Welcome
Changes in Beta 2A:

We crammed a lot of work into one week.

No word yet on the NVidia 8600 issue on Vista yet, but I haven't been getting any bug reports from you guys either so maybe it's not terribly widespread.


+ NEW: Implemented “Automate” button for survey ships in ship context window

+ NEW: Yor Tech Tree added.

+ NEW: Yor receive several unique technologies (too many to list here).

+ NEW: Changes in tech tree language to deal with Yor being robotic (LOTS of text changes).

+ NEW: Yor no longer have farms, instead they have charging stalks which also provide morale.

+ NEW: Yor do not get any morale buildings by default.

+ NEW: Yor economy is improved mostly through efficiency improvements and an efficiency center.

+ NEW: Nightmare Torpedo added

+ NEW: Kinetic Stream series of weapons added for Yor

+ NEW: Seeker missiles added for Yor

+ NEW: Scatter Blaster (space shot gun) added for Yor

+ NEW: Terror Drone series of planet combat weapons added for Yor

+ NEW: Yor techs to improve population growth added (Yor strength comes in numbers)

+ NEW: Russian Federation logo checked in

+ NEW: 4 new race portraits

+ NEW: CivCapitol/InitialColony image and Research matrix images checked in

+ NEW: (and tweaked) planet textures from LogicSequence

+ NEW: Now when you conquer a planet, if you don't have the techs in your tech tree for the improvements, they are removed (You will be informed)

+ NEW: The extra tab now shows the jewelry components as just their thumbnails so that more of them fit on the screen at once.

+ NEW: Torians now get new starting tech “Inherited Technology”

+ NEW: planetary improvement: Schools (for Torians)

+ NEW: Planetary improvement: Harvestor (for Torians, 1 per planet) increases food production

+ NEW: Planetary improvement: University (for Torians)

+ NEW: Planetary improvement: City of Learning (for Torians)

+ NEW Planetary improvement: Technology Commune (for Torians)

+ NEW: Torians no longer have the Research Lab path on their technology tree

+ NEW: Planetary improvement: Central Mine (for Torians). Powerful production center for Torians, only one per planet.

+ NEW: Planetary improvement: Temple of Memories. Powerful but one of a kind morale building for Torians.

+ NEW: Entertainment Networks no longer in Xeno Communications but instead put into Industrial Revolution.

+ NEW: Galactic Achievement: Aquatic Transport. Increases logistics by 3 for Torians.

+ NEW: Torians gain a new branch called Enlightenment which contains several inexpensive technologies that increase research ability. Technology victory path attached to end of it.

+ NEW: Yor get Research Matrix, a cheap, powerful research building by default, only 1 per planet.

+ NEW: Planetary improvement: Distributed Energy Matrix. New super project for yor. Very VERY expensive production facility that increases production on a planet by 50%.

+ FIXED: Bug where fleet icons would show up blank

+ FIXED: Bug where race logos on tech tree nodes were not updating when you would start a new game from within an existing game

+ FIXED: Bug where tool tips on tech tree nodes were not updating when you selected a tech from the list at the top of the screen

+ FIXED: Bug where you couldn't place agents on any improvements

+ FIXED: Crash caused by invalid civ pointer used to call IsTechKnown

+ FIXED: Bug where if you go to planet screen from civ manager colonies list and change the build queue or planet focus, and then return to colonies list, the colonies list would not update

+ FIXED: Several crashes related to minor races not having a tech tree. This was caused by the tech tree definitions not getting saved into the saved game file. When you would load a save and get an event that created a minor race, it would not be able to get the default tech tree definition. Now, it saves those definitions and the events work again.

+ FIXED: A strange bug where research production was multiplying itself by a fraction of itself.

+ FIXED: Bug where mining base graphics would not appear after loading a saved game.

+ FIXED: Added code to make sure that the Dread Lords event doesn't take over an inhabited system

+ FIXED: Bug where custom race abilities kept being reset

+ FIXED: Bug where filtered entries did not sort

+ FIXED: Bug where if you deleted a ship design, it didn't stop planets from trying to build it

+ FIXED: Bug where ship notifications stopped appearing because the event array ran out of available slots (now uses a STL vector)

+ FIXED: Added code to allow us to set default values for planetary improvement values

+ FIXED: Bug where it was possible to get more than one precursor library and more than one precursor mine, also tweaked the distribution to try and make it a bit more even

+ FIXED: Not all references to the year were using the correct constant for the starting year.

