Galactic Civilizations III - Patch 1.02

*Released 6/1/2015*


 

Features

When playing with a custom faction in multiplayer it will now send your custom leader foreground and background

We now display worldwide lobbies instead of those in your region

 

Fixes

Fixed annoying bug where the suggested credits in the trade window would not result in a "fair" trade

Fixed typos

Fixed an issue where a ship wouldn't be award by events if you were Altarian

Fixed some bad prereqs on the economic starbase module

Fixed a fog of war issue in mp restored games

Fixed an issue that could cause stuck turns in multiplayer

Fixed crashes storing stat history

Fixed an exploit where players could circumvent range with rally points

We no longer show an out of range message if the ship you have selected isn't one you own

Fixed an issue where the turn count on research wasn't correct

Fixed an issue that could cause sound popping when opening windows

Fixed a crash when the starbase queue got to long

Fixed an issue where the background on the diplomacy screen goes black if you close and open it to fast

Fixed a crash if you request to many constructors from a starbase

Fixed a crash when destroying a planet

Fixed a crash when loading a save

Fixed a crash caused by the AI manipulating the sponsor list directly instead of in a buffer

Fixed crash if you had prefs with no valid players listed at all

Fixed an issue where deleting a unique colony improvement allowed you to rebuild it on every colony

Fixed a crash if the game is ended while there are popups in the popup queue, and some popup insert order fixes

Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped

Fixed crash if you obsoleted every ship, waiting enough turns for the designs to be deleted, then opened the designer wnd and selected "upgrade ship", caused by the screen not having a "nothing selected" state

Fixed bug where manually cancelling an alliance treaty didn't actually change the diplomatic state between the two factions from allied

Added a better system for collision detection (ie: when the player needs to be informed because a decision must be made like an invasion, battle, etc)

Fixed an issue where some players dont have any UI if they don't have permission to write to their game directories

Fixed an issue where low end Intel cards would have their defaults set higher than recommended for a card with no video memory

Fixed an issue keeping the Drengin from building the Restaurant of Eternity

Fixed issue were solar power planet was being blocked by antimatter power plant

Fixed an issue where corrupt ship designs would be created if you had a UP popup while in the ship designer screen

Fixed an issue where a game can continue receiving event messages even after exiting a multiplayer game. This usually caused a crash. 

 

Balance

Ship Graveyards are somewhat more common

Ship graveyards only have 2 pirate attackers instead of 3 now

Rush cost multiplier reduced from 15X to 10X

Population exponent to production changed from 0.7 to 1.0

Population to production multiplier changed from 2.0 to 1.0

Base resistance on colonies changed from 50% to 25%

40% to 60% approval has no affect or penalty on production anymore

Adaptive Farm food reduced from 4 to 3

Intensive Farm food reduced from 6 to 4

Lossless Farm reduced from 8 to 5 food

Cargo (trade) module cost reduced from 27 to 10

"You are weak" modifier no longer a factor early game

"You are ripe for conquest" modifier only a factor mid game and on

Fair trade is now a <= comparison rather than a < comparison

Map sizes balanced more based on their actual sizes

Habitable planet creation balanced for larger maps

Time before first shot lowered from 3 seconds to 1 second

Min small explosions increased from 1 to 2

Medium ship explosions decreased from 14 to 5

Engine trail vertices reduced from 1000 to 100

Carrier modules reduced from 3 units to 2 units

Kinetic weapons increased in cost but reduced in mass requirement

Rebalance on resource required improvements

Updated Yor Techs and Improvements to limit Yor Population cap to a max of 48 from 60

Nerfed Prolific Ability from +100% to +50% population on colonization

Renamed Prolific Ability to Abundant since it was named the same as the Prolific Ability, Nerfed it slightly from +5, to +3 population on colonization

Bump up Mass of Mass Drivers, kept them flat, so they don’t get heavier, but made them all 10 instead of 6, as it was with miniaturization mass driver races could get a singularity driver down to 3.5 which more or less meant they could out gun anything in the galaxy. As they are now they are a bit heavy for their damage to start, but become better and better as you go up the tree. Even at 10 they might be a bit 0P.

