Galactic_Civilizations_II_Dread_Lords_v1.0X_Update_with_Bonus_Pack_RIP-TNT

Section
0day
Group
TNT
Size
22,56 MB
Files
6
Date
2006-03-06

NFO

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                   T h e     N o v a     T e a m

 _____________________________________·_________________________________SN/TNT_



⌠───T─h─e───N─o─v─a───T─e─a─m─────TNT──¥──TNT─────T─h─e───N─o─v─a───T─e─a─m───┐

│                                  Presents:                                  │

│─────────────────────────────-~~~~~~~~~~~~~~~~~-─────────────────────────────│

│                                                                             │

│  Galactic Civilizations II: Dread Lords v1.0X Update with Bonus Pack *RIP*  │

│                                                                             │

│                (c)2006 Stardock Entertainment / TotalGaming                 │

│                                                                             │

└──────────────────────────────────────┴──────────────────────────────────────⌡



┌─────────────────────────────────────────────────────────────────────────────┐

│                                                                             │

│    Supplied By : TEAM TNT                 Release Date : 03/06/2006         │

│     Cracked By : TEAM TNT                   Protection : Serial Number      │

│    What is it? : Update & Bonus            OS Required : WinXX              │

│    Packaged By : TEAM TNT                   # of Files : 05 x 5.00 Meg      │

│                                                                             │

├─────────────────────────────────────────────────────────────────────────────┤

│   Requirements : The Game                                                   │

└─────────────────────────────────────────────────────────────────────────────┘



 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·

                               ■ Release Notes ■

                               ~~~~~~~~~~~~~~~~~



NOTE:

      For those who care, the complete version & build of this update is

      "1.0X.009".  You must have a valid serial number to download this update

      from the developer.  The scene released ISO & RIP are both lacking serial

      numbers, which makes our release required.



      We were not going to release this patch, so as to encourage people to buy

      the game and get a real serial number.  However, this update fixes a HUGE

      game bug which previously prevent me and many others from being able to

      play the game without it randomly freezing up during gameplay and/or

      crashing to the desktop randomly (rarely) when Saving The Game (which

      also results in a 0-byte saved file!).



      Check out the new Video Options, especially "Throttle Frame Rate".



      Enjoy the new Bonus Content and bug fixes.  GC2 is very addictive and

      the developer deserves your support for making such a great, top-quality

      game.  So go buy it if like the game and if you want future updates.

-END NOTE





Bonus Pack:

~~~~~~~~~~~

+ Additional new visual effects

+ Several new ship components

+ New Computer AI levels

+ A few gameplay tweaks from playing the gold master

+ Full screen video support for tutorials

+ 3 new large hulls

  (for the Races: Humans, ALtarians, & Yor)

+ 4 new maps

  (Chaos, Destiny, Domination, & Total War)

+ 4 new scenarios

  (Drengin Human Wars, Mirror Universe, Power Duel, & Unlimited Power)

+ Ability to enter money via keyboard in the diplomacy screen

+ Smarter tooltips

+ 15 new race logos for custom races





Update Info:

~~~~~~~~~~~~

1.0X - March 3rd, 2006

----------------------

+ IMPORTANT NOTE: Your ship designs from 1.0D1 and before will NOT

show up in this version. We have updated this version so that the

ships contain their own unique version ID so that when we do FUTURE

updates, your ships will still work. But we didn't implement this

until now (now that we have seen the sophisticated ship designs people

are creating).  So we apologize in advance for that, but it shouldn't

be a problem going forward.



+ AI puts more priority into colony ship speed over colony ship range.



+ AI Heavy fighters now have more focus speed than range in their

designs.



+ AI at "bright" or higher intelligence will make guesses (simulated

intuition) as to whether a path is safe for a transport *experimental*



+ Fixed GNN Goto bug on Planet Details window + Fixed bug where players

that turned off "Show Intro" option would get a crash when starting the

Campaign



+ Added option to turn off trade route lines



+ Planetary bombardment will cause a new planet texture to be created

to reflect lowered quality



+  "Invasion Cheese" effect removed where planet populations after the

invasion were incorrect. +  Drop down icons (for ships and improvements

completed) will no longer get "stuck" if another window pops up while

the icon is falling down the screen.



