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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Gal Civ 1.21 and Altarian Prophecy 1.51
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#25  by Diplomat Arturus Magi - 7/8/2004 1:41:35 AM

The turns to complete numbers displayed are not correct. An excample: if a planet is producing Soil Enhancement costing 50 and the planet has a social production of 10, the turns to complete number shows 5 not 4 as it should.


This is not a display error. It really does take 5+1 turns. Building isn't completed until the turn after the total cost is expended. Whether it should take 6 turns or not is a different question.

      
#26  by Diplomat Peace Phoenix - 7/8/2004 2:16:26 AM

The turns to complete numbers displayed are not correct. An excample: if a planet is producing Soil Enhancement costing 50 and the planet has a social production of 10, the turns to complete number shows 5 not 4 as it should

This is not a display error. It really does take 5+1 turns. Building isn't completed until the turn after the total cost is expended. Whether it should take 6 turns or not is a different question.


Well, if in january 2178, the social production for the planet is set to soil improvement (50 BC) and the planet is producing:
- 51 BC per month, the displayed ETA will be next month and project completed at the begining of february 2178
- 26 BC per month, the displayed ETA will be 1 month and the project competed at the begining of march 2178
- 17 BC per month, the displayed ETA will be 2 months and the project competed at the begining of april 2178
- 13 BC per month, the displayed ETA will be 3 months and the project competed at the begining of may 2178
- 11 BC per month, the displayed ETA will be 4 months and the project will be completed at the beginning of June 2178
- 10 BC per month, the displayed ETA will be 5 months BUT the project will be completed at the beginning of June 2178, as when the displayed ETA is 4 month
- 9 BC per month, the displayed ETA will be 5 months and the project will be completed at the beginning of July 2178

I guess the problem is in the calculation of number of turns which don't correctly take in account the case where the social production is an exact divider of the needed social cost to complete the project.
If the planet produce P social production per turn and the needed social cost to complete is C, we have:
C = P*N + R where
N = floor(C/P)
and R = C mod [P], the reminder.
N correspond to the ETA displayed (N = 0 => next month, N = 1 => 1 month ...)
Too bad, when R = 0, the ETA displayed should be N-1 instead of N.

To correctly take this in account, N should be calculated from the following formula:
N = max(floor((C-1)/P),0).

The max is needed since it is possible to have C=0 in the calculation of the ETA for military production that have been rushbought.
[Message Edited]

                          
#27  by Citizen Martin the Dane - 7/8/2004 9:18:15 AM

You are right Peace Phoenix your simple formula would solve the problem, let's hope SD adopts it.

                      
#28  by Citizen Zerg_Food - 7/12/2004 3:00:52 AM

Here's an interesting bug in the Altarian Campaign: if the scenario doesn't "force" a premature win via a special victory condition, the mission debriefing is overwritten by the standard end-game victory sequence.

This makes the final scenario particularly weird, as the campaign debriefing makes numerous references to material covered in the scenario debriefing, and the player will never get to see that because the only way to meet the scenario victory conditions is to also meet either the alliance or conquest victory conditions (it will be "Alliance" unless you attack the Altarians.)

Scenario debriefings should probably always override any other victory epilogues regardless of why the scenario was considered a "victory".

[Message Edited]

            
#29  by Diplomat Arturus Magi - 7/12/2004 5:06:02 AM

- 10 BC per month, the displayed ETA will be 5 months BUT the project will be completed at the beginning of June 2178, as when the displayed ETA is 4 month


hmm....

My experience has been that this also completes in July. I've lost a Wonder to the Altarians by one turn because of it before. That doesn't, however, rule out it being an intermittent effect of some sort.


Incidentally, I found something else that's interesting: at the start of a game, the AI apparetnly takes it's first turn before you even start the game.

I restarted the AP campaign, and on scenerio 3, the Altarians built a wonder immediately upon first displaying the map.

