DerekPaxton DerekPaxton

Galactic Civilizations III - Patch 1.02

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

856,106 views 212 replies
Reply #101 Top

Quoting Walhallawalhalla, reply 100
A possible solution would be able to sort planets/Ship. It would already be helpful if you could sort planets after name/size/manufacturing production/science production/economic production etc..

This can be done for planets. Go to the "Govern" tab and then hit "Colonies".

Quoting Walhallawalhalla, reply 100
PS: Another thing I would really like to have is the possibility to choose a series of tech (also from different branches) to research one after the other, so that no reseacrh points go to waste. Now i think it is only possible in the same "branch", but with the problem that if you select a tech after a "specilization" one (the ones with 3 options) it will always select the first one form above.. which sucks :/

Seconding this!

Reply #102 Top

One thing in the ui i miss from galciv 2 was that you could see all planets you had explored and then you could sort by only your colinized and planet size and so on.

Now when you get a colonizer you need to zoom out and look at every planet to find the best one.

 

Reply #103 Top

The most annoying bug for me is the UI keeps losing the fleet moves available and how much HP each ship has.

Have to reload the game entirely to fix it.

Other than that, it's good stuff, especially the AI and population changes

Reply #105 Top

Quoting Frogboy, reply 25


Quoting Larsenex,

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.

 

Brad,

 

I sincerely apologize and did not mean to sound like I am part of the team (although I would love to but my skills are elsewhere).

I incorrectly made an inference that most companies do after release. I should have known that Stardock is not like most development companies and I should have kept my mouth shut. I was only trying mitigate some folks comments about no (quick fixes). I see that I am quite wrong and I am happy to be wrong. Your company and your team are one of the best game development companies I have the pleasure to purchase from since 95'.

 

Anyhow would it be helpful to remove my 'early release' review on steam and write a new one or update it?

 

Thanks for producing an awesome game!

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Reply #106 Top

Quoting a0152570, reply 58


:frogboy: :frogboy: :frogboy: Way to go  :frogboy: :frogboy: :frogboy:

First time I ever saw low lose your cool ( yes, just a little bit) but deserved


Add @draginol to your twitter. He has some epic rants. If you are easily offended pretend that I never said anything. 

Reply #107 Top

Quoting Frogboy, reply 51


Quoting SorrowKnight,





Carrier modules reduced from 3 units to 2 units



I think... Carrier rebalance shoud go another way. May be it shoul have much more fighters (about 10-15 per module), but(!!) that fighters should be a tiny size, whith maximum 2/1/1 attack and 1/1/0 defence or something about this. So we`ll have Carriers, that send into battle masses of small, fragile and weak in single use fighters, that have only one task- fight enemy fleet before it come into main ships weapon range, but almost whithout chanses to kill something.



That's a really good idea!

 

Interesting, so the fighters would be mainly used to remove your opponents shields, point defense and armor? You know, I think that both types of fighters should be in the game, bombers as they are now (well, kind of; small hulls x 2 per component) and fighters (tiny hulls x 5 or whatever per component).

Reply #108 Top

Quoting Frogboy, reply 91

He's already retaliated on the steam review: http://steamcommunity.com/profiles/76561197994213532/recommended/226860/ 

thanks for your support guys. I know it can be a little unsettling seeing the company founder hanging around on the forums.  I did overreact I'm sure. the Elemental thing is still a very sore issue around here. 

 

lolllllll

guy makes rude comments on forum

guy gets told politely that his behaviour was unaccpetable and should leave

guy complains that people are rude to him

 

*guy is gender neutral

Reply #109 Top

Quoting Frogboy, reply 91

He's already retaliated on the steam review: http://steamcommunity.com/profiles/76561197994213532/recommended/226860/ 

thanks for your support guys. I know it can be a little unsettling seeing the company founder hanging around on the forums.  I did overreact I'm sure. the Elemental thing is still a very sore issue around here. 

I marked the guy as funny.

Reply #110 Top

Has anyone noticed since the 1.02 opt-in patch that they sometimes can`t attack pirate bases any more? There`s this `Enexy` base (it looks like a ship yard) and I just cannot attack it. I have my ships wait for when a pirate ship  is produced and kill the pirate ship, but the base? nada, no can do.

 

Maybe I`m doing something wrong?

