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

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.
201,027 views 56 replies
Reply #26 Top

I started a new game with the 7/26 update and noticed these problems with the Notifications.

The picture on the left shows poorly aligned text for surveying Lost and Found while the picture on the right shows missing text.  I think all except Lost and Found have the missing text.  IMPORTANT NOTE:  These screenshots were at 4K (3840 x 2160) with a larger than normal interface.  I forgot to check if it is medium or large.  When I loaded the save on my laptop (1920 x 1080) with a normal interface, everything was fine.

I also got this, which probably isn't caused by the screen resolution.

 

Reply #27 Top

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

Reply #28 Top

Quoting a0152570, reply 1

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.


This defiantly should not be happening, I will look into it. 

Reply #29 Top

Hey folks,

We found a problem with old save games in the base game.  We've reverted the live release while we investigate.

Reply #30 Top

Quoting pshaw, reply 29

Hey folks,

We found a problem with flavor text not showing up in older save games in the base game.  We've reverted the live release while we investigate.

Reply #31 Top

 

 
Hey folks,

We found a problem with flavor text not showing up in older save games in the base game.  We've reverted the live release while we investigate.



Reply #32 Top

Quoting mormegil, reply 28


Quoting a0152570,

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.



This defiantly should not be happening, I will look into it. 

 

I would like to add that I noticed this when Crusade was released, so it's not an isolated issue.

Thanks for looking into it.

Reply #33 Top

Hey folks,

We found a problem with flavor text not showing up in older save games in the base game.  We've reverted the live release while we investigate.

Reply #35 Top

 Ah, I was wondering what little patch came our way...

Reply #36 Top

Hey guys --

We posted updated the opt-in with a fix for the vanilla game that should address the text missing from old save games.  Please let us know if you see anything else out of sorts.   

@x-cessive

Time travelling is very useful for my job.  But I have exhausted my tachyon supply and have to stay in this time-stream for the next few days.  Otherwise, bad things will happen.  

Reply #37 Top

When reaching the 5th level of Malevolent Ideology in the aggression tree the Bloodthirsty trait does not provide any ships when unlocked. Unless I am missing something, but it appears to have done nothing at all when I unlocked it. 

Reply #38 Top

Pshaw, see my thread here: https://forums.galciv3.com/484392

Fighters were working before I installed the patch. Now they swarm the enemy ships without firing. I tested several variations of the fight: using fewer fighters than the max display of 64 ships, using only 1 out of 2 escort/jammers, using no defense ships. Nothing seemed to help. 

I can upload the save game to Google drive and send link to email (provided by Pm) if necessary. I'm on terrible internet right now and game save upload on the Stardock support site times out. 

Reply #39 Top

Quoting Smithy6482, reply 38

Pshaw, see my thread here: https://forums.galciv3.com/484392

Fighters were working before I installed the patch. Now they swarm the enemy ships without firing. I tested several variations of the fight: using fewer fighters than the max display of 64 ships, using only 1 out of 2 escort/jammers, using no defense ships. Nothing seemed to help. 

I can upload the save game to Google drive and send link to email (provided by Pm) if necessary. I'm on terrible internet right now and game save upload on the Stardock support site times out. 

Did you start a new game or continue an existing one?

Please send the save game link to [email protected]

Reply #40 Top

Quoting pshaw, reply 39

Did you start a new game or continue an existing one?

Please send the save game link to [email protected]

I continued an existing one which is what made me think it was more of a core change instead of xml update. But I'm just wildly flailing at guesses. 

I was finally able to upload the game save via the support website, real name Matt S(last name clipped). I'll also send you a Google drive view to the file when I get home tonight. Thanks! 

 

Reply #41 Top

Quoting Smithy6482, reply 40


Quoting pshaw,

Did you start a new game or continue an existing one?

Please send the save game link to [email protected]

I continued an existing one which is what made me think it was more of a core change instead of xml update. But I'm just wildly flailing at guesses. 

I was finally able to upload the game save via the support website, real name Matt S(last name clipped). I'll also send you a Google drive view to the file when I get home tonight. Thanks! 
 

The opt-in changes to fighters were purely data.  So unless you start a "new" game, the fighter behavior won't have changed from the previous build.    My guess is that you've hit a different bug that may or may not have been fixed.  However, we'll take a look at your save game and see what's up.  

 

 

Reply #42 Top

Build is live.  We look forward to your feedback.

Reply #43 Top

Did that bug ever get fixed with spies? I'm at war with someone, I take their planet. The AI had spies planted on their buildings. 

As the AI usually makes poor building choices, I decide to just remove the building anyways. Now the spy is permanently on that empty tile.

What about the logistics bug with fleets and commanders? If the fleet is about to go over the "unbuffed" fleet cap they don't merge unless you find some awkward way to move them onto the same title in a specific order.

I'll play it in a bit to see for myself, it's just I'm curious since I know not every change gets put into the patchnotes.

Reply #44 Top

And lets not forget how messed up the default ship blue prints are, especially with the new weapons

Reply #45 Top

Quoting Crocell, reply 43

Did that bug ever get fixed with spies? I'm at war with someone, I take their planet. The AI had spies planted on their buildings. 

As the AI usually makes poor building choices, I decide to just remove the building anyways. Now the spy is permanently on that empty tile.

What about the logistics bug with fleets and commanders? If the fleet is about to go over the "unbuffed" fleet cap they don't merge unless you find some awkward way to move them onto the same title in a specific order.

I'll play it in a bit to see for myself, it's just I'm curious since I know not every change gets put into the patchnotes.

Those issues are not fixed yet.  

I try really hard to make sure that all of our changes are in the notes. Feel free to call me out if I've missed something :)

 

Reply #46 Top

Quoting a0152570, reply 44

And lets not forget how messed up the default ship blue prints are, especially with the new weapons

Can you explain?

Reply #47 Top

It has improved from my first post.  Here are the issues. I thought the intent of new weapons was to have a ship that does NOT use enhanced weapons (so not require resources), there are none.  Kinetic ships (some) with missiles? Ship names duplicated > missing the -L,-R,-D... modifier.

Fix requires mods to shipblueprints, shipclass and factionshipstylesets and text.  Easy way to see issue is start a new game, cheat>unlock and look in  designer.

ps. did not mean to sound so critical, love what you have done with the game

 

Reply #48 Top

Quoting pshaw, reply 45


Quoting Crocell,

Did that bug ever get fixed with spies? I'm at war with someone, I take their planet. The AI had spies planted on their buildings. 

As the AI usually makes poor building choices, I decide to just remove the building anyways. Now the spy is permanently on that empty tile.

What about the logistics bug with fleets and commanders? If the fleet is about to go over the "unbuffed" fleet cap they don't merge unless you find some awkward way to move them onto the same title in a specific order.

I'll play it in a bit to see for myself, it's just I'm curious since I know not every change gets put into the patchnotes.



Those issues are not fixed yet.  

I try really hard to make sure that all of our changes are in the notes. Feel free to call me out if I've missed something :)

 

I suggest you look systematically through this thread: Crusade 2.2 / 2.2.1 / 2.3 opt-in bugs

Some issues are fixed, but most are not if I'm not mistaken.

Reply #49 Top

a0152570

I cant re-produce your issue, I am going to do a few more test, but this issue should have been fixed in the resent patch. I am going to make sure that it got in. 

That this game was started with an old save, or that you may have some manually saved some of those ships with the old names? Can you check to see if they are in your designs folder.

Reply #50 Top

@pshaw

Please add 'random' option when selecting race for new game (that includes only original ones not custom) . This is for multiplayer purposes. Thanks!