Difference between revisions of "V1.03"

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<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> V 1.03 Update </h1>
  
== V 1.03 Update ==
+
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Features </h2>
  
=== Features ===
+
*Game now remembers MP map and galaxy settings like single player
 +
*You can now add random opponents to play against
 +
*You can now edit user created ship designs
 +
*You can now edit custom factions
 +
*Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)
 +
*Added 2 new cosmetic ship pieces for designing your own ships
  
Game now remembers MP map and galaxy settings like single player<br/> You can now add random opponents to play against<br/> You can now edit user created ship designs<br/> You can now edit custom factions<br/> Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)<br/> Added 2 new cosmetic ship pieces for designing your own ships
+
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Fixes </h2>
  
=== Fixes ===
+
*Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over
 +
*Rewrite of the turn state machine to fix numerous stuck turn issues
 +
*Fixed a bad iridium prereq for the starbase influence hub
 +
*Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash
 +
*Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner
 +
*Fixed a crash if the player builds more than 32 improvements on a colony
 +
*Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet window while the queue list was updating from a previous queue order change being async processed by making the planet window execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)
 +
*Fixed an issue where you could click the rush button in the planet context window multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn
 +
*Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all
 +
*Fixed a crash when the AI wants to give away a ship but doesn't have any
 +
*Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context window, caused by being able to click the button in between update ticks that disable/enable the button.
 +
*Fixed missing economic improvements int he Yor tech tree
 +
*Fixed missing Krynn support modules
 +
*Fixed an issue keeping resistance bonuses from some techs from working
 +
*Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn
 +
*Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor
 +
*Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game
 +
*Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar
 +
*Fixed a crash caused by too many fleets being ctrl+click selected
 +
* Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start
 +
*Fixed issues caused by having large fleet mass exceed expected maximums
 +
*Fixed issues cause by having the battle ranking for large fleets exceed expected maximums
 +
*Fixed an issue causing a stuck turn when creating a trade route
 +
*Fixed a crash after razing a colony caused by not cleaning up trade routes
 +
*Fixed a crash caused by a lingering selection after razing a colony
 +
*Fixed a crash reading relations in diplomacy
 +
*Fixed a multiplayer crash when automatic upgrades were happening in colony queues
 +
*Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")
 +
*Fixed typos
 +
*Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)
 +
*Fixed an issue where the game could run out of text handles late in the game
 +
*Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory
 +
*Fix that can cause some games from being reported to the Metaverse
 +
*Fix to allow the game to load if you have non-ascii characters in your user name
 +
*Foxed an issue where ship upgrade in multiplayer were free
 +
*Fixed an issue defying the UP in multiplayer could cause the game to get out of sync
 +
*Fix scope issues with Planetary defense and resistance in tech trees
  
Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over<br/> Rewrite of the turn state machine to fix numerous stuck turn issues<br/> Fixed a bad iridium prereq for the starbase influence hub<br/> Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash<br/> Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner<br/> Fixed a crash if the player builds more than 32 improvements on a colony<br/> Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet wnd while the queue list was updating from a previous queue order change being async processed by making the planet wnd execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)<br/> Fixed an issue where you could click the rush button in the planet context wnd multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn<br/> Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all<br/> Fixed a crash when the AI wants to give away a ship but doesn't have any<br/> Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context wnd, caused by being able to click the button in between update ticks that disable/enable the button.<br/> Fixed missing economic improvements int he Yor tech tree<br/> Fixed missing Krynn support modules<br/> Fixed an issue keeping resistance bonuses from some techs from working<br/> Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn<br/> Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor<br/> Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game<br/> Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar<br/> Fixed a crash caused by too many fleets being ctrl+click selected<br/> Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start<br/> Fixed issues caused by having large fleet mass exceed expected maximums<br/> Fixed issues cause by having the battle ranking for large fleets exceed expected maximums<br/> Fixed an issue causing a stuck turn when creating a trade route<br/> Fixed a crash after razing a colony caused by not cleaning up trade routes<br/> Fixed a crash caused by a lingering selection after razing a colony<br/> Fixed a crash reading relations in diplomacy<br/> Fixed a multiplayer crash when automatic upgrades were happening in colony queues<br/> Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")<br/> Fixed typos<br/> Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)<br/> Fixed an issue where the game could run out of text handles late in the game<br/> Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory<br/> Fix that can cause some games from being reported to the Metaverse<br/> Fix to allow the game to load if you have non-ascii characters in your user name<br/> Foxed an issue where ship upgrade in multiplayer were free<br/> Fixed an issue defying the UP in multiplayer could cause the game to get out of sync<br/> Fix scope issues with Planetary defense and resistance in tech trees
+
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Balance </h2>
  
