Galactic Civilizations III - Beta 5 patch 3 changelog

–RELEASED 04/20/2015–


Galactic Civilizations III Beta 5.3 is live! This update adds pirate bases, improves performance (particularly on large maps), fixes bugs, boosts the AI, and polishes up the interface. What’s not to love?

 

Features

Added Pirate bases

Added the game setting option to disable tech trading

You can now obsolete player made ships, it won't delete the files, but will remove them from the lists

 

Performance

Made more of the debug messages only show up if the game is the debug version (improves performance)

Before deciding whether to focus on a particular enemy or look at their most vulnerable sector the AI will check to make sure they're at war with someone (to avoid unneeded expensive calcs)

EndTurn diplomacy evaluations for a player are aborted if they haven't met (avoids lots of expensive calcs)

A number of diplomatic modifiers (CalcStatusOfModifierCondition()) are no longer used IF the number of players is greater than 9 (only counting major races). For perf reasons (and at some point, they are pointless because if you have enough players you'll get a muddle)

Created a GetVictoryProgressByPlayerIndex() function so that if you have the index, you can avoid looping through the list via ID (if you have 100 players this starts to add up)

Added some sleep(o) before QueryPerfCounter to make sure other threads get a shot

Particle Engine thread's IsReadyToUpdate() now uses a semaphore to avoid calling the perf counter so much and reduce CPU usage

GalCivShell::ISreadyToUpdate now uses a semaphore instead of a checktick to reduce CPu usage dramatically

Reduced memory usage by 1.1 Gb on insane maps

 

Fixes

Fixed crashes

Fixed an issue where the Exporters Ideology trait doesn’t grant an extra Trade Route

Fixed the Prolific Ideology trait so it correctly gives the free colonists to new worlds

Innovation Complex improvement now gives Research (as listed) instead of Influence

Fixed an issue keeping the Labor Mission from being buildable

Fixed an issue keeping the Labor Oracle from being buildable

Fixed the icon for Artocarpus Viriles

Fixed an issue causing Navigational Sensors to give Ship Mass instead of Sensor Range Mass

Fixed an issue causing Interstellar Sensors to give Ship Mass instead of Sensor Range Mass

Fixed an issue causing Survey Modules to give Ship Mass instead of Sensor Range Mass

Fixed an issue causing Sensor Arrays to give Ship Mass instead of Sensor Range Mass

Fixed an issue causing Field Detectors to give Ship Mass instead of Sensor Range Mass

Fixed an issue causing Subspace Sensors to give Ship Mass instead of Sensor Range Mass

Fixed an issue keeping Chaff from costing Maintenance

Fixed an issue keeping ECM from costing Maintenance

Fixed the “CanColonizeExtremeWorld” tag on techs

Fixed Master Accelerator Assembly to reduce Kinetic Manufacturing Cost (as listed) instead of reducing Kinetic Mass.

Low Cost Shield systems now reduces Shield Costs instead of increasing them.

Master Shield Assembly now reduces Shield Costs instead of increasing them.

Low Cost Point Defenses now reduces Point Defense Costs instead of increasing them.

Counter Measure Manufacturing now reduces Point Defense Costs instead of increasing them.

Master Point Defense Assembly now reduces Point Defense Costs instead of increasing them.

Low-Cost Armor now reduces Armor costs instead of increasing them.

Armor Manufacturing Focus now reduces Armor costs instead of increasing them.

Fixed a broken prereq for the Diplomacy tech (if you selected Influential Voice you couldn’t tech up to Diplomacy)

Fixed an issue causing 2 of the 3 Manufacturing Focus specializations to show up blank

Fixed an issue allowing the player to build pirate shipyards

Fixed an issue making the Prototype Guardian build without weapons

Fixed the Dense 1-4 traits to correctl effect the Mass Capacity of ships

Fixed bug that was preventing ships from becoming defenders

Fixed bug where living player list and total player list were using player indexes interchangeable (stability)

Fixed the dependency for the Zero G Arena starbase module (to correctly set it to Zero G Ballet)

Fixed the dependency for the Franchise Center starbase module (to correctly set it to Starbase Promenade)

Fixed an MP issue where all players see the "do you want to fight the pirates?" message

Fixed some typos

Didn't add any new typos! (hopefully)

Fixed an issue where sometimes you would get a message from a player and the player wouldn't be in the scene (the "Kona went to the bathroom bug")

