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Thema: Patch v1.5 sagt Luxi

  1. #46
    ...dankt für den Fisch! Avatar von luxi68
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    Version 1.30.041 steht zum Download bereit!
    .
    Somewhere over the rainbow...
    ...there's no place like home.

    Judy Garland, The Wizard Of OZ

    Ci[Wii]lization @ 1292 6114 9198 7307

  2. #47
    sehr stylisch Avatar von Polly
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    Und schon der erste Bugfix.

    Hier aber mal die Veränderungen mit Version 1.3

    This new version of Galactic Civilizations II is dedicated to PC gamers everywhere who have ever bought a game, really liked it but after some months of play had put together a list of things they wish were tweaked or altered but knew would never be because the developer had long since stopped making new updates.

    Galactic Civilizations II v1.3, like our other updates, is designed to add new features and make changes based on player feedback. While there are "bugs" fixed, many of them are ones we introduced during our own beta process. Our goal was to do an update that went through and tweaked and changed those little things that would help make the game more enjoyable and give it new life.

    Here's what is new over v1.2:

    + AI will play harder in campaign at lower levels (AI was designed to be somewhat nerfed on the early missions of the campaign to give players a gentle introduction.

    + Various improvements to the Terran Alliance and Arcean AIs.

    + Made some tweaks to show ships are designed such that even if they prefer to build ships with a particular weapon system, they will also bear in mind what types of weapons they have already researched (i.e. they may WANT to put beam weapons but if they only have Laser I but have Black Hole Generators for mass drivers it'll still build Black Hole Generators on their ships rather than just tossing a bunch of lasers on a ship simply because they prefer beam weapons at that point. It did this before but now it has a better algorithm)

    + CPU for AI algorithm option enables AI ships to be re-designed twice as often.

    + Terran Alliance based AI players will put early priority on factories as the first thing to build rather than star port.

    + AI players will not go to war for military reasons unless they have enough military forces to deal some immediate pain.

    + Colony lights on dark side significantly enhanced. Now based on population and uses a smart algorithm to fit the land masses. There's a ton of changes associated with this, it's probably overkill but it's been on our list for awhile to make the city lights on planets look better.

    + NEW! Diagonal Edge scrolling for those who prefer to use edge scrolling instead of using the left mouse button to grab the screen and move it.


    + fixed intelligences displaying incorrect value on Foreign Stats screen

    + fixed beta 1 bug where fleets would not have an icon in the stacked ships list

    + fixed beta 1 crash in moon graphics code

    + fixed bug where freighters would in some cases revert to normal size after an ALT+TAB (very weird behavior)

    + Updated AI so that it won't launch a transport with too few troops on it.

    + changed behavior of fleet battles such that if fleet was in a battle and survived with one ship, the moves left for that ship would be not the expected number

    + tweaked UI to support tech centering on selected technology when the tech tree was maximized and a new technology was completed

    + listbox scrollbars support maximum entries.

    + tweaked regional settings that was causing the messed up planet surfaces, missing components on ships, etc.

    + improved keyboard entry for non English characters

    + fixed beta 1 memory bug caused by loading save games (save games saved with 1.3 beta 1 cannot be fixed and you should delete them)

    + the tech dialog that is brought up by right clicking on a tech in the trade screen or in the maximized tech tree viewer will now accurately list techs that become available when researching the selected tech. Also, the headers in this dialog will now only show up if they have something

    + fixed random crash when starting/loading new game from within a game

    + planet and ship list entries are no longer created as the planets and ships are restored from the save game

    + Made it so that if you played as one race and then started a new game as a new race, the previous race did not have the expected intelligence.

    + Changes in values to planetary improvements and starbase modules

    + Starting population now 8 billion on the home planet

    + Morale on home planet gets a 20% bonus

    + fixed first turn after load zero production behavior!

    + AI better at managing colonies

    + More difficulty levels: Dunce at the lower end, Godlike and Ultimate at the higher end.

    + AI intelligence levels above and below "Intelligent" adjusted in difficulty (so i.e. Normal will be tougher than it was because there's a new easier difficulty level and Incredible will be easier because there's two higher difficulty levels).

    + The overall difficulty levels have now bee tweaked to have a 1 to 1 relationshipo with the AI intelligence levels so "Challenging" means all AI intelligences set to "Bright" rather than a weighted overall value. Many higher level players would find that they set the difficultly level to Crippling only to find that 2 or 3 of the players would be set to "Fool" (and do very little) while the others played very well.