=== Balance ===
+
*Rebalance of the mass of Sensor systems
 +
*Updated the Spiral galaxy map to look more organi
 +
*Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16
  
Rebalance of the mass of Sensor systems<br/> Updated the Spiral galaxy map to look more organic<br/> Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16
+
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> UI </h2>
  
=== UI ===
+
*Decreased the range line intensity so that the line would always be visible but not too bright
 +
*Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs
 +
*Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect
 +
*Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)
  
Decreased the range line intensity so that the line would always be visible but not too bright<br/> Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs<br/> Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect<br/> Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)
+
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Performance </h2>
  
=== Performance ===
+
*Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)
  
Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)
+
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Other Resources </h1>
 
 
== Other Resources ==
 
  
 
[https://forums.galciv3.com/466812/page/1/ v1.03 Forum Post]
 
[https://forums.galciv3.com/466812/page/1/ v1.03 Forum Post]
  
 
[[Category:Updates]]
 
[[Category:Updates]]

Latest revision as of 11:58, 30 July 2020

V 1.03 Update

Features

  • Game now remembers MP map and galaxy settings like single player
  • You can now add random opponents to play against
  • You can now edit user created ship designs
  • You can now edit custom factions
  • Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)
  • Added 2 new cosmetic ship pieces for designing your own ships

Fixes

  • Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over
  • Rewrite of the turn state machine to fix numerous stuck turn issues
  • Fixed a bad iridium prereq for the starbase influence hub
  • Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash
  • Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner
  • Fixed a crash if the player builds more than 32 improvements on a colony
  • Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet window while the queue list was updating from a previous queue order change being async processed by making the planet window execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)
  • Fixed an issue where you could click the rush button in the planet context window multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn
  • Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all
  • Fixed a crash when the AI wants to give away a ship but doesn't have any
  • Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context window, caused by being able to click the button in between update ticks that disable/enable the button.
  • Fixed missing economic improvements int he Yor tech tree
  • Fixed missing Krynn support modules
  • Fixed an issue keeping resistance bonuses from some techs from working
  • Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn
  • Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor
  • Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game
  • Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar
  • Fixed a crash caused by too many fleets being ctrl+click selected
  • Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start
  • Fixed issues caused by having large fleet mass exceed expected maximums
  • Fixed issues cause by having the battle ranking for large fleets exceed expected maximums
  • Fixed an issue causing a stuck turn when creating a trade route
  • Fixed a crash after razing a colony caused by not cleaning up trade routes
  • Fixed a crash caused by a lingering selection after razing a colony
  • Fixed a crash reading relations in diplomacy
  • Fixed a multiplayer crash when automatic upgrades were happening in colony queues
  • Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")
  • Fixed typos
  • Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)
  • Fixed an issue where the game could run out of text handles late in the game
  • Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory
  • Fix that can cause some games from being reported to the Metaverse
  • Fix to allow the game to load if you have non-ascii characters in your user name
  • Foxed an issue where ship upgrade in multiplayer were free
  • Fixed an issue defying the UP in multiplayer could cause the game to get out of sync
  • Fix scope issues with Planetary defense and resistance in tech trees

Balance

  • Rebalance of the mass of Sensor systems
  • Updated the Spiral galaxy map to look more organi
  • Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16

UI

  • Decreased the range line intensity so that the line would always be visible but not too bright
  • Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs
  • Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect
  • Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)

Performance

  • Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)

Other Resources

v1.03 Forum Post