Is there documentation for what this patch fixes and adds? |
Here are the patch notes. For future reference, these can be found in the history.txt file in your GalCiv2 folder.
1.0X - March 3rd, 2006
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3/03/06 18:27 3,538,944 GalCiv2.exe
+ IMPORTANT NOTE: Your ship designs from 1.0D1 and before will NOT
show up in this version. We have updated this version so that the
ships contain their own unique version ID so that when we do FUTURE
updates, your ships will still work. But we didn't implement this
until now (now that we have seen the sophisticated ship designs people
are creating). So we apologize in advance for that, but it shouldn't
be a problem going forward.
+ AI puts more priority into colony ship speed over colony ship range.
+ AI Heavy fighters now have more focus speed than range in their
designs.
+ AI at "bright" or higher intelligence will make guesses (simulated
intuition) as to whether a path is safe for a transport *experimental*
+ Fixed GNN Goto bug on Planet Details window + Fixed bug where players
that turned off "Show Intro" option would get a crash when starting the
Campaign
+ Added option to turn off trade route lines
+ Planetary bombardment will cause a new planet texture to be created
to reflect lowered quality
+ “Invasion Cheese” effect removed where planet populations after the
invasion were incorrect. + Drop down icons (for ships and improvements
completed) will no longer get “stuck” if another window pops up while
the icon is falling down the screen.
+ added Difficulty index to save game code so that even if the game
difficulty changes, the users will still see the one they started out
with
+ Improved tooltip handling
+ Improved slider controls
+ There have been some changes to the graphics nodes in order to make
them look decent when textures are turned off.
+ There are now a ton of new graphics card options. Note that these
have not had the same kind of wide scale testing as the other options.
+ Graphics card throttling. This should eliminate all known "random"
CTDs. Heat. Users who experienced this issue should be aware that
this may be an ongoing issue with other new games they purchase that
make use of the newer GPU features. ATI/nVidia are now running their
cards very hot when all the goodies are used. + Starbase Production
Modules now assist Planetary Research
+ MEMORY FIX: I’ve implemented a more efficient and thread-safe way of
destroying scene nodes when they are no longer in use. This will speed
up ALT-TABs and cut down on memory usage significantly.
+ Social Production Ability enabled.
+ Fixed a GNN Goto button popup bug in Planet Details screen
+ Should fix auto-save issue some have reported (multithread issue).
+ Right-clicking improvement-complete icons will now scroll to planet
that built the improvement
+ New ship weapons and defenses for Good aligned players: -Telepathic
Defense -Subspace Rebounder -Dynamic Shielding -Arnorian Battle Armor
+ Fixed the problem where the game was reporting “Not in an Empire” for
some players who are in an empire. The code that checked for valid
empire data was requiring the presence of a website URL; that
information is now optional.
+ Fixed a bug in classGalaxy::CalcGameDifficulty(); it was including
the first minor race in its calculations.
+ Trade Goods and Galactic Achievements now transfer their benefits
when ownership of them changes. In the case of Trade Goods, ownership
of the Trade Good is transferred and the old owner no longer has use of
the Trade Good.
+ CalcAbilities() is now called whenever a civ acquires/loses a special
improvement.
+ Fix for an exploit that allowed players to build improvements more
cheaply/quickly than they should.
+ Lots of AI tweaks to improve social handlings, particularly for the
Terran Alliance AI.