    + Difficulty setup screen tweaked to work better.

    + changed size of TriStrontium so that it's bigger than TriStrontium2; previously the definitions were identical.

    + fixed error in translation code for raceconfig (homeworld)

    + fixed error in translation code for UP issues.

    + fixed bug that reset the cheater's flag, allowing cheater games to be submitted normally.

    + fixed some exploits in raceconfigs for metaverse games

    + fixed missing image in Rename Ship dialog

    + fixed error in AbilitiesBonus.xml file that didn't show 20% bonus to Loyalty

    + reduced the Custom Race's default value of Loyalty to 15% so that it would not cause negative ability points

    + added code to clear the planet/shiplist between games so that it wouldn't keep old pointers (should prevent a memory leak and potential crashes due to bad pointers)

    + made it so that you can select a race by clicking on its icon on the Foreign Treaties screen

    + made it so that the seleted planet or ship in the planet/ship list is saved so that changing the sort variable or filters will still keep the selection.

    + added code to let you right click on a tech to bring up the tech description dialog when the tech tree window is maximized

    + fixed error where fleets of ships could still attack freighters protected by galactic privateer

    + Reversed direction of the moon revolution (yes, Earth's moon now rotates around the Earth the right way)

    + added a check in the Direct 3D code for vertex and pixel shader versions

    + added code to make foreign policy window try to select a non-dead civ

    + made sure that the civ manager only has to parse the entry definitions once

    + made planet screens refresh after removing or adding troops

    + fixed numerous typos and spelling errors in various files

    + changed it so that the difficulty on the OpponentWnd slider changes all of the selected races' intelligences

    + changed it so that when you enable a race, it automatically sets its intelligence to be at the level of the difficulty

    + Fixed bug where lines on Treaties screen would point off-screen if you were a custom race playing against 10 enemies

    + D and T buttons will now toggle the details and rally point screens on/off instead of queuing up multiple instances of them

    + Kills some battle related processes as soon as they are finished so they don’t stay in memory when no longer needed

    + When running in full screen mode (Release build), the mouse will be clipped to the game window to prevent accidentally clicking outside of the window. You can still use ALT+TAB to activate other windows.

    + added function IsProtectedMiniFreighter to check for valid target

    + added code to clear selected rallypoint from minimap to prevent crashing when the rallypoint is deleted

    + added code to clear rallypoint destination when rallypoint is destroyed

    + Added a debug assert if the required technology for a ship type is not found

    + Fixed bug where ships on auto-explore that were put in a planet would immediately start auto-exploring once launched from the planet

    + Fixed a graphical bug where if you had 1 ship with moves and it attacked a planet with a fleet manager, the fleet would remain on top of the planet if the attacking ship was killed.

    + fixed memory leak caused by too many references to ship design listbox entries

    + fixed possible crash when saving std::strings in save game

    + cleaned up code in PropertyBucket class to make it more efficient.

    + Fixed a crash in the scene graph

    + Added ref counts to scene nodes in battle processes to prevent “random battle crashes”

    + Kills some battle related processes as soon as they are finished so they don’t stay in memory when no longer needed

    + AI will tend to try to "finish off" its enemies

    + Changed difficulty to be based on the AVERAGE AI intelligence rather than the highest AI intelligence

    + Torian AI significantly altered in what it builds on planets.

    + Torian AI will raise taxes as long as morale is high

    + Terran Alliance AI will lease less often (stunted early growth)

    + Drengin will build more scouts to expand faster

    + All AI will tend to mobilize for war now BEFORE going to war (i.e. start to send ships near the border rather than declare war and have months of phoney war. We have ideas on making it even better in the future.).

    + Starbase modules give more boost earlier and less later as you add modules

    + Fixed weird issue where AI would turn off social production between projects and then the AI would see that it has no social production and would then pick the cheapest (rather than the most appropriate) improvement to build which (wait for it) would tend to be economic improvements.

    + Morale ability has more diminishing returns at the high end. It still is powerful but a 200% morale ability is not twice as good as a 100% morale ability.

    + Integrated concepts from other AI personalities into Terran Alliance personality

    + Fixed several crash bugs we added during the betas.

