Old School Digital Distribution
Published on June 13, 2008 By ScottTykoski In GalCiv Journals

For your weekend amusement, we've cobbled together a fresh build of GC2:Twilight with some significant fixes.

http://sd.stardock.com/GalCiv2/GC2_Twilight_1_92_Alpha.zip

You'll be seeing the official build make its way onto Impulse and SDCentral next week, but in the meantime, just copy the contents of this ZIP into your 'Program FilesStardock/TotalGaming/GalCiv2/Twilight' folder and you should be good to go!

Here's the change log:

+ NEW: Improved Starport improvement graphics

+ NEW: Zoom to Mouse ursor option

+ NEW: Added ship components for Disruptors IV and Photonic Torpedo III techs

+ NEW: Removed a duplicate entry in the StarbaseModules.xml file.  Also added some starbase modules with "Mining" and "ProductionAssist" abilities to compensate the races that do not have the factory line of techs in their tech trees (Iconians, Thalans, Korath, Yor).  And I didn't just blindly add these, I made a spread sheet of all the starbase modules that each race has access to and filled in a few of the holes with new modules the best way I saw fit.  They are tied to race-specific techs, so no other races will inadvertently be affected.

+ TWEAK: Made sure some techs were non-tradable and non-stealable because they now unlock starbase modules that I intend to be race-specific.

+ TWEAK: Fixed a few spelling/grammatical errors in the Yor tech tree.  Specifically, changed "York" to "Yor" and "significant" to "significantly"

+ TWEAK: Fixed a typo in the Thalan tech tree.  Changed "product" to "produce"

+ TWEAK: The research cost penalty has been reduced

+ TWEAK: Removed the description for the Divergent Evolution tech from both the Drath and Altarian tech trees so I could put it in techTree.xml.  The description was exactly the same in the race tech trees including a bunch of misplaced linebreaks, which I fixed.

+ FIXED: A few typos in the descriptions of some ship components.  Namely, when describing the numeric amount of HP or % boost a component gives.

+ FIXED: The Krynn were using the Torian's description for Aquatic World Colonization.  Removed that, so it'll use the default description now

+ FIXED: Added "Space Weapons" and "Space Defense" techs back into the Thalan tech tree in their usual place right before the weapons and defense branches.  I made them cheaper than usual so you can still have a quick research route to those branches of the tree.  The reason I had to add them back in is because they provide starbase modules that are prereqs to other starbase modules that are still being unlocked in the thalan tree.  Without access to the prereq starbase modules however, any modules that depend on them are impossible to use.  Simply adding the two techs back into the tree fixes the issue.

+ FIXED: Bug where you could buy several improvements for the planet on the same turn from the quick build screen.

+ FIXED: Bug where if you bought a ship on a planet, you couldn't buy an improvement that turn

+ FIXED: Bug where the colony management screen didn't always have the most recent data

+ FIXED: Planet height maps that were placing tiles in the 'ocean' parts of the planet images

+ FIXED: Mind Control Center improvement

+ FIXED: Modified plague and disease mega-events to notify a player that they must research antivirus software or firewalls as a robotic race to find the cure, not plague cure or disease cure

+ FIXED: Gravity Accelerators were missing a Special ID, which was causing a crash when they were built

+ FIXED: Now can't trade Ascension starbases

EDIT: Please make sure you have the most recient version of Twilight downloaded.


Comments (Page 5)
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on Jun 18, 2008
edit: sry, wrong place
on Jun 18, 2008
One other suggestion is to add a checkbox to not autolaunch colony ships just like transports. Both of these ships are special in that they take away some pop from your planet. They also both have size sliders. For all other ships autolaunch is a must for me.

Thanks.
on Jun 18, 2008
what about fleeting a terror star? it causes a instant crash still. )prior to this update?
on Jun 19, 2008
+ FIXED: Gravity Accelerators were missing a Special ID, which was causing a crash when they were built


Impulse's "View History" option for Twilight lists "Crash when building Gravity Accelerators" as a bug fixed in 1.91. Is this the same thing? If so, was it fixed in 1.91, or only under 1.92a/1.95?

I'm about two turns from completing Gravity Accelerators in my fist big Twilight game, you see, and I'd rather not flame out.
on Jun 20, 2008
Additional notes.

1. Not sure why almost all of the stock AI races have federalist as their party. Maybe mix it up a bit? Just by the race profiles there suggests several possibilities as I have implemented in my game.

2. When the AI requests a tech exchange with the player, the AI chooses a tech the player already has. Maybe a joke?   
on Jun 23, 2008
I installed this impulse program that it says is needed to update and for some strange reason GC2 will not run or update its telling me that my operating system is not compatible even though it works without problems if I run it directly.....

Using Windows Server 2003
on Jun 24, 2008
If 2k3 has a Windows XP compatibility mode, run Impulse using that and it should be ok.
on Jun 24, 2008
Impulse works great for me under XP. The only strange thing is when Windows is shutting down the dock maximimises and minimises repeatedly. The program should just close.

Back to GC2:ToTA. Will the AI's ever break an economic/research treaty? Early on I traded techs for the AI's to send me an economic and research treaty. I have not been in a single war since except via the rare event where their leader is killed. Not even talking about an alliance treaty.

I abuse the AI over and over and over again and they won't break their treaties. I culture flip their worlds, I send spies to sabotage their worlds, I aid their enemies. Break treaty? NOPE. I even now have two ascension starbases and still no one declares war because they are all sending me research and bc's through treaty!

The AI needs an abuse threshhold where it says frack it, it's war mofo! lol Perhaps a slider setting in AI creation where you can set their tolerance for abuse from allies. From "you even sneeze wrong" and we are breaking this treaty to "bend over backwards" for our evil minion friends.
on Jun 25, 2008
Interestingly, Impulse works fine, but will not let me download the Twilight of the Arnor update. It says it is not compatible with my operating system. I am running 64-bit Windows XP.

EDIT: XP64 has an XP compatibility mode, but Impulse will not start up under it.
on Jun 26, 2008
I abuse the AI over and over and over again and they won't break their treaties. I culture flip their worlds, I send spies to sabotage their worlds, I aid their enemies. Break treaty


Those two treaties are only breakable by war between the two parties, or the death of one of them.
on Jun 26, 2008
EDIT: XP64 has an XP compatibility mode, but Impulse will not start up under it.


That's odd--that solution works for everyone else using XP64.
on Jun 26, 2008
That's odd--that solution works for everyone else using XP64.
Well, when I go and apply the compatibility option to the exe itself, and not the shortcut, it starts up, but then crashes when I try to download the update. I just can't get the update. This issue will be fixed in the near future, right?

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