter how you purchased.

Tony
Reply #33 Top
Thanks a lot, this game has been great and I can only see it getting better.

Would it be possible (and if its annoying to people it can be turned on and off) to have certain colors for the certain projects when you choose them on the planet (like entertainment:blue, science: green, etc...) because when you get a new technology that upgrades stuff it just reorders everything, and its just a tiny pet peeve of mine that I can't find it immediately.
Reply #35 Top
Thx. Incredible work for such short time...

But I think one of the very important bugs to remove, is the fact that population growth doesn't double when approval rating is at 100%. This ruins quite a lot :
Reply #36 Top
1. When you have units "stacked" you can no longer get to the more detailed unit information screen. This effects both single ships and especially ones in a fleet.


Actually when units are stacked you can still get the more detailed unit info screen. In the lower right corner of the brief info area there is a "i" that you press to get the full details of the unit. I am not sure if it is there for fleets or not.
Reply #37 Top
But I think one of the very important bugs to remove, is the fact that population growth doesn't double when approval rating is at 100%. This ruins quite a lot :


Population growth bonuses don't work at all. This includes any civ-wide bonuses you may have.
Reply #38 Top
What will happen after Thursday is that we'll start putting up betas for people who want to be really cutting edge.
Reply #39 Top
I thought something was up with the Neutrality Learning Centers. Curse you, randomized event initiations, not allowing me to develop evil properly! =/
Reply #40 Top
Also the "espionage exploit" (where you can press (i) to see ship details) not fixed , the "good" aligment "items (armor,defence) does not apear in a build list after researching (at least in compain) , TriStronium armor II is till have exacly same stats as I and so on and so on ...

I understend that some bugs are take time to fix but some are just numbers in file and they are still not fixed
Reply #41 Top
What will happen after Thursday is that we'll start putting up betas for people who want to be really cutting edge.


Thanks for that! I'm sure that this update and those that will follow it will help towards making a great game..greater!
Reply #42 Top
Thanks for the update!

Maybe I'm doing something wrong, but putting sensor modules in an economic starbase doesn't seem to work for me.
I think that the new sensor cap at 15 tiles is too harsh, by the way. I agree that the former possibilties for sensor ships were way too much, but now they've almost lost their purpose - 20 or 25 tiles sensor range would be more adequate.
Reply #43 Top
Anyone else having trouble getting the download to comlpetely download? I can get a meg and it quits and says complete. I've tried four times now from this site. Any ideas?
Reply #45 Top

Anyone else having trouble getting the download to comlpetely download? I can get a meg and it quits and says complete. I've tried four times now from this site. Any ideas?

You coudld try Stardock Central to see if that works.

Reply #46 Top
"We are still looking at other things people have reported. There is a 0 byte saved game issue that some people have run into, we are still trying to reproduce that. It's very rare but that doesn't help the people who run into that."

This isn't the place to report it- but I'm short on time. I'm one of those players that restarts the game multiple times until I get a position in the galaxy I like (not difficulty, I just like to play left to right rather than up-down). Anyway, try Starting a new game. Once into the galaxy the tech screen, followed by the planet screen, auto-open. BEFORE clicking "ok" on either of those first two screens, hit escape, goto the main menu, start a new game, then try to save that new game.

I seem to almost always get crash issues (0 byte save) then. In addition, if I try to create another new game after that, my race attribute points I can disperce are negitive! (on the creation screen).

I hope that helps! -Someone feel free to move this over to the bug area if you have time.

SZier
Reply #47 Top
This isn't the place to report it- but I'm short on time. I'm one of those players that restarts the game multiple times until I get a position in the galaxy I like (not difficulty, I just like to play left to right rather than up-down). Anyway, try Starting a new game. Once into the galaxy the tech screen, followed by the planet screen, auto-open. BEFORE clicking "ok" on either of those first two screens, hit escape, goto the main menu, start a new game, then try to save that new game

Have you tried CTRL+N to regenerate the map?
Reply #50 Top

We are still looking at other things people have reported. There is a 0 byte saved game issue that some people have run into, we are still trying to reproduce that. It's very rare but that doesn't help the people who run into that."

This isn't the place to report it- but I'm short on time. I'm one of those players that restarts the game multiple times until I get a position in the galaxy I like (not difficulty, I just like to play left to right rather than up-down). Anyway, try Starting a new game. Once into the galaxy the tech screen, followed by the planet screen, auto-open. BEFORE clicking "ok" on either of those first two screens, hit escape, goto the main menu, start a new game, then try to save that new game.

I seem to almost always get crash issues (0 byte save) then. In addition, if I try to create another new game after that, my race attribute points I can disperce are negitive! (on the creation screen).

I hope that helps! -Someone feel free to move this over to the bug area if you have time.

If we're able to reproduce this using this, I'll send you a GalCiv II T-shirt!