Galactic Civilization III v2.32 Patch (Released 8/1)

Hello,

I hope everyone is having fun this summer conquering the Galaxy! We've made some improvements to Crusade including some important fixes to Privateers, AI improvements, and new ship weapons. Please read below for more information.

AI/Gameplay

  • Added new ship weapon components that don't require special resources (But cost a lot more).
  • AI won't offer trades with civs they hate.
  • Improved planetary improvement AI.
  • When starting an invasion, the player now chooses between three random tiles.
  • Freighters will more aggressively try to find a destination.
  • AI balanced to build more transports if it has sufficient military power already.
  • AI fleets more aggressive in going through dangerous territory.

Privateers

  • Promoting a commander to a privateer no longer fails because it chooses a custom design. 
  • Privateer can now attack starbases, planets, shipyards, or asteroid mining bases without declaring war. 
  • Privateers now appear as pirates in the battle viewer. Fixed issue in battle preview/results screens that showed obviously the owning faction of the privateers
  • Fixed issue where privateer would sometimes be created without weapons.

Performance

  • Optimized the code determining whether a player or AI knows the existence of an object (major MAJOR performance improvement).
  • AI optimization of when to upgrade ships (major performance boost)
  • AI only determines its primary opponent when the galactic political landscape has likely changed (major turn time improvement)

Bugs

  • Fixed a GWG crash if you started a game where you didn't owned planets (like in the beginning of the Arcea campaign mission), exited to the main menu, and then started a sandbox game
  • Commander abilities text no longer pops out of fleet tooltip
  • Added size check to remaining available faction list when setting up random players (prevents edge-case crash)
  • If the UP chairman leaves the UP from the diplomacy screen, they will be immediately fired and asked to clean out their desk. (Fixes UP oddness and crashes.)
  • Matched the Crusade Arcean Faction personality to match the Mercenaries version 
  • Tabbing between players in the trade window now correctly updates trade offers. 
  • Updated Star Surfer description better explain its functionality
  • Removed strings duplicated between the base game and Crusade. 
  • Removed Interstellar Drives and Life Support Modules from all spawned fighters as this was occasionally causing "assault" fighters to act as "guardians". 
  • Fixed a problem with the Crusade tutorial not unlocking its achievement.
  • Crash fix for invasion system where swarm particles aren't being generated for the bonus legions from generals if the defending player is human.
  • Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI.
  • Fixed additional stuck turn issues.
  • Fixed crash caused when the AI evaluates sending a ship to a given planet at the same time as the player is colonizing that planet.
  • Fixed crash caused when the AI is evaluating trade targets at the same time the player has colonized the planet.
  • Fixed issue where fleet faction icon would go missing from the tooltip after hovering over any ship in the shipyard screen

UI

  • Removed bad clipping on some of the citizen portraits.
  • Updated the Anomaly Popup Window so that the background image is correct at medium and normal UI sizes.
  • Cropped and resized citizen portraits to remove artifacts in the Choose Portraits screen.
  • Large UI version of Shipyard list icon is no longer blurry.
  • Fixed issue where tradable stat type and strategic resource trade items were not displaying correctly in the diplomacy->treaty details screen (they would show up as "New Game")

MP

  • Inviting friends to your match no longer bypasses the normal DLC checks. This would cause a crash if the DLC did not match or if one player owned Crusade and other did not. There have been no changes to being able to play MP with mismatched DLC: with a few exceptions, the host's DLC is available to everyone. 
  • Fixed issue where entering an MP lobby and then leaving would not reload all the factions. This would cause a crash if you had more than 13 players in the previous game and hit quick-start (aren't edge cases fun?) 
  • Quick starting after failing to enter a Lobby Enter no longer crashes
  • Fix for issue where the turn system would skip over the space pirate player once they were considered dead by the system.
201,033 views 56 replies
Reply #1 Top


Added new ship weapon components that don't require special resources (But cost a lot more).

cool but you really need to rework blue prints, ship class defs, and text.  just start as Terrans, do an 'unlock' and look at ships in designer. e.g Dreadnought using missiles? -r,-p,-l,-d ships are not consistent  in use of enhancements; ship names are screwy (e.g look at ranger class).; new weapons not implemented consistently across weapon types (diff numbers of enhanced vs non-enhanced).  Note some of this has been broken since crusade release.