Fixed an issue where attachment points can be to large on tiny/small ships

Fixed Resilient 2, 3 and 4 to correctly apply their bonuses

Fixed Tough 2, 3 and 4 to correctly apply their bonuses

Fixed Resilient 1 to give +15% repairs instead of +50% as it was doing incorrectly before

Fixed the Maintenance and Manufacturing Costs of Nightmare Torpedoes

 

Balance

Rebalanced all the starting faction traits (so they comply with the same 5 available points as custom factions)

Nerfed influence improvements dramatically

Reduced power of defenses to be more in line with the new weapon values

Armor no longer provides all 3 defenses, just armor

Removed most of the starbase module maintenance. Cost should come from having the starbase, not improving it

Rebellion points will no longer be added if the other guy's influence isn't at least 2X yours

 

AI

Drengin do a bit more to avoid going broke

All AI players now hooked up with the weapons tags so that they will intelligently research their preferred weapons

Modified battle rating formula to give a bit more weight to HP

AI now gets very mad if you park a transport near their planet

AI is now better at creating defenders to fortify planets that are being threatened

AI targets transporters more readily

AI Decommission is a lot less aggressive. Will no longer decommission a ship just because it isn't the latest/greatest

CheckForDanger Path evaluator will not engage if that unit can make it to that destination in a single turn

Created a separate ColonyShip specific target evaluator

Constructors now value taking unclaimed resources over built ones

Target default score now uses the battle rating of the unit to choose its targets

Colony ships are now biased to target higher quality planets at the expense of closer ones (to a point)

AI will now declare war if they feel threatened enough even if they can't build transports AND have a weaker military

Modified the logic on when the AI votes for a supreme leader

Added some new AI conversations

AI is better at colonizing

AI can now surrender to a player other than its conquerer

 

UI

Added graphs

Added hull size and logistics to the ship tooltip

New medallions on the custom faction screen

Added a tooltip to the Tech Age bar

Tweaked the influence lines to look better

If you click on a foreign controlled planet you now have a button to speak to the player or see an intelligence report on them

Added a number in the tile if the tile contains multiple fleets

 

206,833 views 51 replies
Reply #1 Top

I could have missed it, but any word on if/when the "Race Traits" will be put back to normal?

Hard to evaluate the AI when some races(aka Drengin) have so many positive race traits.

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Otherwise, tech changes look great.

Feedback: I liked Armor giving just a little bit of beam and missile defense.  Having some armor on every ship just adds a bit of realism, and that gave us a reason to put some armor on everything.

Reply #2 Top

 

"Fixing" the faction traits is the first comment in the balance list. So those are all back to normal in patch 3.

Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic decision.  On the other, patterns can be boring and making Armor different makes the system feel more real and interesting. There isn't a right answer.

Reply #3 Top

This would explain why the Drengin is so far ahead.

Reply #4 Top

Quoting Derek, reply 2

Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic decision.  On the other, patterns can be boring and making Armor different makes the system feel more real and interesting. There isn't a right answer.

   In a previous iteration, one defense type gave your some protection from the other 2 attacks (sqrt(x)?).  Does this carry over into Galciv 3?

 

Reply #5 Top

Any idea when we will be seeing the Opt-in patch for this?

Reply #6 Top

Quoting Ex, reply 4


Quoting Derek Paxton,

Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic decision.  On the other, patterns can be boring and making Armor different makes the system feel more real and interesting. There isn't a right answer.



   In a previous iteration, one defense type gave your some protection from the other 2 attacks (sqrt(x)?).  Does this carry over into Galciv 3?

 

Well in this patch[5.3], the defense is back to being straightforward. So no carryover defenses. Previously, Armor still gave some shield and missile defense. They've fluctuated on the issue, as he explained the positives of both in his comment.

Reply #7 Top

Any news on when this opt-in will go live...   Hoping yet today or tomorrow???  :P

Reply #8 Top

Neither today or tomorrow. sorry.  On the positive side I'm getting ready to add more fixes and memory optimization to the list.