Bumped up railgun damage 1, and lowered stinger damage by 2

Changed Agile trait to use flat modifiers

 

AI

AI places less emphasis on capturing resources (fewer constructors running around)

AI more aggressive at decommissioning old ships

AI more careful about constructing fleets based on what it can reasonably afford

AI more likely to build approval buildings

The AI may contact you to warn abotu another players military buildup, or to provide help if you are at war with them

AI invasion fleets are better at taking vulernable planets

AI less interested in distant targets

AI better at massing fleets to attack enemies rather than one-offs

AI more effective in using money (should no longer sit on large treasuries)

AI is now allowed to rush more than once across its empire

 

UI

Total Production tooltip changed to Total Manufacturing where relevant

Raw research and Raw manufacturing changed to Base research and base manufacturing

Research rate changed to Civilization Ability tooltip

A declare war theme now plays when the AI declares war on the player

The collapsible ship part entries in the Ship Designer no longer blink when collapsing/expanding entries

The Go To button now works for "Starbase built in your territory" notifications

Prevented warnings from appearing every time players start a game. They only appear the first time now

 

Performance

Translation table is now multithreaded to speed up launch time

Removed some debug messages

Tachyon authentication is now multithreaded to speed up game launch time

Fixed leaking refs in gizmo gfx

Fixed leaking refs for selected component in ship designer

Fixed leaking refs for focus node in battle viewer camera updater node

Removed creation of unused render targets, and code for writing to them

856,019 views 212 replies
Reply #1 Top

Are map sizes above huge being re-enabled in multiplayer?

Reply #2 Top

So it's even easier to invade planets now?!

 

Please have a look at the invasion techs; Biological warfare (BW) reduces defence while bombardment reduces resistance. This makes BW completely unstoppable even with high defense and large population (without the vaccine tech anyway, which the AI doesn't seem to get).

 

edit; great job on the bug fixes btw, i just posted because that caught my eye

Reply #3 Top

Nice job on the Balance. I really love the following....

 

"The AI may contact you to warn about another players military buildup, or to provide help if you are at war with them"


This alone will go a long way for immersive games. With the Drengin Rampaging in my Galaxy its nice to have other Civs agree to help out. 

Reply #4 Top

Glad to see the list, hoping a few more fixes make it in.

Reply #5 Top

Great stuff!

Is this patch likely to follow the same opt-in -> release type of schedule as 1.01? 

Reply #6 Top


"You are weak" modifier no longer a factor early game

"You are ripe for conquest" modifier only a factor mid game and on

Yay, turn 30 Kyrnn DoW was kinda getting old and predictable. Thanks. 

 

Population exponent to production changed from 0.7 to 1.0

Population to production multiplier changed from 2.0 to 1.0


So this is back to the original model?

Reply #7 Top

Quoting TurielD, reply 5

Great stuff!

Is this patch likely to follow the same opt-in -> release type of schedule as 1.01? 

 

On the last stream they mentioned some time in June which may be 'mid June'.

 

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo.

Reply #8 Top

I like the population changes. Its harder to get the highest numbers, but population overall is stronger. I think its a good change...and just more intuitive to the player.

Reply #9 Top

Really?!

You're troubling yourself with changing aesthetic things like ship explosions and you're not even addressing what a mess research is?

I want to know the cost in points for projects (can you imagine if you could only know in turns for manufacturing)?! Maybe I only need to eek 1 more point out of 1 more colony to reduce a research project by an entire turn! But there's no way of knowing this!

I want to be able queue research projects (No idea how on earth this isn't still beta with this issue) Like officially, not accidentally if the next tech on the tree happened to be the last one I had selected, and see them on a list on the top right, not just 1 project. Why do I have to go the the research screen every time a projects completed?

If I only need 1 more point to complete a project and spend those precious benevolent ideology points for 600 points the project is completed and 599 vanish!

If by diplomacy I obtain an optimization I haven't yet researched myself the game assumes that's the one I did for myself and I'm locked in, and cant research a 2nd.

Why are half the projects black instead of green/yellow/red if I load a save?

Please at least acknowledge these issues and give me some hope they'll be fixed some time.

Reply #10 Top

Quoting putty101, reply 9


If I only need 1 more point to complete a project and spend those precious benevolent ideology points for 600 points the project is completed and 599 vanish!

 

This is incorrect.  Research points carry over to the next tech in line.

Reply #11 Top

Base resistance on colonies changed from 50% to 25%

Like seriously? You can already reap most of the planets with 1 transport no matter how much population it has and how many defense structures you build. So now you can just select -2 soldering and -2 resistance techs, ignore defense building and exploit AI even more.

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo. 
Great... game's in shambles, Tons of bugs of all king, balance is non-existent, AI is dumb despise all the pre-release stories about how great it must be.. And SD is abandoning it's flagship project to one person. I already been rather suspicious about SD after Elements initial fiasco, and now they doing exactly the same? Like seriously?


Reply #12 Top

WOW, almost every bug or problem i've talked about or reported is addressed in this patch. <3

Reply #13 Top

Quoting Icrushthee, reply 2

So it's even easier to invade planets now?!

 

Please have a look at the invasion techs; Biological warfare (BW) reduces defence while bombardment reduces resistance. This makes BW completely unstoppable even with high defense and large population (without the vaccine tech anyway, which the AI doesn't seem to get).

 

edit; great job on the bug fixes btw, i just posted because that caught my eye

If even half of the Resistance techs worked right, it would be impossible to culture flip anyone. 100% is effectively immunity. It's super easy to hit that when you start at 50%.