Reply #111 Top

For everyone one person who is complaining there are a thousand or more who are quietly loving this game... Cheers

Reply #112 Top

I think you do it well at Stardock  :grin:

Reply #114 Top

Quoting Icrushthee, reply 107

Interesting, so the fighters would be mainly used to remove your opponents shields, point defense and armor? You know, I think that both types of fighters should be in the game, bombers as they are now (well, kind of; small hulls x 2 per component) and fighters (tiny hulls x 5 or whatever per component).

Well... I thought about two types of fighers, but Fighters as thet are even in role of "bombers" will be overpowered. So... It may be small iterceptors, as I said earlier (about 10-20 per module), and bombers- also tiny ships, but heavily armed and armored and acting in lesser numbers (about 6-8 per module). My Idea`s heart is making carriers fighters more vulnerable and less effective so they can make some damage to enemy, but barely can destroy it (except in total overnumbering), and make carriers act like carriers, and use swarms of weak ships, except today situation whith small numbers of extremely powerful ships.

Reply #115 Top

Quoting SorrowKnight, reply 114


Quoting Icrushthee,

Interesting, so the fighters would be mainly used to remove your opponents shields, point defense and armor? You know, I think that both types of fighters should be in the game, bombers as they are now (well, kind of; small hulls x 2 per component) and fighters (tiny hulls x 5 or whatever per component).



Well... I thought about two types of fighers, but Fighters as thet are even in role of "bombers" will be overpowered. So... It may be small iterceptors, as I said earlier (about 10-20 per module), and bombers- also tiny ships, but heavily armed and armored and acting in lesser numbers (about 6-8 per module). My Idea`s heart is making carriers fighters more vulnerable and less effective so they can make some damage to enemy, but barely can destroy it (except in total overnumbering), and make carriers act like carriers, and use swarms of weak ships, except today situation whith small numbers of extremely powerful ships.

 

Don't get me wrong, I'm completely on board with your fighter idea, and agree that currently they are super op (regenerating ships that automatically upgrade to your best weapon and defense tech?!). It was through carriers that I was able to completely crush the AI on suicidal, the hard part was getting there. There was absolutely no struggle once I got 3 carriers (thats it!) together.

 

Regarding your idea; if the fighters do 1 damage each they will only be useful to destroy defense (which is cool). Damaging hulls on the other hand, will and should take forever this way. Bombers would be fewer but capable of damaging hulls when defenses are down and crap at taking out defenses. We will see what stardock ends up doing, but I'm very happy they are playing with the current balance. 

Reply #116 Top

Quoting Seafireliv, reply 110

Has anyone noticed since the 1.02 opt-in patch that they sometimes can`t attack pirate bases any more? There`s this `Enexy` base (it looks like a ship yard) and I just cannot attack it. I have my ships wait for when a pirate ship  is produced and kill the pirate ship, but the base? nada, no can do.

 

Maybe I`m doing something wrong?

 

Well while everyone`s waffling I found the answer to my own question.

 

1. The problem went away on a restart. Might be something the Devs might want to check out.

2. Another issue I`ve found. If you build a custom ship using medium hull, then click `build` fast continously (very easy to do without even thinking)  on the ship screen, the game will CTD. I managed this twice, but couldnt on the 3rd try. Might want to look into that too.

 

Cheers. Now back to the game.

Reply #117 Top

Thanks for working so hard on the updates, folks! As far as this one goes, I didn't even know about a lot of these issues.  I still haven't experienced a crash of any type on either machine that has the game installed.  Rock solid on both.

I experienced the Altarian ship thing, but every ship that didn't spawn was just a scout, so I ignored it. 

 

Great job!  I'm looking forward to continuing my game.  (Can't do that tonight, though.  It's our anniversary and that might not go over as well as one would think.) 

:) 

Reply #118 Top

MottiKahn, you have the best avatar. That looks awesome. Enjoy your anniversary!

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Reply #119 Top

Quoting trims2u, reply 81


Quoting AlienFromBeyond,






Quoting trims2u,



Also, I noticed the patch Nerfed both the Durantium Refinery and the Thulium Data Archive quite a bit.

Both had their adjancency bonuses reduced from +3 to +2.  And I think the Refinery's Base Manufacturing bonus went from +4 to +2.

I *think*, but have to verify, that you also tweaked the Manufacturing and Research Capital improvements.



Durantium Refinery nerf seems to be a bit much, having been made colony unique was enough I feel. Now I'm not sure I'd bother building one, as a Farm gets you more Production (thanks to population being more effective) and a Factory gets you m


I'm OK with the nerf down of the adjacency bonuses (it makes more sense now, as the Man/Research Capitals are now very superior, whereas they were only marginally superior before).  I'm also OK with the new Refinery settings, as (my take) was that you only put this on a planet when you could count on at LEAST 3 adjacent factories, not merely as often as you could get Durantium.   The Data Archive, however, needs a bit of a buff, because it's substantially weaker than a Refinery (in relation).  It's only a tiny bit more useful than a Research Lab (in fact, worse, because you can't upgrade it), and costs Thulium, which is far more scarce than Durantium.

