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GalCiv 2 Dark Avatar 1.7 beta released

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  • GalCiv 2 Dark Avatar 1.7 beta released

    Stardock have released Dark Avatar 1.7 beta for playtesting. This open beta has a few nice surprises for players of Dark Avatar.

    Here is the change log that Brad Wardell posted on the GalCiv 2 forums:

    Code:
    Unlike many of our change logs, this one isn't as exhaustive in length but instead focuses on have fewer much more significant items in it. 
    
    Here is what's new:
    
    + NEW: Lease and Maintenance tab on the Economy Screen to manage your finaces better
    + NEW: The CivManager now keeps a log of events that have happened during the game
    + NEW: Governor that changes the Ship a colony is building 
    + NEW: Governor that sends all ships of a specified class, and the colonies building that ship class, to target a given rallypoint
    + VERY IMPORTANT CHANGE: Made debug.err always go in user defined data directory.  This is to deal with problems encountered by people with limited user accounts and for consistency with Vista.
    
    + NEW: Hitting CTRL + PRTSCN (Printscreen key) will save a screenshot in My Documents\My Games\GC2DarkAvatar\Screenshots
    + NEW: Made it so that the saved scoring information also saves mod name + description if mods are enabled
    + NEW: Local High score list including default high scores; files are saved in My Documents\My Games\GC2DarkAvatar\SandboxGames
    + NEW: Anomalies Randomly Reappear over the course of the game
    
    + TWEAK: Terran Alliance more inclined to focus on building larger starships
    + TWEAK: Optimized AI sorting routines (performance)
    + TWEAK: Spore module more expensive
    + TWEAK: Spore Weapons technology more expensive
    + TWEAK: Morale buildings more powerful
    + TWEAK: New lightmap for planets courtesy of Stefan and i-mod productions
    
    + FIX: Bug where ignored races still could be chose in the Opponentwnd
    + FIX: Reduced lag when clicking on a star ship caused by a function that was looping through ALL the ships in the galaxy and setting them to not be selected whether or not they actually were selected
    + FIX: Changed it so that the stacked ships and fleet windows recycle their entries so that they aren't constantly allocating and deallocating.  The stackedshipwnd will attempt to shrink the number of saved entries if it hasn't used the last max number in awhile - this may need tweaking if it affects memory usage
    + FIX: Bug where notification icons were not showing up
    + FIX: Bug where the turn button was always green even if there were ships with moves left
    + FIX: Crash where code was still trying to access destroyed ships; they are now removed from the main list the turn they are destroyed so that nothing can access them
    + FIX: Bug where ignored races still could be chose in the Opponentwnd
    + FIX: The distribution of planetary tile bonuses so that there is a good number of them and that they are likely to occur on the starting homeworlds, but no more than 3 on the starting home worlds.
    + FIX: Bug where planet thumbnails were not being reused even if the planet surfaces were identical
    + FIX: Bug that was causing unnecessary information to be saved 
    + FIX: Bug in the Dread Lords campaign when playing from Dark Avatar where it was not possible to continue due to it not finding the location of the next mission's files 
    + FIX: Bug in the Dread Lords campaign when playing from Dark Avatar where scenarios with the Dread Lords would never end because they had the incorrect race ID 
    + FIX: Bug where the graphs did not scale properly and would end abruptly without taking up the entire graphwnd
    + FIX: Bug with activation code on Win98.
    + FIX: Changed code that writes out debug messages to be more threadsafe
    + FIX: Made it so that the dxpacks are kicked out of memory after the screen has been created if there are not multiple instances of the screen, like custom list box entries, thus reducing the amount of stuff kept in memory.
    + FIX: Changed screen code to make sure that the textures created for the screens do not create mip map chains, which are unnecessary in screens and just take up more memory
    + FIX: Crash caused by not being able to find strings in the flavor text files (text that appears when the AI talks to you)
    
    It's available on Stardock Central as an update to the Dark Avatar module to Galactic Civilizations II. The "check for betas" check box must be selected to see.
    Asmodean
    Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark

  • #2
    Excellent! Now conquering the galaxy is even MORE streamlined than ever

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    • #3
      Great! Thanks for posting.
      http://www.galciv2.com/

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