Updating galciv2 without serial code 2 03
Tweak to galaxy seeding code to have player starting positions more spaced apart Default tech setting a bit more expensive (i.e.
more resources needed to get higher techs) Example Mod included Changed the default mods directory to Gal Civ2\Mods instead of My Documents\My Games\Gal Civ2\Mods Made it so that the Done button on the Browse dialog is only enabled if there is an Mods file in that directory Destination Cursor is no longer hard-coded ( can support mods folder ) Added a mod for destination cursor color change to Example mod Made star colors read in from Star file instead of being hard-coded.
added code to create a mod description xml and read it in fixed some hardcoded text fixed crash in Assasinate Leader random event made it so that the category strings can be translated by making the category string in the GC2file the fieldname for a string in the string table SDesign Wnd.
made anomalies tooltip use the description from instead of their name added ignore flag to raceconfig so that you can disable races; ignored races cannot be selected on Race Wnd or Opponent Wnd tweaked code in Font Manager that calculates the character widths so text should display a bit better for both English and foreign languages Mods Directory Browse Dialog fixed crash with bad trade route fixed bug reading in invasion tactics made info icons save their parsed definitions so that they'll come up faster fixed 2 string not found in invasions changed it so that you can't set relations higher than friendly on the opponentwnd in a metaverse game changed Get Distance In Tiles to round down when using the Euclidean heuristic so that partial tiles in the starbase ZOC will count fixed bug where unknown minor race could steal techs for you but you couldn't see them on the minor race screen because you hadn't met them.
That way, when the music does start, the fade effect will not increase the volume past the user's selected volume.
Expand the Galactic Civilizations II universe with Terror Stars, unique technology trees per civilization, Map editors, Custom Scenario makers, campaign editors, new types of ships, new planetary improvements, and much more!
Added GNN notifications and dropdown icons for the following events: 1) A civ declares war on another civ 2) A civ makes peace with another civ 3) A civ surrenders to another civ Left-clicking the drop down icon will speak to the main civ involved (For war and peace, it's the one who initiated it (or the other civ if you initiated it).
For surrender, it's who they surrendered to (or the icon is removed if they surrender to you). Planet screen now shows max possible population Planet screen now updates its data as buildings are destroyed Fixed bug in the turn event log save code Wormholes now have a light-yellow tactical icon to differentiate them from normal anomalies You can now use the T button on the keyboard to set a planet rally point from the planet management and planet details screen You can now use the T button on the keyboard to set a rally point for selected colony in the Civ Manager colony list Foreign Treaties window: Race logos now have tooltips which display the race name Removed debug info from frame cache Implemented shield on colony list to indicate defended colonies Fixed sorting by net income in colony list Implemented 'Ship Graphic Frame Sharing' system (increased performance, memory savings).
For example: Ships in orbit, improvement summary list, etc Fixed bug where fleet hit points would display show correct amount of hit points (It would add an extra bonus for HP) Fixed bug where troops from information warfare would be added onto transports at the end of a battle if they were the only casualties of the invasion.
New Combat System: 1 on 1 Ship Battles: If both sides kill each other in the same round, the ship with the most max hp will escape as the winner with 1 hp. New Combat System: Fleet Battles: If both sides kill off the attacking ships in the same round, the last attacking ship on each side is compared for max HP. If they both have the same max HP, the attacker wins.