      
#30  by Diplomat Peace Phoenix - 7/12/2004 6:22:16 AM

Incidentally, I found something else that's interesting: at the start of a game, the AI apparetnly takes it's first turn before you even start the game.

I restarted the AP campaign, and on scenerio 3, the Altarians built a wonder immediately upon first displaying the map.

This could be consistent with the fact that when loading a game, AI get an opportunity for diplomatic exchange and rushbuying.



                          
#31  by Citizen WanderSun - 7/12/2004 4:00:54 PM

The version history for Gal Civ 1.21 probably doesn't include everything. Rather than sorting through and trying to figure out what was fixed in Altarian Prophecy first, I decided that it would be better to get it up there on the server for you guys.

Sorry to post this uneducated newbie post, CariElf, but I'm normally a Mac user, using my out-of-date PC for those games not on a Mac. Where, exactly, do I go to get 1.21 and 1.51? I have managed to negotiate my way to SDC games file, but the files there are for version 1.20.098 and an unknown version of AP. In addition to having much frustration dowloading from that site (downloadus interruptus twice), I am unfortunately shackled with a dial-up connection for my PC, which may adversely affect the download process.

I purchased AP via dowload, and my map editor simply causes my machine to freeze up, requiring a shutoff via the main power switch. Does 1.51 fix the map editor (assuming it's the editor and not my dowload of it).

Finally, is there any supporting documentation of AP?

Grrr, stupid PCs (surely you don't think it's operator error?)!

Thx in advance!

      
#32  by Senator CariElf - 7/12/2004 4:02:21 PM

I tried a game and went to the blank screen and out of the game

Please send me your debug.err from your AltarianProphecy directory to [email protected].

I've logged the other stuff.



        
#33  by Citizen Bill Ko - 7/12/2004 6:35:45 PM

This could be consistent with the fact that when loading a game, AI get an opportunity for diplomatic exchange and rushbuying.


I think this only occurs if you restart/reload a game without exiting GC/AP first. I think if you actually close down GC or AP then reload the game it will not do that.

Bill


[Message Edited]
                         Posted via Stardock Central
#34  by Senator CariElf - 7/13/2004 10:35:22 AM

Wandersun: You need to have show pre-release versions checked.  And I found out today that beta versions of the games are only available to Drengin.net subscribers.  So far the betas seem to be doing well, so we may be able to get up release versions by the end of the week.  But yes, 1.51 should fix the freezing problems for the map editor.

Bill: that's an interesting thought.  I think that there is a variable that keeps the AI from taking a turn immediately when a game starts; maybe that doesn't get reset if you load or start a new game after having already loaded/started a game.



        
#35  by Diplomat Peace Phoenix - 7/13/2004 10:37:45 AM

. And I found out today that beta versions of the games are only available to Drengin.net subscribers.

Strange, I have only Galciv (no Drengin, no AP) and was able to get the beta version of galciv 1.21


                          
#36  by Senator CariElf - 7/13/2004 2:31:48 PM

Peace Phoenix: Hmm, well that's what I was told. But if you can get it, you have access somehow or another.  Maybe you're on the beta list.

        
#37  by Diplomat Peace Phoenix - 7/13/2004 4:09:14 PM

Well, my last submitted game is clearly a 1.21 game.

                          
#38  by Citizen Sigma 7 - 7/13/2004 8:47:31 PM

Question:
I heard quite some time ago (well before AP was released) that the basic Galciv wouldn't be updated anymore as its cycle of support has expired. What caused the change in this policy?

Normally, I'd keep up with the news, but I haven't been here for quite some time. It looks like that I might start playing again...

                
#39  by Senator CariElf - 7/14/2004 10:30:46 AM

I had to add code to help prevent cheating in the metaverse.  That was one of the major reasons for the update.


