Frogboy Frogboy

Update next week

Update next week

Minor but important

This weekend we're back on GalCiv so that we can get an update up hopefully Tuesday or Wednesday of next week.

The main thing we're doing is fixing that annoying research behavior where after awhile, the research gets too expensive.  What's really ironic is that we added in the new algorithm in response to those who felt research was too cheap.  So we made research get correspondingly more expensive near the end of development. 

Now, bear in mind, you can change the research rate but we're just not satisfied with the research pacing in the game so twilight will get a tweak to that next week.

 

Update: Based on feedback in this thread, we're going to expand a bit on what we were going to put into the update to deal with a few additional issues so it won't come out until next week but it'll be a much bigger update.

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Reply #201 Top
Sorry, what bug are you referring to? The only one that I know about is the one where you can build a starbase to extend your range and then kill the starbase and keep the traderoute, and I haven't decided how to deal with that yet.



Trade routes are listed with a negative number of turns (like "Current Turn -13/0") and the value of a trade route never changes as the freighter gets further away from the originating planet. The effect of this is that trade income is currently negligible compared to taxation, trade has become a purely diplomatic tool.

Reply #202 Top
I'm so glad this patch is working out the way it is.

To all the non-believers: :P YOUR SOO WRONG!!!!
Reply #203 Top
+ FIXED: Gravity Accelerators were missing a Special ID, which was causing a crash when they were built


May i, please, provide a constructive observation on this particular stuff - boogiebac?

In the X-Worlds mod i took the liberty to add a HUGE number of new Trade-Goods (37 in total including the renamed defaults!) and what bugged me most is the 'behind_curtains' facts & properties for each of these. Carielf states (in the "old" modding guide) that any gap between these IDs (be it new or re-organized, btw) would ***POSSIBLY*** corrupt the process itself.
Case in point, the Gravity Accelerators (in the TA file) accidental lack of such value.

But, when i read the PI.xml file... the valid list only accounts for 11 instances (Micro-Repair being #14, last)

If #10,#11 & #12 are actually missing (probably unused, or even grabbed indirectly by some of the Galactics) where would an extensive new list like mine begin to somehow interfere with the code?
Right now, it all works out just fine (quite pleased actually that it does!)... but, it simply boggles my "perfectionist" brain that the properties tied with some of those remain a mystery --to be solved-- or discovered just in case i'd HAVE something to exploit or adapt if i'd know what the exact issues are.

Thanks for the zipped_alpha file, in the name of those who were highly critical about updates 'slowness' of late.

So anyone else wants to slam dunk another useless rant?
Cuz, to me... SD (and boogie, btw) cares that much about YOUR problems as to give out a swift patch (in a zip, mind you!) that coulda waited for the official 1.92 release early next week.
Otherwise, just shut up and go play a game or somethin' with a lot of fixes for it.

:)
Reply #204 Top
I just wanted to drop in and give my support to Frogboy and his wonderful team at Stardock.
I have been playing GC II for some time now and have DA and enjoyed the beta versions having preordered ToA from the start.
I always felt the back up support from Stardock has been so far ahead of any other software maker by such a wide margin.
I purchased sins to give my support to Stardock knowing it would be a quality game.

I am one of the many silent players out there that like to read the forums. But with some of the negative posts on this thread, I just wanted to say hi and many thinks for the very hard work you put in to your quality products you make.

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Reply #205 Top
And over the months now, we'll keep making it better and better.


Would THAT be really possible?

Cuz, i swear, besides having the new enhanced espionage ready for action i don't see where this game could be much better than it already is! Feature complete, that is. Yet, there may be a few glitches to fix or corrections to do... but, in general, the stuff is pretty much solid. Not, discounting the "Please Slam my game!" thread comments by many of us, btw.
But, i'm no coder with tons of experience and hands-on source access with lots of 'feature' technicalities widely understood for years.
We, as players, get to play the results of some great thoughts made by people like the SD team.

I have absolutely no good reasons to be any critical to what this game has become and WILL, eventually, be perfected into.
;)

Reply #206 Top
When I launch the game, it still says version 1.91; is that normal?
Reply #208 Top
When I launch the game, it still says version 1.91; is that normal?
Only if you haven't installed the new update. ^_^

It should be 1.92 Alpha.

Reply #209 Top
Ah, one thing that I've forgotten for a long time. But if you could get the movies to keep their aspect ratio it would be soo awesome. This includes the moving pictures of the races as well.

This is for people with wide-screen monitors. (I'm playing at 1920*1200 :D)
Reply #210 Top

Falkon: Check the Journals section of the forums for a link to the patch. It's not on SDCentral or Impulse yet...you have to download a zip :( 

It's like we're back in the stone age ;)

Sir Edge: We've got that pretty much fixed, but there's a few issues that have to be delt with before it's prime-time ready.

