- Beta Day is FINALLY Here! -
Published on September 26, 2008 By ScottTykoski In GalCiv Journals
Currently available on Impulse is Beta1 of GCII version 2.0 (we're shooting for only one major Beta, but there may be more).
 
I'll keep exposition to a minimum, so here's that list of remaining features you'll be receiving...
 
 
New Negotiation Options
Tech Brokering is a game setup option that restricts the trading of technologies to only those you've personally researched. This keeps tech-trade-spam to a minimum and gives some extra muscle to races more technologically inclined.
 
Trading of fleets has also been added, so now you can gather up all the ships you want to unload and send them off with ease.
 
 
All Campaigns Playable
It took some tweaking, but we finally got the Dreadlord and Dark Avatar campaigns working directly in Twilight of the Arnor. (I don't believe this made it in for today's build.)
 
 
Arnorian Ship Style
With the final build of 2.0 you'll have full access to the ship style of the Arnorians.
 
 
Manual
Yes, the manual has been update with all the 2.0 features.     Sorry for the wait.
 
 
Feedback
We're now at the stage where the players get to step in and beat up our creation   Take 2.0 for a couple of laps, let us know how it runs, and give us your feedback. Enjoy!
 
** Concerning the Download: If you're having issues downloading the Beta, make sure... **
1. Pre-Release versions are Selected
2. You press F5 to Check for New Updates
3. If you don't see it, restart Impulse
4. Still don't see it? Restart your computer.
5. Still not there?! Toggle 'Enable Fast-Start' and reload.
6. OMG...Still?!?! Uninstall TA (ONLY TA), reinstall it, and just chalk it up as a 'fun' part of the beta experience

Comments (Page 3)
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on Sep 28, 2008

First, I gotta say that I absolutely love the way an Immense Abundant Habitable/Frequent Special Worlds map feels. It just... feels "right". Kinda like the first time I played an Immense map during the TA beta. The two new game setup options were a very, very pleasant suprise for me.

Second, passive spying is a great addition and it really completes that particular subsystem. Now if only the Espionage ability itself actually did something useful (*nudge, nudge, wink, wink*) and perhaps Courage too, while you are at it

Third, the planetary governers are a great step forward for the game, and I can't ever imagine not having them. But there are two things I think would complete the feature:

1. A way to set a planetary governer as the "default governer" and would automatically queue up buildings once a planet was intially colonized/taken over. Sure, it only saves a couple clicks.... but hey, a couple clicks can add up quick on an Immense map with abundant habitable planets.

2. Persistant planetary governers among games for each Race, kinda like how ship designs can be saved to disk. Set 'em up once, and forget about them

As a side note, it took me the longest time to find the place to change a Planetary Governer. Heck, I didn't even realize there were controls for changing the auto-terraforming of tiles! 

Also...

Would it be possible to add a queue to the ship build window like with the colony build window? It gets ever so extremely tiring to constantly zoom back into a planet or hunt for planets using the colony list just to change what ship you want it to build.

This would be an awesome addition to Planetary Governers.

 

All in all, awesome work on the 2.0 patch!

on Sep 29, 2008

President Duck


** Concerning the Download: If you're having issues downloading the Beta, make sure... ** 1. Pre-Release versions are Selected 2. You press F5 to Check for New Updates 3. If you don't see it, restart Impulse 4. Still don't see it? Restart your computer. 5. Still not there?! Toggle 'Enable Fast-Start' and reload. 6. OMG...Still?!?! Uninstall TA (ONLY TA), reinstall it, and just chalk it up as a 'fun' part of the beta experience I've tried every possible thing mentioned in this thread about trying to locate the Beta 2.0. I've uninstalled impulse then reinstalled, and uninstalled TOTA. and still nothing.
I'm in australia would that have anything to do with it

No as a fellow aussie I had a few problems but the following seemed to work for me:

* Open the twighlight install folder

* Rename the executable

* Select the 'verify installation' item (results the verify error)

* Select the DA icon (results in '!' next to twighlight icon)

* Do update

 

Hope this helps

on Sep 29, 2008

NVM Delete

on Sep 29, 2008

My problem is that i downloaded the beta and impulse is saying i got 1.99[rc] but when i start it the game still dipsplays 1.96 as version number and no new feature are available.

EDIT: Even verifying my installationof TA(even when i displace the exe lol) gives the result that its installed correctly. While DA and DL semm to be installed incorrectly.

on Sep 29, 2008

"It took some tweaking, but we finally got the Dreadlord and Dark Avatar campaigns working directly in Twilight of the Arnor. (I don't believe this made it in for today's build.)"