 

Please acknowledge yore looking at it  so i don't spend  LOT OF TIME MODDING IT AGAIN

 

 

Reply #2 Top

That is an awful lot of attention to privateers.   Admirals are still worse than un-promoted commanders, and that is an easy fix.

Reply #3 Top

Privateers

Promoting a commander to a privateer no longer fails because it chooses a custom design. 
Privateer fleets with non-privateer ships are now flagged as being pirates. 
Privateer can now attack starbases, planets, shipyards, or asteroid mining bases without declaring war. 
Privateers now appear as pirates in the battle viewer. Fixed issue in battle preview/results screens that showed obviously the owning faction of the privateers
Fixed issue where privateer would sometimes be created without weapons.

Confirmed all the Privateer fixes except this: "Privateer fleets with non-privateer ships are now flagged as being pirates."

What does that mean, from the player's point of view? When I promote a Commander to a Privateer, this is what happens for me in 2.32:

1) The Command Ship turns into a black/grey pirate-styled ship that is one of the more powerful standard blueprint models that I can currently build.

2) The fleet that the Command Ship was part of still has the same name, and is still flagged with my race emblem. The fleet cannot attack other races that I'm not currently at war with. The rest of the ships in the fleet still look like my race's ships.

3) If I "eject" my new Privateer from the fleet and have it attack alone, then it can attack anything from any other race.

This is more or less what I thought was supposed to happen. I'm just confused by your comment that I quoted above about fleets with non-privateer ships.

Thanks for the fix! :)

Reply #4 Top


Removed Interstellar Drives and Life Support Modules from all spawned fighters as this was occasionally causing "assault" fighters to act as "guardians". 

The Assault Fighters fix is not working for me in 2.32. I loaded a saved game that I was playing on 2.31.4 (the same one that I attached to the support ticket). The fighters spawned by the Assault Carrier Module are still being assigned the Guardian role in combat. They all stay in formation around the support ships until the rest of the fleet is dead, only attacking when the enemy starts to target the support ships.

QUESTIONS:

  • Will the fix only work if a new game is created?
  • Will the fix only work for standard blueprint carriers? When I play, I always create my own ship models. I use the standard ship designs (the decoration stuff), but I like to choose my own equipment to suit the tech that I have researched in my game. Does that matter? I thought a blueprint carrier with an Assault Carrier Module would be no different than my own design with the same module attached to it.
Reply #5 Top

Quoting ProudCanadian, reply 4

Will the fix only work if a new game is created?

Yes any patches (xml changes) only take effect in new games because save files have the xml data they were started with.  the fix should work with carriers you design

Reply #6 Top

After I downloaded the opt-in, I started a new game without mods.  I noticed that the icon for the race was missing from the tool tip for ships.  It is there for planets and shipyards.  In this picture the tool tip for a ship is shown on top, and the tool tip for a planet is shown below it.

Reply #7 Top

Quoting ProudCanadian, reply 3




Privateers

Promoting a commander to a privateer no longer fails because it chooses a custom design. 
Privateer fleets with non-privateer ships are now flagged as being pirates. 
Privateer can now attack starbases, planets, shipyards, or asteroid mining bases without declaring war. 
Privateers now appear as pirates in the battle viewer. Fixed issue in battle preview/results screens that showed obviously the owning faction of the privateers
Fixed issue where privateer would sometimes be created without weapons.



Confirmed all the Privateer fixes except this: "Privateer fleets with non-privateer ships are now flagged as being pirates."

What does that mean, from the player's point of view? When I promote a Commander to a Privateer, this is what happens for me in 2.32:

1) The Command Ship turns into a black/grey pirate-styled ship that is one of the more powerful standard blueprint models that I can currently build.

2) The fleet that the Command Ship was part of still has the same name, and is still flagged with my race emblem. The fleet cannot attack other races that I'm not currently at war with. The rest of the ships in the fleet still look like my race's ships.

3) If I "eject" my new Privateer from the fleet and have it attack alone, then it can attack anything from any other race.

This is more or less what I thought was supposed to happen. I'm just confused by your comment that I quoted above about fleets with non-privateer ships.

Thanks for the fix! :)

1.)  This is the design

2.) It appears that way to you but not to the other players.  The thinking was that showing a different emblem to yourself would be confusing.  We'll look into the second issue (which should have been fixed)
EDIT: Mixed fleets of privateers and non-privateers DO require declaring war before attacking.  