[Message Edited]

        
#40  by Diplomat Peace Phoenix - 7/18/2004 5:04:54 PM

SBmoduls from mods disapeared. They dont show up in the Tech tree amd cant be build


It is the case in 1.21 for standard SB modules: they don't appear in the tech tree and when trying to imporve a strabse, nothing is available. And the only mods I have are : Research.inc, mini-colony ships, mooser anomalies and Tugoz' star replacement.

                          
#41  by Veteran Icho Tolot - 7/18/2004 5:49:45 PM

Cari told me that that has something to do with the anti-cheat-flags she added, and its coding, she fixed it she said, I assume that that will be brought to us with the next update

                          
#42  by Citizen markos2 - 7/19/2004 3:47:48 AM

Hello friends,
I just upgraded my GC and subscribed to Drengin.net; I am now downloading AP.

Some questions to the veterans out there:

1) I am currently playing 2 games in GC 1.21. Will the games be affected by the upgrade? Will the game dynamics change?
2) Will I be able to play plain vanilla GC after the installation or I will have the "upgraded" AP version only?
3) When the new releases of GC and AP will appear, what will I have to download? Just the AP updates (if any), the GC ones, both?

Maybe all these questions are arising because I have not clearly understood the main differences between the twos. At the beginning I thought that AP was just a campaign (pardon me) but I realize that it's changing several parameters within the game. May you please suggest me some links with some more details?

Thx in advance



             Posted via Stardock Central
#43  by Diplomat Peace Phoenix - 7/19/2004 3:58:31 AM

1) I am currently playing 2 games in GC 1.21. Will the games be affected by the upgrade? Will the game dynamics change?

The only change I can see is IF you want to submit games to the metaverse, since you would need to reguster your Drengin serial Id

2) Will I be able to play plain vanilla GC after the installation or I will have the "upgraded" AP version only?

From my understanding (I don't have AP), yes: Galciv and AP have their own executable. So to play vanilla Galciv, you need to launch the exec in the Galciv directory. For AP, it is in the AP directory


3) When the new releases of GC and AP will appear, what will I have to download? Just the AP updates (if any), the GC ones, both?

I guess it will depends on what is needed. I know that for AP, you need at least Galciv 1.20

BTW, when upgrading with SDC, don't forget to create an archive first.


                          
#44  by Citizen markos2 - 7/19/2004 7:21:58 AM

thx Peace Phoenix.

Btw I found a useful link in galciv.com explaining some of the features / differences :

http://www.galciv.com/expansion.asp Link



             Posted via Stardock Central
#45  by Citizen One-Eye - 7/23/2004 12:26:49 PM

I appreciate the fixes that Stardock made to prevent cheating! However, I too have experienced an inability to build mod SBmodules, namely the ones from Icho Tolot, both Halut Pack 2.0 and Omega Pack. I have upgraded to the latest available versions today -- 7/23/04 -- and ran a test game of my own. So whatever blocks against cheating seem to have blocked what I hope are legitimate modifications. The technologies have been achieved and the morality alignment is high enough. Any further instructions would be appreciated. Thanks!!!
Vincent "One-Eye"



                     Posted via Stardock Central
#46  by Veteran Icho Tolot - 7/23/2004 1:57:10 PM

I solved that by placing the SBmodule files in the data folder, not the mods/data
Cari knows about that and she said she fixed it with the newest build

                          
#47  by Diplomat Peace Phoenix - 7/23/2004 3:29:41 PM

I solved that by placing the SBmodule files in the data folder, not the mods/data

It is strange that I have this problem with the standard modules since I haven't any mods associated with modules.


                          
#48  by Diplomat Peace Phoenix - 7/23/2004 3:40:48 PM

One small request: since when changing slider, the production on each planet are correctly calculated for showing ETA on military and social production, could it be possible to have the same with research: that the research screen give a correct ETA based on the free research really disponible and not a buffered value?

                          
#49  by Citizen tesoluis - 7/24/2004 3:54:28 PM

estan buenicimosssssssssssssssssss



 Posted via Stardock Central
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