+ FIXED: Bug where the same tournament score data record was displayed multiple times on the leader board

+ TWEAKED:Tourism income is now equal to ones effective control of the galaxy as a percent (0 to 100) plus the a small .001% of the millions of people who live in the galaxy that live in your sphere of influence. Net result, tourism is very high at the beginning of the game but levels out quickly.

+ TWEAKED: Torians now get 8 logistics instead of 6 by default.

+ TWEAKED: Small hulled ships now require interstellar construction in order to be built.

+ TWEAKED: Plasma Beam weapons strengthened

+ TWEAKED: Yor research techs are cheaper but there are more of them.

+ TWEAKED: Fixed typo in description of Zalon Defense Mainframe

+ TWEAKED: Torians no longer get Industrial Revolution so no initial factory technology.

+ TWEAKED: Torian hull technologies cost more than other races.

+ TWEAKED: Torian research buildings aren’t as good as other races.

+ TWEAKED:Torians get Aquatic Planet colonization earlier

+ TWEAKED: Miniaturization technologies attached to Nano Materials

+ TWEAKED: The Yor are now immune to plague events

+ TWEAKED: Focusing production on research or manufacturing results in more wastage in the conversion from research to manufacturing or vice versa.

+ TWEAKED: Auto-survey buttons now account for the auto-survey-standby mode
 
What's new...
Nov 13, 2007 10:11 PM

On Friday we released Beta 2 of the new expansion pack, Twilight of the Arnor.  From a game play point of view, Twilight of the Arnor is a massive enhancement to the Galactic Civilizations experience. For one thing, each civilization gets its own technology tree which means its own unique planetary improvements, ships, and abilities. 

For the beta of Twilight of the Arnor, we're working on having weekly updates so that we can re-introduce the various civilizations of the galaxy and help introduce the new features bit by bit.

Here's some of the highlights of Beta 2.

Tournaments

Players can finally compete for the best score on very specific tournaments. Upon victory in a scenario, their score is submitted to the Met averse where they can see how well they did compared to others. The first tournament has been released with Beta 2 - Rock & a Hard place which puts the player in the role of the Terran Alliance against the Drengin and Arceans.

Rock & a hard place starts players with nothing.

Starting in December, Stardock will be holding Tournament competitions with the winners winning T-shirts and other goodies.

 

Updated Technology Tree Display

The technology tree in Galactic Civilizations II: Twilight of the Arnor has been been updated to display to users modules, improvements, and abilities they receive from researching a given technology.

The Tech tree now displays items users get with a new technological advance.

 

 

Revised Planet Surfaces

The planet surfaces in Galactic Civilizations II have always been a bit ugly. That was because of the decision to have planets randomly generated each game.  In practice, randomly generated planets looked ugly, required immense start-up time generating them, and used a great deal of memory.  In Twilight of the Arnor, planet surfaces are created by artists including LogicSequence. The game then takes these surfaces and randomizes them to create a wide variety of planet surfaces.  The result is a significant decrease in memory as well as faster game-startups all the while looking much better.

 

Planet surfaces look much nicer.

 

The Korath

The malevolent Korath have been reintroduced and their technology tree is heinous along with their special planetary improvements.  The Korath are an off-shoot of the Drengin Empire.  The Drengin want to conquer and enslave the galaxy.  The Korath, by contrast, aren't that nice. They want to conquer and exterminate the galaxy.  They have figured out how to use the life force of creatures to fuel their empire.

 

The Korath Home World isn't nice.

 

The Korath have a planetary improvement that absorbs life force from the biosphere of the planet to generate manufacturing. It reduces planet quality in exchange for a 30% industrial gain.

 

The Torians

The Torians wouldn't even ben a space faring civilization if it weren't for the fact that the Drengin Empire had enslaved their world for 30,000 years.  For beta 2, their technology tree was only lightly changed from the default. In subsequent betas, the Torians will see their technology tree evolve.