    + Fixed some typos

    + Fixed beta bug where new city lights took away clouds

    + Some additional text polishing

    + Changed some of the planetary improvement values and costs

    + Tweaked some of the values in starbase modules

    + made entry field selection show up

    + added tech report to trade screen

    + Tweaked text and dialog in teh campaign and in some scenarios

    + fixed save games not showing up in save game window if there were other files with the same extension.

    + Custom window sizes work now

    + fixed error where mod subfolders PlanetDescriptions and TerrainColorScheme didn't work

    + fixed error where Terrain query images + ship component thumbnails did not show up even if they were in the correct mod subfolder

    + Tweaked the minimap where it didn't draw all of the ZOC

    + fixed destination cursors not being visible after loading save game

    + added checks to make sure that dead civs are ignored in the UP

    + Added strings for moralists event

    + fixed typo in Singularity Driver IV's name

    + Removed redunant use of short civ name in battle messages in GNN

    + changed FindShipInSensorRange to use a predicate function

    + Sentry/Guard should work better now

    + Made it so that clicking on a ship will not cancel guard/sentry

    + changed it so that the ship list does not do a full update so often (should help move times)

    + added option to not prompt to pay cost of a module if you have enough money in your treasury

    + Changed missing turn button if a rallypoint is on an uninhabitable or uncolonized planet

    + fixed bug where there was a 1 turn delay before ships would calc a new path after swapping rallypoint destinations from the governor

    + fixed bug with trade screen where dialogs did not hide when switching civs

    + fixed government bonus strings so that they now show the bonuses as implemented.

    + updated ship designs that wasn't using correct ranges

    + Re-did UI so that where clicking on the minimap couldn't accidently click on the find or turn buttons

    + Updated calculation of alliance victory status string

    + tweaked locale code so that it doesn't change so much, which should fix some performance issues and some crashes. Have verification that display and entry of German characters is working, but would like confirmation from other languages also.

    + Changed auto-attack behavior; When a ship is set on auto-attack, it will attempt to find a nearby ship belonging to a civ it is at war with. If it can't find a ship that is not hidden by fow, it will cancel auto-attack to avoid causing the missing turn button bug. To avoid slowdown, it does not attempt to pick the 'best' target, it just picks the first valid target it finds.

    + added additional debug messages to activation code

    + Updated screen on OpponentWnd where the civ name was not using the displayname field.

    + made rallypoint wnd sort rallypoint names alphabetically

    + Terran Alliance should now start with the correct intelligence

    + Addressed playability issue where the last non-custom race you played would be loaded when going to customize the custom race (You may get this the first time before you load the correct custom race config or clear the LastRace string under CustomRace in the Prefs.ini file)

    + Changed Ctrl+B where hitting CTRL+N when playing a Custom Race started a new game using the default Custom Race config

    + Fixed bug where planet quality and number of tiles did not match after choosing Neutral alignment

    + Updated Invasion behavior to avoid invading a planet with a planetary bonus multiple times would cause more tiles to become available every invasion

    + Added tool tip on planet screen

    + Fixed bug where info icons would appear jumbled together at the top of the screen if there were too many. Now, new icons will fall as soon as the existing icons have been cleared.

    + Improved the graphics management system for better compatibility

    + Dead Civs no longer show up with voting power. We realize not counting dead people in voting makes game less realistic... JK.

    + Fixed "Specialized Ships" stat on Foreign Stats/Military page to show correct number of ships

    + Tweaked where starport icons on planets on main map were not updated after using the Civ Manager Governor to change what starports were building

    + Changed behavior where first turn after loading a saved game would show a dip in the manufacturing history graph

    + Updated Combat viewer to change where ship icons in combat viewer did not show the correct amount of damage if the civ had HP bonuses

    + Fixed an API that made the AI like you more than they should

    + Syncronized relations code that caused the AI and Human player relations to be out of sync

    + Hooked planet data to economic engine. Where planet data wasn't refreshing after changing spending sliders

    + Updated UI structs where intelligences were reset without updating difficulty level if you went back to a previous screen

    + Made decomission of planetary improvements never take more than 1 turn.

    + added code to make sure that decomission 'improvements' can't be built on empty or non-functional tiles

    + Our system now suppports tab keysin entry fields

    + added dialog to warn if you're using an invalid race config when playing a metaverse game

    + fixed bug where starting a new game after having started/loaded a game and left the ship list open causes a crash or empty game screen

    + added code to delete shipcfgs from My Documents\My Games\GalCiv2\ships (or metaverse\ships) folder that do not have an xml file. This will help keep the folder clean and cut down on save game sizes (and time to save/load)

    + rallypoints will no longer show up in the stacked ship context area, since they now show up in the context area in the bottom left corner of the main screen interface

    + Fixed bug where sometimes, after an alt-tab, freighter ships would not appear to be the correct size.

