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Galactic Civilizations III - Patch 1.12

Galactic Civilizations III - Patch 1.12

***Released 7/22/15***

Fixes

  • Fixed a bug where Pirates were not building up and expanding as designed
  • Fixed an issue with Custom Map Size not changing properly in Multiplayer
  • Fixed a crash in the map editor when a Star-less Planet was created
  • Fixed an issue when users would play on certain resolutions and the mouse alignment was incorrect
  • The AI is sorry for not calling you, and will be more talkative in this patch
238,815 views 90 replies
Reply #76 Top

@Naselus: I noticed it working correctly after i started modding, and i didn't do that till after i opted in to the 1.1 beta patch. It's possible the break happened somewhere in the beta of course.

Reply #77 Top

I'm fairly sure BestDef was added very late in the 1.10 beta. Vid's first post where he notices BestDef exists is from the 12 of July, while he'd been working in those files and reporting xml bugs in them under 1.10 beta in the week leading up to release and so would have noticed it earlier if it had been there. I've certainly not seen any sign of BestDef doing anything different from its current behaviour, and its name does strongly imply that it's present form is correct.

 

Given Vid and I probably fiddled around in that file more than anyone (aside maybe from TurielD), and both of us suspect that the problem comes in the moment BestDefense shows up, I'm inclined to believe it appeared with 1.10 rather than it working correctly in 1.10 and then being broken by 1.11 - especially since the 1.11 changelog contains no references to any alteration in best def, or anything related to it, and the patch came out only 24 hours afterwards.

Reply #78 Top

Hmm possible, i know i didn't look at blueprints till a while after i started modding, before 1.11 but either at the end of the 1.1 or after the 1.1 beta. It's hard to be sure which. If they did add it last minute to 1.1 then i guess that makes sense.

Reply #79 Top

Question not 100 sure if my game version is upgraded it still shows ver 1.1 .  Is it suppose to show ver 1.12 now?

Reply #80 Top

Quoting Rennno, reply 79

Question not 100 sure if my game version is upgraded it still shows ver 1.1 .  Is it suppose to show ver 1.12 now?

 

Browse to the GalCiv3.exe executable, hover over it, and it should say 1.1.12.0 for version 1.12.

Reply #81 Top

Happened now a couple times with version 1.1.12: Game gets stuck at the end of turn when I have finished my movements and the turn button should activate. However, it doesn't. It continues to be labeled "Idle ship" but is grayed out and clicking it doesn't do anything. I can move around the map and the UI responds to mouse normally but the turn just won't end and because it's stuck in the "idle ship" grayed out I can't do anything about it...

Maybe you should add an "emergency force refresh/redo/end turn" button to the ESC menu or something? :)

Reply #82 Top

I get this too, but I find going to a previous game save and carrying through can move past it. I have autosave set to every turn now.

Reply #83 Top

Quoting Petri, reply 81

Happened now a couple times with version 1.1.12: Game gets stuck at the end of turn when I have finished my movements and the turn button should activate. However, it doesn't. It continues to be labeled "Idle ship" but is grayed out and clicking it doesn't do anything. I can move around the map and the UI responds to mouse normally but the turn just won't end and because it's stuck in the "idle ship" grayed out I can't do anything about it...

Quoting Gauntlet03, reply 82

I get this too, but I find going to a previous game save and carrying through can move past it. I have autosave set to every turn now.

I have the same issue. But I could still save and reload from that turn.

Reply #84 Top
  • Battles are often out of synch meaning: the 3D battle and the ship status icons often do not show the same damage level. 0hp ships are often still shooting and being shot at, and the summary screen sometimes does not show lost ships correctly (it is correct though if the battle is replayed)
  • AI does not seem to use diplomatic treaties most notably alliances. How would a trade embargo look like if applied against the player? Would the AI terminate the trade route? It might also be that the AI does in fact use these but they are not visible (with the exception of alliance)
  • 10% bonus of planetary project seems odd on how it is used. So no matter how much manufacturing capacity is present it only applies 10%? That is what it looks like in the summary but does not seem a logical thing to do as in this case the player only has to have 1 point of manufacturing to apply the bonus and the rest is wasted
  • Order Constructor button does not order basic constructor but the default one unless it is obsoleted. Maybe use two buttons?
  • When AI requests tech - hover over the tech name could display the benefits (not a problem in case of trading offers)
  • Is there any case when the AI is using a nebula? After quite a few games I have never seen it and all the ships just go around them like space-hills.
  • Nebula effects are not readable as there is not enough space to display them in the fleet quick properties window