Sorry ahead of time for the silly question, but how do you do this?

Thanks

 

 

on Sep 29, 2008

Stardock,

I love you guys since you started doing games.  I'm currently working on modding Sins and I have all flavors of GalCivII.

Just wanted to say thanks for continuing to improve on your already great games.  You really are a model of what other gaming companies should be doing.  Support, Modding, Updating.  Can't wait to see what kind of game you guys come out with next.  Downloading GCII 2.0

 

on Sep 29, 2008

The best and (I would think) simplest idea here might be the ability to tell the AI to use some of the planetary governors at its discretion.

Sometimes the AI makes REALLY horrid decisions in city planning.  I *should* be getting smacked around by the Krynn except for the fact that my specialized focused factory planets are churning out ships much faster than his larger empire composed of "lets make the planets do research/influence/production/economy for each planet."

Is the Minor Races being an actual presence a 2.0 change, or did I miss that somewhere along the line? Early on, one wardec'd me and went around blowing up starbases and trade lanes.  When I got to his planet he had an actual defense there I had to handle - it was very nice.  Also, the Dark Yor and Snathi have been at war for a few years.  Pretty fireworks.

on Sep 29, 2008

Iceciro
The best and (I would think) simplest idea here might be the ability to tell the AI to use some of the planetary governors at its discretion.

Sometimes the AI makes REALLY horrid decisions in city planning.  I *should* be getting smacked around by the Krynn except for the fact that my specialized focused factory planets are churning out ships much faster than his larger empire composed of "lets make the planets do research/influence/production/economy for each planet."

Is the Minor Races being an actual presence a 2.0 change, or did I miss that somewhere along the line? Early on, one wardec'd me and went around blowing up starbases and trade lanes.  When I got to his planet he had an actual defense there I had to handle - it was very nice.  Also, the Dark Yor and Snathi have been at war for a few years.  Pretty fireworks.

Not a 2.0 update.  1.92-1.95, somewhere in there, if memory serves.

And yeah, minor races that can fight are badass.

on Sep 29, 2008

I think in my next game, if I'm doing well enough to allow it, I may give a few planets to the Snathi and set them on some other minor for entertainment purposes.

on Sep 29, 2008

No as a fellow aussie I had a few problems but the following seemed to work for me:

* Open the twighlight install folder

* Rename the executable

* Select the 'verify installation' item (results the verify error)

* Select the DA icon (results in '!' next to twighlight icon)

* Do update



Hope this helps

 

thanks for this.

 

evil (another aussie)

on Sep 29, 2008

UMMMM, CALL ME CRAZY, but was the 2.0 beta SUPPOSED to install to the Galciv2 folder DIRECTLY, and not the Galciv2/twilight folder???  Cause that's what impulse did.  And now a bunch of settings aren't right, mods folder being an obvious pick.

on Sep 29, 2008

thehandofzarquon
First, I gotta say that I absolutely love the way an Immense Abundant Habitable/Frequent Special Worlds map feels. It just... feels "right". Kinda like the first time I played an Immense map during the TA beta. The two new game setup options were a very, very pleasant suprise for me.

Suddenly, the Iconian super ability isn't so useless.  With mostly extreme worlds they were more powerful than everyone else put together for the first half of my last game.  

on Sep 30, 2008

I have a few more coments to make and questions to ask at this point in time:

1. Does pasive spies steal techs?

2. The AI doesn't seem to compete well for extreme planet types. On smaller maps, I can nab most of the extreme planets before the AI researches the techs needed to colonize them, or before they try to declare war on me. Either way, I tend to have enough planets to win the war, even if the AIs manage to steal a few planets.

3. There appears to be a bug with the auto build starbase feature. If you have negative money in the treasury, and the next module to be installed costs money to build, it will instead popup a window asking you what to build. Regardless of what you pick (even free to build modules), it will say you don't have the money to build it.

I've already sent in a bug report e-mail for #3. Its much more detailed that what I've mentioned here.

on Sep 30, 2008

Does pasive spies steal techs?

Loupindour's done some research that says, "No." It looks like you need a saboteur unit placed to get your tech-steal roll.

on Sep 30, 2008


 
All Campaigns Playable
It took some tweaking, but we finally got the Dreadlord and Dark Avatar campaigns working directly in Twilight of the Arnor. (I don't believe this made it in for today's build.)
 

Sorry ahead of time for the silly question, but how do you do this?

Thanks

 

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