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<strong>[ Game -> Update ]</strong> - More info on <a href="http://www.tacticularcancer.com/wikitacticular/index.php?title=Galactic Civilizations 2">Game: Galactic Civilizations 2</a>
<p>Brad Wardell, Galciv 2's Lead Designer, has just posted the contents of the game's first patch/update, which will come this Friday. Here's the <a title="Patch Info" target="_blank" href="http://www.galciv2.com/Journals.aspx?AID=102455">link for the list</a>. One of the things that makes Stardock stand out as a developer has always been their support model, and it's nice to see a few new features coming together with the inevitable bug fixes. Here's a partial list (about a third of the total):</p><ul><li><address><em>Fix
for bug where save games with a version <= 24 didn’t properly set
the cached commonly-used tech IDs. This bug manifests itself by making
the "Speak To" button do nothing or not acknowledging a technology
victory.</em></address></li><li><address><strong>Research Wnd: When listing ships that a tech will unlock, the other techs required will be listed as well.</strong></address></li><li><address><strong>Support for a mods directory where people can dump things in (we'll document this as soon as we get a breather)</strong></address></li><li><address><em>Fix for when a starbase is destroyed and being unable to build another star base on it</em></address></li><li><address>More debug messages for saved games to provide more user info on what's being saved</address></li><li><address><strong>Custom maps will tell you how many players they were designed for</strong></address></li><li><address>Easier to get higher approval on planets with low tax rates</address></li><li><address>Morale ability nerfed a bit it now is to the .80 power to balance.</address></li><li><address>Sensor range capped at 15 tiles. Significant performance issues if it gets much bigger than that (> 1 sector)</address></li><li><address>Tweaked farm
improvements. Farm improvements provide 4,6,8,10,12 units of food as
you go up the tech tree. This prevents players from accidentally ending
up with ridiculously large populations that are impossible to keep
happy.</address></li><li><address>Sensors are a bit more expensive in terms of space</address></li></ul><p>Spotted @ <a href="http://www.galciv2.com">Galciv Official Page</a></p>
<p>Brad Wardell, Galciv 2's Lead Designer, has just posted the contents of the game's first patch/update, which will come this Friday. Here's the <a title="Patch Info" target="_blank" href="http://www.galciv2.com/Journals.aspx?AID=102455">link for the list</a>. One of the things that makes Stardock stand out as a developer has always been their support model, and it's nice to see a few new features coming together with the inevitable bug fixes. Here's a partial list (about a third of the total):</p><ul><li><address><em>Fix
for bug where save games with a version <= 24 didn’t properly set
the cached commonly-used tech IDs. This bug manifests itself by making
the "Speak To" button do nothing or not acknowledging a technology
victory.</em></address></li><li><address><strong>Research Wnd: When listing ships that a tech will unlock, the other techs required will be listed as well.</strong></address></li><li><address><strong>Support for a mods directory where people can dump things in (we'll document this as soon as we get a breather)</strong></address></li><li><address><em>Fix for when a starbase is destroyed and being unable to build another star base on it</em></address></li><li><address>More debug messages for saved games to provide more user info on what's being saved</address></li><li><address><strong>Custom maps will tell you how many players they were designed for</strong></address></li><li><address>Easier to get higher approval on planets with low tax rates</address></li><li><address>Morale ability nerfed a bit it now is to the .80 power to balance.</address></li><li><address>Sensor range capped at 15 tiles. Significant performance issues if it gets much bigger than that (> 1 sector)</address></li><li><address>Tweaked farm
improvements. Farm improvements provide 4,6,8,10,12 units of food as
you go up the tech tree. This prevents players from accidentally ending
up with ridiculously large populations that are impossible to keep
happy.</address></li><li><address>Sensors are a bit more expensive in terms of space</address></li></ul><p>Spotted @ <a href="http://www.galciv2.com">Galciv Official Page</a></p>