The Torian technology tree focuses on having lots and lots of stuff. The Torians won't generally have access to high quality stuff but they will have lots of it. With a very high morale and high population, the Torians are often the richest civilization on the block but with the poorest technology.

 

The poor Torians have had a rough time, luckily, they reproduce like rabits

 

The poor Torians have had a rough time, luckily, they reproduce like rabbits

Evolution of the Arceans

Each beta, the existing civilizations that have already been added continue to evolve.  For instance, the Arceans received a new technology called Weather Control which enables them to upgrade their planet quality -- at a price.

The Arceans get the Weather Control Zenith

What's next...

This week we plan to release Beta 2A which will bring back the Yor as well as enhance the Torians further.  The Tournaments will get further enhancements as well and we hope to have our first Tournament match starting next week.

 

At long last, Beta 2 is live! Please make sure that the title screen says beta 2 in the lower part of the screen.

Vista users with the NVidia 8600 may notice graphic corruption and or crashes when starting a new game from within a game. Shutting down the game and restarting it will help. This seems to be a driver issue and we will be contacting NVidia for help debugging it. If you experience this problem, please e-mail your debug.err as an attachment to gc2bugs@stardock.com with the title Vista NVidia Gfx corruption, and make sure to put text in the body of the e-mail so that the bug database doesn't block it.

+ NEW: The tournament "A Rock and Hard Place" is now enabled (scores will take awhile to show up in the list on the TournamentWnd)

Please note that you can only submit Tournament games if you win them, unlike Metaverse games (which are still disabled because I want people to focus on the Tournaments and general gameplay issues rather than trying to rack up points on the metaverse.)

+ NEW: Torians and the Korath are now enabled, along with their tech trees and improvements

+ NEW: Added and implemented new planet textures and height maps from Scott for special habitability planets

+ NEW: Fleet thumbnail icons will now show the top 3 ships.

+ NEW: Human tech tree adds new weapons techs

+ NEW: Weather Control Zenith implemented – improvements can now raise planet quality

+ NEW: 4 new icons/query images
+ DesecrationFactory1 (not implemented, for a factory that lowers planet quality)
+ Market3 (replacement for Trade Center)
+ WarCollege1 (not implemented, for an improvement unlocked by Terran's "Interstellar War College" tech)
+ WeatherControl1 (image for the Arcean's weather control imp)

+ NEW: Images for Wretched Harvester and Aul Incinerator

+ NEW: First batch of LogicSequence's planet textures into the game
+ 4 radioactive
+ 4 barren
+ 2 toxic
+ 3 good
+ 3 poor (that will eventually be in the unimplemented 'Medium Class' texture group)

+ NEW: Tech Tree Screen now displays the ship components that are unlocked by a tech

+ NEW: Tech Tree Screen now has tooltips for the icons in the tech nodes

+ NEW: Ellipsis icon on tech tree screen will display a tooltip that lists all of the items not displayed by the icons

+ UPDATED: Initialize WillingnessToTrade at 50 (0 means they won’t trade, 100 means they love to trade).

+ UPDATED: Arcean Tech Tree updated with Willingness to trade values on their techs

+ UPDATED: Several new ship components for the Arceans

+ UPDATED: New planetary improvements for Drengin

+ UPDATED: Lots of new tech added (too long to list)

+ UPDATED: Tech tree screen: techs that allow colonization of new planet types show icons for that planet type

+ UPDATED: Tech tree screen: techs now show icons for the ship components that they unlock

+ FIXED: Bug in determining height of planet height map from file name

+ FIXED: Bug that caused overlapping techs in tech screen

+ FIXED: Lockup when invading a planet

+ FIXED: Bug where a tech in the Korath tree (that was also in techtree.xml) set to require a new tech that was defined only in the Korath tree. Since the required tech appeared later in the file, the requirement was not found when the tech was loaded, so its requirements were set to None, and it appeared in the wrong place on the tech tree.

+ FIXED: AI evaluates tech trades more intelligently, more use of the Willingness to trade variable.

