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Cisco doesn't support their VPN's on Windows Vista 64. What does this have to do with Galactic Civilizations? A lot actually.

I have been working on the GalCiv II v2.0 (tentative release date is November 5) to update the AI and take care of a long list of little pet peeves of when I'm playing.

When I do this from home, I need to use the VPN because I use Vista 64-bit. And Cisco's VPN doesn't support 64-bit Vista which makes it tougher to get updates back into the main source tree.  I can still do it, I just have to use other machines at home to transfer but it's annoying.

Speaking of 64-bit, I will tell you right now that no future Stardock developed games will go out that don't explicitly support 64-bit Windows Vista and beyond. And what I mean by that are native 64-bit versions.  Not 32-bit games running in compatibility but full native 64-bit.  Of course we'll still support 32bit too but there's a lot of performance boosts we could provide to 64-bit players in the future.

 
Oct 12, 2008 11:58 PM

Played a lot of GalCiv II v2.0 today.  Other than the issue that the lighting is not working right on my Thinkpad T400 (there's no shadows on planets) it's working pretty well.  The ThinkPad T400 ATI display driver randomly crashes when I play games which is a bit of a bummer too but that's not game related.

One feature that I've concluded we should put in is to let people set the pacing of research any time they want within game.  In a single player game, if I want techs to come faster, I should be able to do that. It's not cheating as it affects all players equally. 

I figure we can set it to be 0.25 to 5 of whatever setting players have set at the start of the game and it resets each game.

Another thing I've concluded is that 2.0 isn't the end of the line. I know whenever I play it I'll have the debugger open making tweaks for each game.

 

I got a good game of GalCiv II v2.0 in over the weekend.  Here are 10 things the game still needs.

 

  1. The trade routes need to increase more over time than they currently do.
  2. Tourism should be worth still more than it does currently.
  3. AI needs to be better about researching space mining techs.
  4. AI needs more variance in what it researches.
  5. AI needs to focus more on miniaturization techs.
  6. Integrity fields should cost the same as reinforced hull points (not more)
  7. The tech rates should slow down the rate of increase.
  8. Defenses should be slightly cheaper to research than they currently are.
  9. Need to update the credits to say (c) 2008
  10. There should be more incentive to do leases than currently.

So there will be another beta soon...

 
- Beta Day is FINALLY Here! -
Sep 26, 2008 7:32 PM
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 :P
 
- A further look into Version 2.0 -
Sep 19, 2008 7:31 PM
Continuing our in-depth look at 2.0 brings us to the new Galaxy Setup options, as well as the Espionage changes people have been looking for. Again, as with all new things in 2.0, we aren't looking to revolutionize, just to bring these features to a natural completion before work on GCIII begins (which is still a way off, but still looming).
 
 
New Galaxy Options
 
As Brad (Frogboy/Draginol) pointed out in his official Preview of 2.0, we've gone in and added some options for the Placement of Special Environmental Worlds, as well as the Frequency of traditional Random Events.

When the Environmental Worlds option is cranked up, approximately 75% of the galaxy's habitable worlds will be of an Extreme class (Toxic, Aquatic, etc). This is a great way to play if you like a long, drawn out Exploration phase of the game. Placed at it's lowest setting, the galaxy will only have around 10% of habitable planets requiring special technologies to inhabit, making the Colony rush closer to Dreadlords, but keeping those technologies somewhat vital.
 
The Random Events setting works in a similar fashion. You can turn them off entirely, or you can set them to happen around 4 times more frequently. This results in a fairly hectic game, where you're never quite sure of your galactic footing.
 
 
 
Espionage
 
Changed back in the first 'Dark Avatar' expansion, the new Espionage system enjoyed a love/hate relationship with the players. Some people liked the new options, allowing the placing spys to strategically disable an enemies infrastructure. Other players disliked being forced to perform blatantly offensive maneuvers to gain higher levels of intelligence on their neighbors.
 
The new system adds 'Empire Wide' spying option to your 'Espionage Details' screen. Here you can place permanent spys on a race, which will gather up information and raise your 'Espionage Level' and unlock more information on them. These spys ONLY gather information (passive in nature), cannot be nullified, and dictate the espionage level that you can reach.
 
Spys placed on planets will also gather information on a race, but at 1/3 the rate.
 

We've also added the ability to spy on Minor races. Yahoo!
 
 
 
The Beta Release
 
Like most things we do, Version 2.0 is going to have a Beta period starting (barring any major problems) next Wednesday, the 26th of September. For those not playing Mega Man 9 next week (which is what I'll be doing), you'll be able to try your hand at the update, playing with all these fresh new features and helping to ensure the game is still balanced (and stable). This will be released on Impulse, with the final version making it up onto Stardock Central as well.
 
Next Wedensday: We wrap up our 2.0 journals with some nice new Negotiation tweaks, Campaign updates, as well as all the dangling improvements that'll make 2.0 rock!
 


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