GalCiv 1.11 is available

On Stardock Central...
1,498 views 37 replies
Reply #3 Top
Try refreshing the list with F5! :)

That 330 meg multimedia download was a killer for me... :SURPRISED:

~SDC~
Reply #4 Top
Mmm tried f5 refresh, still can't see 1.11 patch . . . I might log out and then in again, thanks :)
Reply #5 Top
I'm not getting it on my list, pre-releases is turned on and I tried the F5 refresh with no help.
Reply #8 Top
Never mind, had to do a right click on GC and tell it to check for application updates.
Reply #9 Top
In stardock: Tools - check for application updates found it all for me and you could uncheck if you didn't want the older updates to redownload. Sorry, you guys are having trouble. :(
Reply #10 Top
I'm not getting it on my list, pre-releases is turned on and I tried the F5 refresh with no help
End of quote


right click on gal civ then select update.. should then find it and its huge

Frogboy
according to stardock the multimedia requires d/l again. is this correct?
Reply #11 Top
Tools->Check for aplication updates did it for me too, but I guess I kind of assumed that's what Stardock had been doing for a fdew seconds each time it started, I stand corrected :notsure:
Reply #12 Top
do we need to download all the files again on just 1.11?
Reply #13 Top
1.11 History

1.11 October 24, 2003, 2003
Changes:
+ Destabilization nerfed slightly (diminishing returns after awhile on destabilizing humans and aliens)
+ Minor races are tougher at higher intelligence levels - they will colonize beyond their home sector
+ Aliens are less likely to trade when they are having money problems (they won't give you money for tech or ships)
+ Aliens will attempt to explain why they are not in favor of a particular trade (This is a work in progress)
+ Starbases must be greater than 3 parsecs (spaces) from one another
+ General code cleanup
+ fixed bug where rally point destination not set for all fleet members
+ fixed crash end of turn update code that had been indirectly caused by destroying colonies
+ fixed a load save game crash caused by failure to find the end of a file.
+ fixed a crash related to the Draginol event (save game didn't restore the civ pointer because Draginol had been defeated before game saved).
End of quote


~SDC~
Reply #14 Top
I've been trying to track this for most of the last hour and I don't know why it's unhappy. It's testing clean here at the office.

Tools / Check for Application Updates may or may not force it for you. Make sure you have View / Show Pre-release versions off.

Anybody who's having problems and feels like sending a zip of \program files\stardock\sdcentral to [email protected], it would be appreciated.

Multimedia does not need an update. If its gotten confused about that for you, apply the standalone 1.10 patch and then use SDC to just update the base. No changes to MM or BP in this build.
Reply #16 Top
Is the 1 IP bug fixed yet?
Reply #18 Top
Is the 1 IP bug fixed yet?
End of quote


Doesn't seem so. Just managed to up relations with 2 AIs through offering 1 IP.

It's not in the list of changes. Does that mean it's not fixed or it's not mentioned?

~SDC~
Reply #19 Top
Hehehe. Thank god. I wouldn't be able to play maso without it.

~SDC~
Reply #20 Top
Initial thoughts about minors who are now able to expand beyond their home sector.

I feel the change for minors makes the game easier. Reason being that power is all about mass and stronger minors with more planets equates to weaker AI majors. The minors in Maso don't (I believe) get the bonuses that the majors get and thus would still be routinely exploited by humans. Just that now there are more stuff that could be exploited and more easy planets to seize from the minors before they outlive their usefulness.

~SDC~
Reply #21 Top
Thanks SD for the 1.11 patch . . .

The music seems to have been slightly modified (esp neutral) sounds better now imho . . .

There seems to be a few quirks/new features in the influence mechanisms however . . . there is a lot more flipping going on, some of which seems to defy explanation? Also I had probably 3/4 of the habbitable systems and most the wonders but still couldn't win a sitting in the United Planets Council (? strange) . . . never could get more than a 1/3 of the votes.

The 3 parsec starbase rule seems a good idea but doesn't really stop culture bombing or terror star abuse . . . A limit on numbers per sector would have been a better idea imho (with mabye some new modules to offset the restrictions)

The game speed for the first half of the game has been greatly improved! Revamped Coding or something?

I'd have to say I agree with Ray, augmenting the Minors works only to undermine the Majors on a number of levels . . .

Seems to be alot more morality checks too (I swung from Pure Evil to Pure Good in the one game!) . . . never been able to do that before . . . be it for better or worse.

All in all a nice patch streamlining some aspects of gameplay but not really adding anything too exciting or over the top . . . :)
Reply #22 Top
I'm not sure if this is the place to report any bugs with 1.11, but I ran into one in my first game after updating.

On 2-3 occasions during the game I would send a constructor to a resource where it would build a starbase...but somehow it was not built properly on the resource. Normally the resource icon would move to the bottom-right corner of the starbase image but when the bug happened the starbase image would be right over the resource icon. Also if you checked the modules of that starbase it would not have the initial 5% mining bonus.

My only option was to disband the starbase and try again with another constructor.

Other than that everything looked great with the new version.
Reply #23 Top
Well I'm not able to get the update.Tried all the suggestions and I still don't see it??? (:( I'll check again later in the day.
Reply #24 Top
Hammer007, join us at teh Evil Empire!
Reply #25 Top
In the beginning of November 1.12 will have some new AI code for the majors which should make them quite a bit more lethal at higher levels.

The big changes in this build were the obvious starbase one and the diplomacy one.

It can be easy to forget but our updates have to focus on the mainstream GalCiv players. Players at the top 1 percentile can't be given disproportional development effort. What we've been trying to do is put in features that make the game more challenging and more enjoyable for most players. The starbase spacing, for instance, improves performance because a lot of players were building WALLS of starbases and such.

~SDC~