+ FIXED: Bug where some planets would still have generated textures

+ FIXED: Bug where if you traded for a tech that was in your tech tree, it would not display in the correct location on the tech tree screen

+ FIXED: Bug where empty line would appear in combat viewer battle log after first round if neither fleet/ship had an atlas-type component

+ FIXED: Minor races will now use DefaultTechTree for their tech trees

+ FIXED: Bug where background on tech tree screen did not pan

+ FIXED: Centering of icons on tech tree screen

+ FIXED: Bug where if planet screen was open when you colonize a planet, the planet screen would not update properly and display the wrong map and planet data.

+ FIXED: Bug where minor races would not get unique tech trees

+ FIXED: Graphical bug on tech tree screen when zoomed out. Techs where the line came out the bottom would have disconnected lines.

+ FIXED: Missing tooltips

+ FIXED: Crash when destroying colony with an agent on it

+ FIXED: Navigation Centers

+ FIXED: Incorrect upgrade targets for the Arenas and the Ultimate Energy Feeding Center

+ FIXED: Bug that was causing the negative influence bonuses to be interpreted as really large positive values

+ FIXED: Modified a lot of code to account for possible negative improvement values (huge headache)

+ FIXED: Going to StarportWnd from PlanetWnd via ColonyList

+ FIXED: Bug with removing hardpoint data, which would have caused stuff to hang around in memory too long, and sometimes a crash

+ FIXED: Added code to update race config files if the version doesn't match the current version

+ FIXED: Crash caused by AI not being able to find model for a user designed ship after it takes over a planet that is about to complete a ship

+ FIXED: Seilore's bug where right clicking on a planet to set as a destination didn't do anything, the root cause of which may have also caused the bug where ships lose their destinations or fail to go to rallypoints

+ TWEAK: There are now default thumbnails for the ship components, which makes the loading a little faster.

+ TWEAK: Added warning message to debug.err if loading a saved game from Dread Lords or Dark Avatar

+ TWEAK: Tourism is now worth 10X as much as it was in Dark Avatar.

+ TWEAK: Players now only start out with 3,000 instead of 5,000 (they have lots more money because of the tourism change)

+ TWEAK: The starting game year has been changed to 2227 to match story.

+ TWEAK: Slight increase in ship maintenance cost because money in Twilight is more plentiful.

+ TWEAK: Time to initialize planet surfaces has been reduced

+ TWEAK: Planets now choose their textures using a new height map system. There is still a data/height maps/ folder. In this folder there are .raw files with one of the following naming formats: (in all of these, the first # is a number. And the #s after the w and h represent the width and height of the height map (respectively)

PlanetQualGood_#_w#_h#.raw (Good planets, class 6 and up. )

PlanetQualPoor_#_w#_h#.raw (Poor planets, class 1 – 5 )

PlanetBarren_#_w#_h#.raw ( barren planets )

PlanetRadioactive_#_w#_h#.raw ( radioactive planets )

PlanetOceanic_#_w#_h#.raw ( oceanic planets )

PlanetToxic_#_w#_h#.raw ( toxic planets )

PlanetHeavyGravity_#_w#_h#.raw ( heavy gravity planets )



+ TWEAK: For each of the raw files, there is a corresponding .png in \gfx\planets. The .png however only has the first part of the name (up to the _w ) For example if the raw file was PlanetQualGood_24_w512_h256.raw, the png would be PlanetQualGood_24.png


+ TWEAK: There are other raw files there that are used for home planets or specific planets (like mars) which are specified in CustomPlanets.xml

+ TWEAK: Fixed typo in "First Time Colonization" event text

+ TWEAK: Added code to make sure that the ship that needs to be skipped gets selected



 

I've been fixing bugs in Dark Avatar as I find them in Twilight of the Arnor, so you guys get an update even though we're really busy with the beta.  I believe that this is the last of the bugs with the save games. Not all save games may be fixed by this update, depending on how badly the save was corrupted.  I'm sorry for the trouble, but all the pain was caused by the ship designs, and that's some of the most complicated code in the game. 

+ FIXED: OpponentWnd for localized files so that the translators don't have to change the race config's internal name - this shouldn't change the way that it currently works for people who aren't having problems.

+ FIXED: Bugs with the StarportWnd getting stuff popped up over it

+ FIXED: Crash when loading save game due to obsolete/overwritten ships - some save games that were previously crashing may be able to be loaded with this update.