+ added Difficulty index to save game code so that even if the game

difficulty changes, the users will still see the one they started out

with



+ Improved tooltip handling



+ Improved slider controls



+ There have been some changes to the graphics nodes in order to make

them look decent when textures are turned off.



+ There are now a ton of new graphics card options. Note that these

have not had the same kind of wide scale testing as the other options.



+ Graphics card throttling. This should eliminate all known "random"

CTDs.  Heat.  Users who experienced this issue should be aware that

this may be an ongoing issue with other new games they purchase that

make use of the newer GPU features.  ATI/nVidia are now running their

cards very hot when all the goodies are used. + Starbase Production

Modules now assist Planetary Research



+ MEMORY FIX:  I've implemented a more efficient and thread-safe way of

destroying scene nodes when they are no longer in use.  This will speed

up ALT-TABs and cut down on memory usage significantly.



+ Social Production Ability enabled.



+ Fixed a GNN Goto button popup bug in Planet Details screen



+ Should fix auto-save issue some have reported (multithread issue).



+ Right-clicking improvement-complete icons will now scroll to planet

that built the improvement



+ New ship weapons and defenses for Good aligned players: -Telepathic

Defense -Subspace Rebounder -Dynamic Shielding -Arnorian Battle Armor



+ Fixed the problem where the game was reporting "Not in an Empire" for

some players who are in an empire.  The code that checked for valid

empire data was requiring the presence of a website URL; that

information is now optional.



+ Fixed a bug in classGalaxy::CalcGameDifficulty(); it was including

the first minor race in its calculations.



+ Trade Goods and Galactic Achievements now transfer their benefits

when ownership of them changes.  In the case of Trade Goods, ownership

of the Trade Good is transferred and the old owner no longer has use of

the Trade Good.



+ CalcAbilities() is now called whenever a civ acquires/loses a special

improvement.



+ Fix for an exploit that allowed players to build improvements more

cheaply/quickly than they should.



+ Lots of AI tweaks to improve social handlings, particularly for the

Terran Alliance AI.



1.0D1 - February 24th, 2006

---------------------------

+ 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. + Research Wnd: When listing ships that a tech will unlock,

the other techs required will be listed as well.



+ Support for a mods directory where people can dump things in (we'll

document this as soon as we get a breather)



+ Fix for when a starbase is destroyed and being unable to build

another star base on it



+ More debug messages for saved games to provide more user info on

what's being saved



+ Custom maps with support for fewer players won't allow too many

players to be on them.



+ Fixed "No Image" png that would show up then prompting to harvest a

resource



+ Easier to get higher approval on planets with low tax rates



+ Fixed bug in surrender code that caused the Defection victory popup

message to pop up.



+ Fixed bug where improvements that were supposed to change the

player's miniaturization ability were actually changing their logistics

ability.  This affects exactly one improvement type: the Hyperion

Shrinker.



+ When a starport is destroyed, classColony::OnDestroyImprovement() now

sets its planet's bNeedToUpdateOverlayIcons member to TRUE so that the

planet will have its starport overlay removed in the main game screen.



+ If you are running in 16bit color, the game will warn you.



+ CTD on exiting game fixed. (only came up in very specific

circumstances)



+ If you're running too low a resolution, the game will warn you.



+ Fixed invasion escape exploit (you know who you are)



+ Morale ability nerfed a bit it now is to the .80 power to balance.



+ Sensor range capped at 15 tiles. Significant performance issues if it

gets much bigger than that (> 1 sector)



+ 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.



+ Sensors are a bit more expensive in terms of space



+ Fix for the elusive "social project never completing" bug.  The key

to finally finding this bug was learning that it only happens from the

quick build window: improvements built from the quick build window were

being built upon whatever planet was last viewed in the colony

management screen, not the planet selected in the quick build window.



+ Starport Details: List now shows number of installed modules /

available modules so players know what starbases to send ships to.



+ Trade Wnd: Alliances made in trade window more fool-proof...old code

open to allowning one race to consider another race an ally, but not

the other way around (fixes Ashberrys Treaties Window Bug).



