Ah, back to Galactic Civilizations love

Published on Thursday, June 11, 2009 By Brad Wardell In GalCiv Journals

What? You thought because we released Demigod and are working on Elemental we’d forget our beloved GalCiv players?  GalCiv II is barely 3 years old.

So specifically, what’s in the pipeline?

In the next week or two (depending on marketing scheduling) we have a new build of GalCiv II coming along (no particular order):

  • Fixed bug where creating a new planetary governor when another was already assigned to a planet would cause the planet to not be able to access it's governor's info, causing a crash somewhere along the line.
  • Fixed a bug where a different governor than selected for deletion in planetary governor manager window was deleted.
  • In the lower-left corner of the main screen, clicking where empire income and population are displayed will now take the user to the civ manager screen instead of the research screen.
  • Dark Avatar and Twilight of the Arnor intro videos now only play before the first mission of their respective campaigns in the Ultimate Edition.
  • Changed how fleet rally points handle putting ships into fleets
    • Now, ships that can't find a fleet to join at the rally point will attempt to create a fleet with any ships at the rally point that are also not in a fleet, and any leftover free ships will attempt to join that new fleet, as wel
    • If a new ship still can't find a fleet to join, it will just stay a single ship (until another fleet opportunity comes) This prevents fleets of only one ship being formed when there are no fleets to join, and fixes a disappearing turn button bug caused when  fleets were disbanding when they didn't need to.
  • If a civ's saved tech tree can't be found, a new tech tree is created from the default tech tree def instead of looking for an actual tech tree named "default."  This prevents a crash while loading a save that lost its races' tech tree names.
  • In Ultimate Edition, now checks that a scenario is a campaign scenario before trying to load one of the campaign intro videos.  This fixes a crash that happened whenever a custom, non-campaign scenario was started in the Ultimate Edition.
  • The "Set rally point" window that pops up from these screens now shows whichever rally point is currently selected for that ship/planet.
  • Game won't try to calculate which techs are race-specific in UIBeginGame() if there is only one major race playing in the game.  Before, in some campaign scenarios where only the Terran and the Dreadlords were playing, every single tech was restricted to the Terrans because they were the only race whose tech tree was being looked at. This caused the Dreadlords to have no techs, so they had negative tech scores. 
  • Changed range checks for race number in GetDialogue() and SetDialogue() to make sure the race number isn't greater than OR EQUAL TO the max number of races. This caused a crash if a conversation file mistakenly specified a race number exactly equal to the max number of races, since the index was too big for the dialogue matrix.
  • Initialized selected governor in planetary governor manager window to NULL in OnStartNewGame() to prevent crash when starting a new game without quitting the app.
  • When filling the build queue, now checks whether an improvement on the queue is a galactic achievement, super project, trade good, or one-per-planet improvement before adding it to the queue.  Prevents an exploit where the user could build many of these improvements by correctly timing when they added them to a planetary governor's build queue.
  • AI smarter with regards to friendly players moving through their territory (not seen as threatening as before).


Nothing particularly exciting there.  But development continues.