+ FIXED: Bug where ship definitions were not being taken out of memory if you hit CTRL+N or loaded a save game from within a game

+ TWEAK: Added sorting options to planetlist: by habitability and by
if the planet is defended.

Edit: We put up another build today to fix the crash when going to the OpponentWnd.  Sorry about that; it didn't happen for me when I was testing with my own files.

 
Twilight of the Arnor in action
Nov 5, 2007 6:55 AM

The Arcean Empire is an ancient civilization. A planet that united at the end of the "Great conquest" that nearly destroyed their world at a time when humans were still living in the jungle.

Arcean society and technology stagnated shortly after the uniting of the world. Change and "progress" were looked upon with suspicion and the world slowly developed space travel in the subsequent tens of thousands of years.

It was only when they encountered the humans, in the 22nd century (Earth Time) that the Arceans were awakened to the need for technological progress.  The humans, in a short amount of time, had gone from riding horses to colonizing moons and planets in the blink of an eye. The universe, as the Arceans had known it, was ended.

The Arceans realize that research, even with the newfound knowledge of its importance, doesn't come easily to them. The technology tree of the Arceas is a bit more expensive.  On the other hand, the Arceans had a lead in one particularly interesting area -- weather control.  The Arcean technology tree allows them to build weather control zenith's which can increase a given planet by up to 3 levels -- a significant advantage.  Of course, they'll need those advantages to overcome the more expensive nature of their technologies and their relatively poor diplomatic skills (making it harder for them to trade technologies).

This is the story of the Arcean Empire in a tiny quadrant known as the Crucible. In it, the Drengin, Arceans, and humans vie for supremacy.

This game play example is using beta 1b (internal) of the expansion pack Galactic Civilizations II: Twilight of the Arnor.

A promising beginning

The Arcean capital in this quadrant has a human colony near by. But we have control of the important influence resource.

The starting conditions of Galactic Civilizations II: Twilight of the Arnor are significantly different from the base game or Dark Avatar.  For one thing, Tourism is now worth 10X as much. This makes a huge difference at the start of the game where players now can expect to see 70bc in revenue.  However, the starting funds have changed to be only 3,000 instead of 5,000.  So it will be up to players to build up their economies a bit more gradually.

Each civilization gets their own tech tree. Even familiar technologies are often placed in a different order than they once were. The Arceans get Weather Control which is a pretty big deal.

On the other hand, the Arceans are terrible at propulsion. Unlike the humans and other races, there is no Impulse Drive or Warp Drive or anything like that. They have to build Navigation Centers on their planets to get a speed boost.

The thing about Navigation Centers, however is that the technology itself gives you a +1 to your ship movement. Then, with the navigation center, you get another +1. Thrown in Sub-Space Drive which is basically a computer based navigator and you get another +1.  What this means, ironically, is that in the early part of the game, the Arceans are the fastest race out there with ships that might be doing 5 moves per turn.  In the long-run, however, they're slower but it's a big deal early on.

The Build Up

By RIGHT-CLICKING on the technology on the screen, you can find out what the technology does.

The Weather Control Zenith. The pride of the Arcean Empire. Up to 3 tiles made available.

In this version of the beta, the Arceans don't get Xeno Engineering (which is being addressed). Luckily, I was able to trade for it so I could build better starbases.

Meanwhile, the Drengin are building up.

One thing of note is that the Arceans only have one Particle Beam weapon technology (most of the others get multiple). The bad news is that it is very expensive. The good news is that there's only 1 and then it's on to bigger and better weapons.

What are they doing?

So what are the other civilizations doing?

The Drengin are moving along. Their slaveling labs aren't as good as ours. But they have less maintenance. Slaves are cheap -- less effective though.

The humans are doing pretty well. Though I happen to know their AI hasn't been updated one bit. Despite that, they have automatically adjusted to the new technology tree.  Which means, of course, they'll automatically adapt to your technology tree that you create with the technology tree editor!

Fate of the Quadrant

The Terran Alliance had shrewdly managed to become the the dominant power in the quadrant.  After consultations with the home guard, we were given permission to formally ally with the rising stars of the galaxy.  That still left our old nemesis, Lord Kona and the Drengin Empire.

...To be continued...

 

 


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