 

Reply #85 Top

Quoting DST1348, reply 64


My suggestions:

    • Traded technologies should not lock down specialisations
    • Rename specialisation technology names so that you can more easily recognise the specialisation , e.g. Kinetic Weapons Improvement II: Manufacturing Costs
    • Add visual Feedback on the Diplo screen (e.g. an icon next to the planet, or a circle at the base point), so that you can tell at a glance which race you can trade with (lack of this is currently holding me back playing with more races)
    • Make Escape key close screens


I second that. With the specializations in the tech tree, if I have researched one specialization and want to trade for another specialization of the same group, which the AI rightly considers "fair trade", then I also have to close down the Diplomacy window, reenter the tech tree, remember the name, and then reopen the diplomacy screen. These quality of life changes mentioned above would make things far easier for the player.

Reply #86 Top

Can we please have a number next to each faction leader on the diplomacy screen indicating when we can trade with them?

Currently it is only visible that we are on a "cool down" when a conversation is initiated which results in a lot of clicking each turn for a couple of dozen races to check whom the player can actually initiate trade with. It is important to use each turn for trading when building alliances

Reply #87 Top

Shouldn't this be stickied?

Reply #88 Top

CIV name is not displayed when an AI is requesting peace

Picture and background is visible but that is usually not enough to identify a CIV when there are a lot of them (The same pictures and backgrounds can be used multiple times when there are a lot of CIVs)

Reply #89 Top

Quoting Rennno, reply 24

Is this patch for everyone or just founders?  I just started a new game and would hate for the new patch to cause any issues with my current game.

for future reference, there are no "Founders only" patches.  There are sometimes "opt-in" patches, meaning you need to manually select the beta patch, before it's officially released, but they are open to everyone who select them.

Reply #90 Top

Here is another bunch, just let me know when I can stop :):

  • Carrier module spawns two small escort types fighters instead of assault fighters like mentioned in desc. This also messes with fleet movement as all the escort ships start right in the front line causing them to scramble right in the beginning in all direction (there are no fighter skirmishes before the large ships get to each other)
  • Please do not have "Guard" mode deactivated each time a new ship joins a fleet. The command has been given to the fleet and the new ship is simply a new asset, the command should not have to be issued each time reinforcements arrive
  • AI LOVES to spawn carriers but only if it is set on a minimum of gifted difficulty, otherwise there are no carriers to be seen in around 300 rounds - needs balancing
  • If a ship blueprint is overwritten instead of given a new name two problems arise:
    • Ships already produced of that type will have no ship icon in the lower left corner of the management window
    • Shipyards will continue to produce the original setup despite the modification to it (and send out the new ships without the image like mentioned above)
  • Shipyards are a great idea to reduce micro-managing but the current balance encourages to have a single shipyard per planet due to production mechanic - which the AI also applies already on Gifted difficulty. If the player is to keep up, the benefit of the yards is mostly lost. A solution might be to make them so expensive to maintain that no-one would dare produce them for the heck-of it :)
  • Shipyards also cannot be upgraded with better Defenses. Can we have at least 3 tiers unlock-able via research? This would reduce the grinding of yard destruction. Yes, ships can be used to defend them but why produce ships even for this? We do not need to in case of star-bases yet these are more important and like mentioned above there are a LOT of them
  • Military alliance research is not clear what it does. The player already researched Alliance at this point so what is the difference? It does not seem to be an independent treaty type but if it is applied on existing alliances then what exactly is its effect?:
    • Does it force the other member to declare war on your enemies?
    • Or only if you are attacked? (defense alliance?)
    • Does it give additional bonus when fighting together? -Needs description and effect displayed in diplomacy window