    + Fixed bug where planet quality penalties were applied in the case of an invasion that ended in a draw

    + fixed crash on foreign report if no race has any ships

    + fixed bug that didn't read in modded conversations or flavor text

    + fixed bug where last custom race wasn't loaded

    + Tweaked it so that tooltips will now show up for the lower row of ships in the Ships in Orbit

    + fixed it so that if you select a ship in the Ships In Orbit area, it will deselect the previous one, even if it's in another row.

    + SizeMods now use only the base capacity of the hull, not the max capacity (the capacity after miniturization is applied)

    + Made changes to font manager to fix the slow-down on foreign language systems.

    + Added option to disable city lights on the dark side of planets

    + fleet upgrade overlays always update properly

    + Tweaked ship weapons/defenses

    + Tweaked more planetary improvements

    + Changed the way planetary invasions penalties work when a draw (extremely rare)

  3. #48
    Die KI Avatar von AIL
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    Ich hab' erst ein Spiel angespielt mit 'ner kleinen Karte. Aber auf großen Karten sollen laut dem offiziellem Forum die Changes am Wirtschafts und Moral System wohl ziemlich heftig sein, so dass man seine Strategie sehr stark umstellen muss.

    "I have played several games on 1.3 and have not won yet. I keep dropping difficulty levels because my old strategy doesn't work. After dropping three difficulty levels, I finally have a chance to win."

  4. #49
    sehr stylisch Avatar von Polly
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    Patch 1.31 ist heute erschienen und behebt einige Bugs:

    + fixed bug with planet quality bonus not being applied for home planet; I believe that we have now nailed all the bugs that caused a difference between the planet class and the number of useable tiles.

    + fixed bug where bonuses from improvements were never removed if they were built on a tile with a special bonus

    + fixed crash caused by the Delete key trying to destroy improvements that were not fully built yet

    + fixed bug where the internal name of an improvement was not being restored from a save game, which would have caused lots of small, non-obvious problems.

    + increased time-out limit for pathfinding algorithm so that it won't time out for really long distances; this should fix the bugs where ships would just stop moving, prevent mini-freighters from getting stuck if their destination planet is all the way across a gigantic galaxy, etc.

    + fixed bug where Minimap would not redraw after a planet culture flipped (causing the so-called "trapeziod of doom" bug)

    + ships will no longer be selected when they leave orbit, except when launched from the Info Icons

    + 'free' (default) race abilities will no longer show up in the abilities listbox on the Customize Race Screen on the Abilities tab as it was unclear that these were free abilities and that choosing another option in that category would overwrite these changes rather than adding to them. However, these abilities bonuses will still be overwritten, and they will still show up on the Overview tab if they are not modified.

  5. #50
    Registrierter Benutzer Avatar von the_suebian
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    Oh Jesses,

    dabei hatte ich noch nicht einmal den Patch 1.30 Patch eingespielt.

    Aber wenn ich das Folgende lese,

    Those bugs included a mini map display bug that caused repainting issues on DualCore machines, an annoying change to how ships were selected when they left orbit (not reported by users but trust us, it was annoying), the hot key support of deleting would crash the game if you deleted something that wasn't there, planety quality not matching the user selected bonus, and a food bonus tile exploit.



    There were also a few AI tweaks to make them handle money even better based on reading people's posts on the forums on some of the tricks they use to maximize their economy.



    You can download the update via Stardock Central (preferred) or the stand alone download


    heisst das wohl, morgen abend werd ich mal wieder Dateien vergleichen müssen, und eventuell einen eigenen Patch hier nachlegen.

    Immer diese 'Tweaks' Werteänderungen, ... rein in die Kartoffeln... (Improvements werden im Unterhalt teuerer und gleichzeitig ineffektiver) , raus aus den Kartoffeln...(nach massiven Protesten wird wieder alles entschärft?)...
    seit Patch 1.10 wiederholt sich das irgendwie...

    Und ich vermutete schon, dass 1.30 der letzte Patch vor dem Add_On
    gewesen sei..., die Arbeit geht eben nie aus.