 

Reply #8 Top

Quoting ProudCanadian, reply 4



Removed Interstellar Drives and Life Support Modules from all spawned fighters as this was occasionally causing "assault" fighters to act as "guardians". 



The Assault Fighters fix is not working for me in 2.32. I loaded a saved game that I was playing on 2.31.4 (the same one that I attached to the support ticket). The fighters spawned by the Assault Carrier Module are still being assigned the Guardian role in combat. They all stay in formation around the support ships until the rest of the fleet is dead, only attacking when the enemy starts to target the support ships.

QUESTIONS:

 

    • Will the fix only work if a new game is created?

 

    • Will the fix only work for standard blueprint carriers? When I play, I always create my own ship models. I use the standard ship designs (the decoration stuff), but I like to choose my own equipment to suit the tech that I have researched in my game. Does that matter? I thought a blueprint carrier with an Assault Carrier Module would be no different than my own design with the same module attached to it.


Yes, the fix is only for new games.  I don't think that custom design ships are treated any differently than the stock ones.  

 

Reply #9 Top

Old Spider -- 

Thanks for the report.  We're looking into it.

Reply #10 Top

Quoting pshaw, reply 9

Old Spider -- 

Thanks for the report.  We're looking into it.

We found the problem and will fix before release.  

Reply #11 Top

So does this mean that ships have a Privateer bit that gets set for all ships in a fleet at the time you promote a Commander in it?   I want to know how we are supposed to know ships are Privateer, if their skin looks the same to that player.   Also that is strategy, if we want to max out our logistics before promoting.

Reply #12 Top

Quoting tetleytea, reply 11

So does this mean that ships have a Privateer bit that gets set for all ships in a fleet at the time you promote a Commander in it?   I want to know how we are supposed to know ships are Privateer, if their skin looks the same to that player.   Also that is strategy, if we want to max out our logistics before promoting.

Only the commander ship is upgraded to a privateer.  

Reply #13 Top

Well snap.  Then I guess starbase stealing is out.  :) 

Reply #14 Top

Updates (7/24) 

  • Optimized the code determining whether a player or AI knows the existence of an object (major MAJOR performance improvement).
  • Fixed crash caused when the AI evaluates sending a ship to a given planet at the same time as the player is colonizing that planet.
  • Fixed crash caused when the AI is evaluating trade targets at the same time the player has colonized the planet.
  • AI optimization of when to upgrade ships (major performance boost)
  • AI only determines its primary opponent when the galactic political landscape has likely changed (major turn time improvement)

 

Reply #15 Top

this sounds wonderful 

Reply #16 Top

Quoting pshaw, reply 14

Updates (7/24) 

 

Optimized the code determining whether a player or AI knows the existence of an object (major MAJOR performance improvement).

 

Just curious, would a game started with this beta realize these improvements with this release version or is a new game required in order to experience the improvements? Thanks.

Reply #17 Top

After having played a couple games on small maps, I am pleased with the direction the AI is going.   

Reply #18 Top

Quoting Avatar137, reply 16


Quoting pshaw,

Updates (7/24) 

Optimized the code determining whether a player or AI knows the existence of an object (major MAJOR performance improvement).


Just curious, would a game started with this beta realize these improvements with this release version or is a new game required in order to experience the improvements? Thanks.

You don't need to start a new game for the changes we released yesterday.  

 

 

Reply #19 Top

Quoting pshaw, reply 18
You don't need to start a new game for the changes we released yesterday.

 

Cool, that was my thought but wanted to make sure. Thanks! Be interesting to see what changes I notice as I approach the same number of turns my last game had where the turns were taking 2+min.

Reply #20 Top

Updates (7/25)

Fixed additional stuck turn issues.

Reply #21 Top

Today is the 25th not the 24th

Reply #22 Top

Quoting admiralWillyWilber, reply 21

Today is the 25th not the 24th

I used the time traveler faction ability ... :) 

+1 Loading…
Reply #23 Top

Update (7/26) 

Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI.  

Reply #24 Top

Quoting pshaw, reply 23

Update (7/26) 

Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI.  

 

Thank you! That one was particularly annoying...

Reply #25 Top

Quoting pshaw, reply 23

Update (7/26) 

Fix for issue where AI gets semi-permanently stuck "in a trade", preventing the player from starting a conversation/trade with that AI.  

Nice. Thank you!