Still, yes, BW needs to be looked at, especially since it does very low planet damage for how good it is. Swap defense for resistance, vice versa for bombardment. 

Reply #14 Top

Quoting Larsenex, reply 7

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo.

I seriously hope this is a guess. Would be too early to remove people from this project.

A lot of nitpicks still need to be addressed.

 

In any case: Good patch!

Reply #15 Top

Quoting Larsenex, reply 7

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo.


There's still a GalCiv team in place. :)

Reply #16 Top

Quoting Turkwise, reply 10


Quoting putty101,


If I only need 1 more point to complete a project and spend those precious benevolent ideology points for 600 points the project is completed and 599 vanish!



 

This is incorrect.  Research points carry over to the next tech in line.

The next tech in line? You can only select one at a time. Did you read the part of my post about not being able to queue techs?

Reply #17 Top

Quoting putty101, reply 16

The next tech in line? You can only select one at a time. Did you read the part of my post about not being able to queue techs?

The carry over works on any tech in any branch not just those along the same path where it was accumulated so it has nothing to do with  being able to queue techs

Reply #18 Top

Quoting putty101, reply 16
The next tech in line? You can only select one at a time. Did you read the part of my post about not being able to queue techs?

 

Try selecting a tech at the end of a tree when you are endgame and have a few thousand research per turn. You can easily research 2-3 techs a turn then. 

Reply #19 Top


Fixed an issue that could cause sound popping when opening windows

 

Ohh i had that XD i thought it was my speakers so didnt say anything.. glad its fixed :P!

Reply #20 Top

Quoting Vid-szhite, reply 13


Quoting Icrushthee,

So it's even easier to invade planets now?!

 

Please have a look at the invasion techs; Biological warfare (BW) reduces defence while bombardment reduces resistance. This makes BW completely unstoppable even with high defense and large population (without the vaccine tech anyway, which the AI doesn't seem to get).

 

edit; great job on the bug fixes btw, i just posted because that caught my eye



If even half of the Resistance techs worked right, it would be impossible to culture flip anyone. 100% is effectively immunity. It's super easy to hit that when you start at 50%.

Still, yes, BW needs to be looked at, especially since it does very low planet damage for how good it is. Swap defense for resistance, vice versa for bombardment. 

 

I have no idea what you're talking about in your first sentence sorry. I wasn't talking about culture flipping, and 100% of what?

 

Glad you agree about BW though.

Reply #21 Top

So is this patch available for download?  I no longer see "opt-in" as a beta choice and my game is still at 1.01.  If this is not available yet why give release notes days early?????

Reply #22 Top

Quoting MrChoke72, reply 21

*** UNRELEASED ***

Thats why its not there yet.

And im guessing they post it early just to be nice and so people know whats being fixed... i honestly dont see the problem

Reply #23 Top

Quoting Larsenex, reply 7


Quoting TurielD,

Great stuff!

Is this patch likely to follow the same opt-in -> release type of schedule as 1.01? 



 

On the last stream they mentioned some time in June which may be 'mid June'.

 

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo.

 

1.02 is expected for this week.

 

1.1 is the big one for June.

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Reply #24 Top

Quoting MadzaiSA, reply 11


Base resistance on colonies changed from 50% to 25%



Like seriously? You can already reap most of the planets with 1 transport no matter how much population it has and how many defense structures you build. So now you can just select -2 soldering and -2 resistance techs, ignore defense building and exploit AI even more.

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo. 

 

Great... game's in shambles, Tons of bugs of all king, balance is non-existent, AI is dumb despise all the pre-release stories about how great it must be.. And SD is abandoning it's flagship project to one person. I already been rather suspicious about SD after Elements initial fiasco, and now they doing exactly the same? Like seriously?




 

If you'd like a refund, I'm happy to provide it as long as you agree to leave and never come back and never purchase anything  ever again from us.

Or....maybe you could try remembering there are human beings on the other end of the screen.  From our vantage point, we have a universally positively reviewed game that isn't buggy (for most people), is pretty well balanced, has a pretty good AI and has received two pretty significant updates in the first two weeks of release (counting 1.02).

On a personal note, I spent my Memorial Day weekend working on things like improving turn times, making the AI smarter, and yes, lowering the resistance (because it's too hard to culture flip planets).  And I can promise you that your purchase of our game does not entitle you to talk in my house (this is my forum) like that.

 

 

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Reply #25 Top

Quoting Larsenex, reply 7

Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo.

That's not even remotely true.  

Sorcerer King has its own team.  Ashes is being made by Oxide. OTC is made by Mohawk.  Servo is made by BonusXP.

The GalCiv team is the GalCiv team.  It has as many people working on it today as it did a month ago and that's unlikely to change anytime soon.  We have 1.1, DLC, expansions, new features, etc. in the works.

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