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Reply #211 Top
And over the months now, we'll keep making it better and better.Would THAT be really possible?Cuz, i swear, besides having the new enhanced espionage ready for action i don't see where this game could be much better than it already is! Feature complete, that is.



Carrier ships with fighter/bomber squads come to mind ;)
Reply #212 Top
Falkon: Check the Journals section of the forums for a link to the patch. It's not on SDCentral or Impulse yet...you have to download a zip  
It's like we're back in the stone age
Sir Edge: We've got that pretty much fixed, but there's a few issues that have to be delt with before it's prime-time ready.

I downloaded the file from this thread and I unpacked the zip in my game folder. I suspecting something went wrong, now I know for sure. Thanks, I'll make it work.
Reply #213 Top
Carrier ships with fighter/bomber squads come to mind
Amen!

And ships carrying marines for boarding other ships.

Bring back an improved version of the old planet invasion screen!

Really, anything that Master of Orion II had, all those years ago, that GalCiv doesn't. That's what should be added. ^_^

Reply #214 Top
I agree with Rhedd_V,

I loved what you guys did from galciv2 to ToA, but still feel something is missing... (remembering endless fun for many years with MoO2).

Oh, and in my opinion the old invasion screen was on the right way too.

Hopefully one day GalCiv2 can be a full replacement to MoO2 fans.

;)
Reply #215 Top
Uranium, I think it's time we refund you and exile you from the forum.  Nearly every post you write is incredibly nasty and has been for months.  Simply put, I have no inclination to put up with your attitude.
Moreover, you were the one who led the charge to have research costs be dramatically increased. Now that you got your wish and don't like the result, you lead the charge to flame us.
I think it's time you go away.  We don't need or want "customrs" like you.
 


No worries, in the last month alone I've converted two more folk into Stardockites, so you end up with 1 more customer in total, and alot less whining and flaming *grin*

Definetly appreciate you guys going the extra mile (as usual) and including 10x the tweaks and fixes from the originally annouced hotfix.

Reply #217 Top
Hopefully one day GalCiv2 can be a full replacement to MoO2 fans.


MoO2 is a classic and I can say I spent a lot of time and had a lot of fun playing it, but whether GC2 has all the same features or not it's certainly the game I want to play now. It's also more readily moddable if I decide I need a mod or a scenario to spice things up.
Reply #218 Top
Just got my CD and I see Stardock are in "Loveland".
This could explain the delay.  :D 
Reply #219 Top
I tried downloading the files to a another folder and copy/pasting them, per your suggestion, but that did not work either.


Forgive if a statement of the obvious, its easily forgotten. When extracting from the zip file did you point it at the main TOA directory and check mark the boxes "overwrite existing files", and "Use folder names", not check marking the former will result in old files not being updated, the latter will result in all the files in the zip being dumped in the main directory not into the sub directories needed.

Regards
Zy
Reply #220 Top
I didn't know you could do this, but I actually like it. It's a real investment to artificially extend your range--starbases aren't cheap, and certainly isn't game-breaking.
Reply #221 Top
The above refers to the "trade bug", btw. Can't seem to edit that post...
Reply #222 Top
I notice the trade route bug was not mentioned in the alpha changelog, and it's IMHO far more severe than the research cost bug. Is stardock on to this bug, or has it been overlooked?

Sorry, what bug are you referring to? The only one that I know about is the one where you can build a starbase to extend your range and then kill the starbase and keep the traderoute, and I haven't decided how to deal with that yet.
 
 


Carielf - there is another range-related bug (in DA 1.80g at least, I assume it hasn't been addressed in TA). If you build a freighter with piles of life support, aim it at a planet, then while it is on autopilot upgrade it to remove the life support and add engines, the freighter will continue to it's target, pop up the range warning window, then establish the route anyway. Does the same thing as the starbase bug without having to build the starbase  :) 
Reply #223 Top
Note to self: attempt preceding exploit with colony ships  :d 
Reply #224 Top
Just played a game with the patch. So much better now that research is fixed. The AI seems to be challenging again. I didn't see any build "build transports, but no ships" behavior, which I saw all the time before the patch. Starting a game with 9 opponents and everyone was actually building up systems and ships.

I do think the Korx need to be reworked, but that's off topic.


Reply #225 Top
The Drengin got a little confused in my game at first - filled up thier planet orbit with colonizer ships but colonized nothing.

Then they swapped into I AM DRENGIN HEAR ME ROAR WITH MILITARY MIGHT mode and just annexed their neighbors.