Reply #9 Top

Quoting Derek, reply 8

Neither today or tomorrow. sorry. On the positive side I'm getting ready to add more fixes and memory optimization to the list.

awwwww!  oh well  thanks for the news even if I didn't like it :(

Reply #10 Top

Quoting Seilore, reply 9


Quoting Derek Paxton,

Neither today or tomorrow. sorry. On the positive side I'm getting ready to add more fixes and memory optimization to the list.



awwwww!  oh well  thanks for the news even if I didn't like it :(

 

Its for this VERY reason here that I deleted all my games and I am happy to wait for this patch. After I saw how the Drengin are a bit broken I said Ill wait. 

 

Thanks for the update Derek. 

Reply #11 Top

I hope the devs swing back the other way and let Armor offer some minor protection against beams and missiles. Early on, when ships are small, it is nice to at least have some ships with armor that can have a chance to stand up to a variety of other small ships. I tend to expand very rapidly and spread my colonists far and wide, so it is hard to know who might attack me first and thereby build ships appropriate to their favorite weapons. While I might specialize my defenses later on, or even combine two or more in a single ship, in the early game I liked armor being able to help against all three attacks. Please bring it back!

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Reply #12 Top

Yea I like the minor boost to Armor across all defensive stats. I say keep it. 

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Reply #13 Top

Quoting Derek, reply 8

Neither today or tomorrow. sorry.  On the positive side I'm getting ready to add more fixes and memory optimization to the list.

   Today is not Friday

   Tomorrow is not Friday

   Even the day after tomorrow is not Friday

   But at least it is not Monday

 

Reply #14 Top

Will pirates (and other civilizations) be able to commandeer colony ships and constructors in order to build starbases and create colonies? Capture of civilian units was an interesting feature of the Civilization series and it would be excellent to see this mechanic come to Galactic Civilizations III.

Reply #15 Top

Quoting Larsenex, reply 12

Yea I like the minor boost to Armor across all defensive stats. I say keep it. 

 

Do we even know how defenses work in Gal Civ 3? I don't actually know how strong getting a little of all 3 defense is.

Reply #16 Top

Opt-in today?  please?  maybe? 

Okay that is my annoyance post for the day, back to doing something productive.

Reply #18 Top

No patch today?  Patch tomorrow?

 

Reply #19 Top

Loving these patches  :D

Reply #20 Top

Derek, I know you are VERY busy. Is it possible to use Salmon or say light  blue for 'additional' things you added to the changelog since Monday? Its just easier to find what new things you added, if any.

Reply #21 Top

Since armor is for kinetics which is the shortest range, I feel it is good for game balance and realism that is helps for missile and laser as well. If you can't shoot a missile down or shield against a laser then armor is your best bet IMO. Early on armor would be important, but as others get better missiles and beams, you need to shift your defense. I feel the early game armor/shield/chaff vs kinetic/missile/laser is the weakest point of the game as far as military goes. It means if you have a beam faction on one side and a missile faction on the other, you can't have ships to remotely defend against both. This seems like an exploit. At least give us a generic tech for defense like star bases have to defend a little against everything.

 

PS - that new patch looks good, keep it up.

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Reply #22 Top


AI can now surrender to a player other than its conquerer

I hated this in GCII and I still hate it. I don't see the logic and it makes very little sense. If it happened occasionally or if they could only surrender to a faction that they were at war with, it would be okay but believe me it will happen 100% of the time and there will be no accounting for their choice.

Reply #23 Top

Think of it as the UN stepping in to try to stop your "reign of terror"! :grin:

Seriously, I don't mind it being in, but it can't be random.  This should only happen if the race being conquered is in very good relations with the race it's surrendering to, and that race is in fairly near proximity. 

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It'd be kinda of cool if some of the time the AI surrendered to the pirates.  Not as if the pirates are another faction, but as if in the throws of defeat their society crumbled, government collapsed, and all that was left to rule was a menagerie of despots. 

It also wouldn't suddenly give more power to a random race.

Reply #24 Top

As to my experience/perception with surrender in GC2, it's not random, at least not completely.  It's based on who they like a lot better than the folk beating on them.  I have made friends with losers and gotten them to surrender to me instead of others.  You have to start making nice before warfare breaks out and it is not guaranteed, but it can be quite a boost if someone is surrendering kinda early.  I am hoping some version of that carries on into GC3 and they make it even better!

Reply #25 Top

You sneaky SOBs!  ;) You released the latest patch today without "warning" us. I was planning on finishing my current game but because we can't turn of auto updates it updated on me, otherwise I would have logged in offline with Steam. Oh well, time to start over. Thanks for the new patch, btw. :D