+ Memory optimization on ship graphics, game should use less memory,

especially in larger galaxies



+  Alt-Tabbing should be faster to come back from. Note: The game does

not crash when you alt-tab back in, it just takes time to regenerate

the textures from the seed nodes.



+ Performance (frame rate) improved on larger maps.



+ Fixed an ALT tab problem reported in forum where fleet units would

leave ghost fleets after attacking after an alt-tab



+  Hitting Cancel when placing a new rally point will now destroy the

rally point



+ Fixed bug where battles would skip if the planet had orbital fleet

manager



+ Destination in context area no longer tells you the anomaly type.

Now it will display the anomaly name.  i.e.  "Anomaly 20 15"



+ Tightened the spacing of ships in fleet battles



+ Fixed bug where some fleets would fail to fire because their lead

ship's graphic did not have the right weapon



+ Cosmetic: Fixed bug where some fleets would fail to fire after an

alt-tab



+ Ship Context Window:  "Set destination" button is removed for

starbases and disabled for AI ships



+ Fixed size limit for .shipcfg files.  This will fix the disappearing

jewelry problem



+ Fixed the GNN/Shipyard popup problems.  Basically the popups are

forced to the front.



+ Added debug information to ship intelligence report and ship details

screen when running in DEBUG mode



+ Saved games should load faster



+ Added `.' to the set of legal characters for metaverse character

names.



+ Fixed crash when selecting a component if no hull is selected



+ Made scanner modules work for any starbase type, not just military

starbases



+ Fix for crash in EntryField that can occur when the backspace key is

pressed in an empty entry field.



+ Fixed classCivilization::TransferAllTech() so that it works for all

techs.  It was calling IsTechKnown() with the tech's display name, but

IsTechKnown() expects the type name.  Therefore, some techs wouldn't

get transferred because their display name was not the same as the type

name.  Also, this wouldn't work at all with non-English data (i.e.,

TransferAllTech() would transfer no techs in non-English games).





 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·

                               ■ Installation  ■

                               ~~~~~~~~~~~~~~~~~



1. UnZIP all archives to a temporary directory.



2. Update your game version:

   UnRAR UPDATE.RAR to your game directory, overwriting any existing files.

   Always unRAR with full paths!



3. Import PATCH10X.REG into your Windows Registry.



4. To start the game, run or make a shortcut in Windows for:

   GalCiv2.exe





 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·

                               ■  TNT    News  ■

                               ~~~~~~~~~~~~~~~~~

  zipscript-c (aka project-zs) ruins all the nice SFV files in the scene!

  Screw that lame-ass retarded script and all you noobies who use it.



  Egotism is good in small doses.



  There is nothing wrong with flaming code/crack thieves.  We encourage it.



  Quality and quantity are both possible simultaneously, yet often difficult.



  We continue our journey...





 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·

                               ■  Joining TNT  ■

                               ~~~~~~~~~~~~~~~~~

  TNT works in all languages.



  If you feel that you have something useful to offer us, such as the ability

  to contribute to our scene releasing efforts, then see below.





 ·-=≡=-────────────────────────────────╪────────────────────────────────-=≡=-·

                               ■  Contact TNT  ■

                               ~~~~~~~~~~~~~~~~~

  Those who seek TNT will find a way to get in touch with us.

  Just ask around for the #1 Dox group.



  TNT has no email address, nor a web site.  Any you find are surely fake.



┌────────────────────────────────────╦═╦═╦────────────────────────────────────┐

│  Header Logo : Super Nova [TNT]      ║      NFO Layout : Super Nova         │

│                                      ╩                                      │

└────────────────────────────> Last Update by [Super Nova] <───[12/31/2005]───⌡



                       " My God!  It's full of stars! "

---------------------------------TNT DIR INFO---------------------------------

Galactic_Civilizations_II_Dread_Lords_v1.0X_Update_with_Bonus_Pack_RIP-TNT

---------------------------------END TNT INFO---------------------------------


Files

PathSize
TNT.NFO16,12 KB
tntgc211.zip4,78 MB
tntgc212.zip4,78 MB
tntgc213.zip4,78 MB
tntgc214.zip4,78 MB
tntgc215.zip3,44 MB