1.03.53
from
Stardock Forums
We wanted to fix a few annoying buglets that have been hanging around for awhile.
So we fixed the +range ability at the start and the luck one too and the social and military abiltiies as well. So these now work as designed.
Trade goods are now somewhat more valuable during negotiation and the trade for money stuff has been tweaked to be even more sophisticated (which means in some cases it'll be easier, in other places, tougher) and it is intelligence based now (i.e. how deep it will analyse things depends on its intelligence).
Also, I did look into the reports where people would say that their economy would claim a positive income but they'd lose money that turn. This isn't something new, this is a result of the value of a trade route fluxuating between turns based on the distance of trade ships and what star bases are going on.
One of the things that is new in 1.03 is that the AI is much more intelligent about dealing with starbases so it is now building star bases along trade routes to pump up the trade revenue. This affects trade routes from and to you as well. The net result is that the amount from a trade route fluctuates a bit more, particularly on larger galaxies. Obviously it's possible I missed something but in both the saved games I looked at tonight from people who thought they had this problem this is what turned out to be the case.
A few people had reported alt-tab problems on Windows 98/ME. Neither us nor Strategy First has been able to duplicate this problem. So if you do run into this kind of thing, please join us on #galciv in the chat area and we can try to resolve this for you. There is nothing new in 1.03 that should cause anything like that. We'll keep looking though.
The Arceans are a lot better now at defending key colonies and fortifying others.
Overall, things seem pretty balanced in this build. Hopefully this will be the last build for awhile. We're also working on getting the demo version out the door. We got it down to around 50 megabytes in size.
~SDC~
So we fixed the +range ability at the start and the luck one too and the social and military abiltiies as well. So these now work as designed.
Trade goods are now somewhat more valuable during negotiation and the trade for money stuff has been tweaked to be even more sophisticated (which means in some cases it'll be easier, in other places, tougher) and it is intelligence based now (i.e. how deep it will analyse things depends on its intelligence).
Also, I did look into the reports where people would say that their economy would claim a positive income but they'd lose money that turn. This isn't something new, this is a result of the value of a trade route fluxuating between turns based on the distance of trade ships and what star bases are going on.
One of the things that is new in 1.03 is that the AI is much more intelligent about dealing with starbases so it is now building star bases along trade routes to pump up the trade revenue. This affects trade routes from and to you as well. The net result is that the amount from a trade route fluctuates a bit more, particularly on larger galaxies. Obviously it's possible I missed something but in both the saved games I looked at tonight from people who thought they had this problem this is what turned out to be the case.
A few people had reported alt-tab problems on Windows 98/ME. Neither us nor Strategy First has been able to duplicate this problem. So if you do run into this kind of thing, please join us on #galciv in the chat area and we can try to resolve this for you. There is nothing new in 1.03 that should cause anything like that. We'll keep looking though.
The Arceans are a lot better now at defending key colonies and fortifying others.
Overall, things seem pretty balanced in this build. Hopefully this will be the last build for awhile. We're also working on getting the demo version out the door. We got it down to around 50 megabytes in size.
~SDC~