  6. #51
    Registrierter Benutzer Avatar von the_suebian
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    Teil-Entwarnung

    Also textlich und string-seitig hat sich mit dem neuesten Patch 1.31 nichts
    verändert, die Änderungen wurden fast ausschliesslich am Hardcode vorgenommen.

    Werd aber in den nächsten Tagen trotzdem nochmal eine Anpassung der deutschen Dateien nachlegen.

    Veränderungen gab es nämlich schon vom Beta-Patch (der ja 1:1 in die deutsche Final-Version eingegangen ist) zum FinalPatch hinsichtlich der
    Kosten und Wirkungsgrade von Planeten-Improvements, TechTree und
    Starbase-Modulen. Im neuesten Patch sind das glaub nur noch zwei Änderungen, bin nicht mehr sicher, merke ich dann schon beim Dateien schreiben.

    Auf jeden Fall ist die Endfassung von Patch 1.31 im Vergleich zu 1.3beta bedeutend schwieriger, da nochmal alles teurer wird und der Wirkungsgrad vieler Objekte/Technologien weiterhin verringert wurde.
    So sieht es rein von der Datenlage her aus.

    Bleibt nur die Frage, ob die schwierigeren Voraussetzungen insgeheim nicht schon längst im Spiel berücksichtigt sind. Denn beim Patch 1.2 hiess es zuletzt seitens Stardock, dass solche Werteänderungen zur Erleichterung
    von Game-Lokalisationen, direkt aus den englischen Originaldateien entnommen werden, die man ja mit jedem Patch mitgeliefert bekommt.
    Ob dies noch Gültigkeit hat bzw. je hatte, dann wäre ja alles schon up to date, entzieht sich meiner Kenntnis.

    Vorsichtshalber werde ich die deutschen Dateien also anpassen und wieder
    komplett zum Download bereitstellen.

  7. #52
    Registrierter Benutzer Avatar von the_suebian
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    Zitat Zitat von the_suebian
    Vorsichtshalber werde ich die deutschen Dateien also anpassen und wieder
    komplett zum Download bereitstellen.
    Hat sich als überflüssig erwiesen !

    Die fraglichen Werte werden tatsächlich aus den englischen Originaldateien
    entnommen, also selbst wenn sich in 'meine' deutschen Dateien Werte-Fehler einschleichen, werden diese automatisch korrigiert/ignoriert .

    Und der Sprachmischmasch aus Version 1.2 wurde ja auch schon behoben . Damit ist mein 'Deutsch'-Mod auch überflüssig geworden.
    War also doch nicht 'für die Katz', entsprechende Screenshots an Stardock
    einzuschicken.

    Prima, das erspart viel Zeit und Arbeit.

  8. #53
    Die KI Avatar von AIL
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    Also ich find' 1.31 ziemlich gut. Die Game-Tweaks sind durch die Bank weg sinnvoll und die KI spielt überaus effizient.

    Diplomatiemäßig scheint sich auch 'ne Menge geändert zu haben und Gut/Böse scheint viel weniger auszusagen als früher. So waren in meinem letzten Spiel Altarians(Gut), Drath(Böse) und Torians(Gut) verbündet und haben gemeinsam den Thalan(Neutral) gekillt. Ich selber war auch Gut (zum Schleimen bei den vorwiegend vertretenen Rassen), wurde aber von den Altarians, mit denen ich die meisten Handelsrouten hatte, trotzdem nicht gemocht.

    Naja, gewinnen lassen (via Techsieg) haben sie mich trotzdem.

  9. #54
    sehr stylisch Avatar von Polly
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    Ich warte immer noch auf mein erstes verlorenes Spiel.

  10. #55
    Ewige Vorsitzende Avatar von bigbean
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    Zitat Zitat von Polly
    Ich warte immer noch auf mein erstes verlorenes Spiel.
    Da musst Du noch so lange warten, bis es Multiplayer gibt

    Die Sozialistische Union ist wieder da!

    KLICK!

  11. #56
    Registrierter Benutzer
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    weiss jemmand wo es den neuesten patch ohne das bonuspack gibt? Da wird man ja am anfang aufgefordert das spiel zu aktivieren durch eingabe des serial keys. Hab ich natürlich alles gemacht aber es erscheint immer die meldung error activating.