 

My suggestion is to NOT give the Data Archive a bonus to the base research, but to up the research % bonus it gives from 25 to 100.  That still makes it quite inferior to the Research Capital, but worth it now.  As of 1.02, it's pretty much worthless anymore.

 

only part i Disagree with is that durantium is more plentiful than thulium. While that's true in raw number terms, there are so few ways to use thulium I often have a stockpile of it. There are plenty of ways to use durantium.

Reply #120 Top

We will be updating the opt-in tonight with updates to the map settings (so there will be more stars and habitable planets, especially on larger map sizes) and including a fix for the issue where you get a crash on start game (we included a fix to skip the corrupt ship design and not have the crash, but now we know why the ship was becoming corrupt).

Reply #121 Top

Quoting Larsenex, reply 105

Brad,

 I sincerely apologize

 

That's a good response.

I am not used to such fora, but I may say I was so surpriced when I saw this tone in here.

If you buy something - anywhere - you should be able to get your money back. In Denmark we have this kind of rule.'

But there is no reason to slam the door!

Again: I think that GalCiv III is an awsome game. I have played the game since  GalCiv I, and I think they have done a marvelous job at Stardock

- thanks to you guys

Carsten

Reply #122 Top

Quoting Larsenex, reply 105


Brad,

 

I sincerely apologize and did not mean to sound like I am part of the team (although I would love to but my skills are elsewhere).

I incorrectly made an inference that most companies do after release. I should have known that Stardock is not like most development companies and I should have kept my mouth shut. I was only trying mitigate some folks comments about no (quick fixes). I see that I am quite wrong and I am happy to be wrong. Your company and your team are one of the best game development companies I have the pleasure to purchase from since 95'.

 

Anyhow would it be helpful to remove my 'early release' review on steam and write a new one or update it?

 

Thanks for producing an awesome game!

 

No worries.  You're awesome!

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Reply #123 Top

I have a few questions and remarks, sorry for the loveless presentation ;)

 

1) "AI is now allowed to rush more than once across its empire" - does this mean the AI gets free movements?

 

2) And I noticed that one of my custom races was changed. It had tactical repair 2 and that changed to strategical repair 2. Tactical repair was maybe too powerful, but I loved it. Strategical repair is nowhere close to being usefull. Any plans on buffing the repair amount? Maybe give it a buff depending on the ship size?

 

3) Also, I like the idea about the carriers with many small fighters instead of two ships. Two ships don't really create a carrier-feeling. Another solution would be to allow us to modify/design the fighters for a carrier. Just limit the maximum amount of space available per module and we decide if we want one big or seven very small ships.

 

4) There is one thing that gets on my nerves I have to mention as well. One fun part about the game is the creation of own ship designs. Right now you create a "frigate", you are proud of your design, you get immersed into the game and BAM the game shows you always the same terran ship leaving a stardock . You have stardocks and ship models on the campaign map and you can zoom in very close to both, wouldn't it be possible to use the ingame models and the battleviewer to actually show the correct stardock, ship and color theme?

 

5) Is there a trello board or list that we can check to see what you have planned to improve before the first add-on or is that decided more secretely or spontaneously?

Reply #124 Top

Quoting RaumWaechter, reply 123

1) "AI is now allowed to rush more than once across its empire" - does this mean the AI gets free movements?


I believe its talking about rushing production for ships or improvements. Not ship movement. Im guessing before it could only buy one thing per turn now it can do more if it has the money for it. Btw, thats not rushing multiply things per planet either, just like if it has two planets it can rush a factory on each and not be stuck with just one planet a turn.

Reply #125 Top

I'll give a stab at answering two of your questions, please forgive me if I'm incorrect.

1) "Rushing" I believe means that they can rush production more than once across their empire.  They can rush production on more than one colony per turn.

4) I think that those videos for the 'first of X' you see in each game are just pre-made movies that the game plays when you hit those 'milestones' each match.  Thus it doesn't actually use what's going on in the game, just what was rendered for that movie.  Probably "Event_FirstCapital.bk2" in the  Galactic  Civilizations III/Movies/Events folder.

Hopefully I'm not too far off on those.