    Gibt es nicht ne möglichkeit die reg zu umgehen? Wäre toll wenn ich das spiel doch noch zum laufen bringe..

  12. #57
    Minion Avatar von Tzu Iop
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    Zitat Zitat von Halphas Beitrag anzeigen
    weiss jemmand wo es den neuesten patch ohne das bonuspack gibt? Da wird man ja am anfang aufgefordert das spiel zu aktivieren durch eingabe des serial keys. Hab ich natürlich alles gemacht aber es erscheint immer die meldung error activating.

    Gibt es nicht ne möglichkeit die reg zu umgehen? Wäre toll wenn ich das spiel doch noch zum laufen bringe..
    Das Problem hatte ich auch nach einer Neuistallation. Du musst das Spiel nur nochmal deinstallieren und neu aufspielen, dann sollte es klappen.
    Papoy!

  13. #58
    Registrierter Benutzer
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    naja, das hab ich etwa 5 mal gemacht. Das spiel neu installiert, zuerst wusste ich nicht warum ich plötzlich das spiel aktivieren muss. Bis ich merkte das es am patch liegt.

    Mach ich was falsch? Man benötigt das Stardock central zeugs doch nicht unbedingt oder?

    EDIT:: Hat sich erledigt, habs zum laufen gebracht.
    Geändert von Halphas (19. Oktober 2006 um 07:14 Uhr)

  14. #59
    Wild Thing Avatar von Faithara
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    Inzwischen gibs ja seit längerem 1.4

    1.4X 10/25/2006 4:48:33 PM


    Here is what is new in Galactic Civilizations II 1.4 over 1.31.

    1.4 will be known as 1.4X on Stardock Central and in game.

    + Initial Colony buildings have less maintainence.

    + New colonies start out with a population cap of 6 instead of 5.

    + Farms provide less food.

    + Each citizen provides more tax income than previous.

    + Morale buildings have been increased in benefit but techs to get to them cost substantially more (ex: Virtual Reality Center now provides a 40% morale improvement vs. 25% in 1.31).

    + Stock market no longer gives morale bonus (wasn't supposed to in the first place)

    + Updated beam weapon model along with large hull models

    + Updated some of the planetary improvement icons to be prettier

    + Updated Achille's heel, Apocalypse, and Pathfinder missions in the campaign based on player feedback.

    + Tweaks to make money not too hard to get early on but not as easy to get ridiculous levels of money later on (though expert players will still be able to do this).

    + fixed bug where ships on auto-attack would try to attack ships they weren't at war with if the ship was in the way

    + fixed bug with auto attack where it was using the wrong function to check to see if a ship was hidden by the FOW.

    + fixed cheat key to force an AI player to surrender

    + added in code so that when using the CTRL+Z cheat to run the game in AI test mode, it will make the AI take over for the human player

    + fixed bug where ships that were being upgraded but were not selected tried to update the ShipContextWnd, resulting in a crash if the last ship to be selected was deleted

    + fixed a bug where a ship (under certain conditions) could fail to start moving even if it had a path calculated to its destination

    + added additional debug info for missing string in tradewnd, took precautions to avoid a crash

    + Tweaks to the AI code that handles planetary improvement so that they don't do stupid stuff by mistake

    + Fixed integer divide by zero crash (very rare but possible)

    + Fixed bug where if you upgrade a constructor and build a starbase while it is upgrading, the starbase will change into a ship when the upgrade is complete

    + If RAW file fails to load, a height field is generated randomly

    + Fixed crash in Quick Project Window (very rare case)

    + fixed a bug that could occur if you loaded a campaign save game and tried to continue after finishing that mission, instead of using the campaign screen.

    + added option to save ship design to disk. If turned off, the ship design will not be saved to disk and will not show up the next time you start GalCiv2. Ship designs will still remain in memory until the data is reloaded (from a save game, from starting a metaverse game after having played a normal game, etc).

    + Some minor memory leaks fixed.

    1.4 will be available on Stardock Central on October 25, 2006 (as 1.4X). The stand alone version will be available on the 26th which is when the official announcement will occur.

  15. #60
    ...dankt für den Fisch! Avatar von luxi68
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    Falls es noch jemand interessiert, es gibt jetzt die Version 1.50.
    .
    Somewhere over the rainbow...
    ...there's no place like home.

    Judy Garland, The Wizard Of OZ

    Ci[Wii]lization @ 1292 6114 9198 7307

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