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Galactic Civilization III v2.5 Patch (Released 9/12)

Galactic Civilization III v2.5 Patch (Released 9/12)

Hello,

2.5 is turning out to be a huge update.  We've made major improvements to turn times, the AI, and game balance. We have also merged the code base between Crusade and the base game to speed development.  Finally, the base game has received a major face lift.    

For owners of Crusade and base GalCiv, you will get: 

  • Turn times are much faster
  • The AI is much smarter
  • Lots of bug fixes
  • Massive improvements in game balance

For owners of just  base GalCiv, you will get: 

  • Improved UI 
  • Enhanced Diplomacy and trading changes
  • Resource system
  • Ship designer on the main menu
  • Starbase upgrade system 
  • Food / Cities 

For owners of Crusade and base GalCiv, you will get:  

  • You can, with a command line param, jump between the base game and Crusade.  Use "-DisableDLC "Crusade" to disable Crusade.
  • When you play campaigns originally made for the base game, the game can play it in base game mode for balance fixes.
  • Crusade specific balance and fixes.

Please read more about the update here:

Full change notes below!

Important

Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, the previous 2.33 build is available as beta called "Galactic Civilizations III: Classic".  Mods will likely need to be updated as well.

 Mods will likely need to be updated as well.

Consolidation Detailed Changes

  • Merged Crusade and "base" game code.  There is now only one exe for both products.  Most fixes and improvements will be shared between both games.  
  • The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.
  • Base game players continue to have following:
    • Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy.  Note that we've removed coercion from the game
    • Invasion system 1.0
    • Minor Civilizations 1.0
    • Administration points are tied to galaxy size rather than citizens.
  • Base Game changes from Crusade
    • Crusade and Base game now share a common UI base.  Aside from elements tied to version specific features, the UI looks identical between the two versions.  For base players, this means a cleaner and more functional UI.  
    • Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.  
    • Starbases are now upgraded using resources, not constructors.  
    • Updated the diplomacy screen window.
    • Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.
    • Cities/ Food -- you now use food (a resource) to build cities, which determine your colony's population cap.  Food can be traded, just like any other resource.
    • Added "word on the street" -- quick feedback on the status of your planet.
    • Merged down some of the alerts from Crusade
  • Crusade specific elements of civ builder are disabled in base game mode. 
    •  Race Type and Starting Fleet are hidden outside of Crusade
    •  Citizen portraits/names buttons hidden outside of Crusade
    •  Flavor Text portion replaced with customizing startup screen outside of Crusade
    •  Disabled Fleets tab outside of Crusade
    • Missions
  • Ship designer is now on the main menu
  • Moved game text down to base data files.  This will make future changes much easier.
  • Merged many asset files (music, sounds, special fx)
  • Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.  
  • Removed a lot of redundant game data from Crusade and the base game. 
  • Updated the base ship design files to use their Crusade versions (which look nicer).  
  • Updated Ship class defs and ship style set defs so that there is only one ship class defs file and the defs say which uses them.
  • Made substantial improvements to the DLC data system that improves stability and speed. 
  • Use "-DisableDLC "Crusade" to disable Crusade.  
  • Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders!  This might affect you).
  • Moved all the schema from Crusade down into the base schema folder. (Modders!  This will very likely affect you).  

 

Base Game Improvements

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Every unit of population now produces 1 raw production point.
  • Eager bonus reduced from 1 per conquered planet to 0.25
  • Rush cost multiplier increased from 10X to 20X
  • Coercion penalty eliminated
  • Base population growth reduced from 0.2 to 0.1
  • Tech inflation increased from 0.01 to 0.02
  • Asteroid base cost reduced from 500 to 100
  • Base colony production points reduced from 5 to 1
  • Capital world population cap reduced from 10 to 5
  • Default colony population cap reduced from 5 to 3
  • New Improvement: Space Elevator
  • New Improvement: Computer Core
  • New Improvement: City (consumes food to provide population)
  • New Improvement: Administration Center (build to get more administrators, consumes food)
  • General re-balance to planetary improvements to go with the new population model
  • Improvements changed to support the new differentiation between military manufacturing and social manufacturing
  • Various improvements are now set as indestructible to eliminate various cheese strategies
  • Yor can increase population easier but it now costs a Durantium to do it.
  • Improvement maint. generally reduced
  • Eliminated Colonial Hospital Improvement.
  • General balance update of improvements to deal with the new resource system.
  • Economic Stimulus now doubles planet's economy rather than provide a 5% bonus
  • Research Project doubles planet's research.
  • Cultural Festival doubles planet's influence production.
  • Birthing subsidies double planet's birth rate.
  • Planet features (Cataract, etc.) updated to support new social/military manufacturing system.
  • Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.
  • General reduction of maint costs for weapons
  • Updated balance of weapons based on feedback
  • Hull costs increased to deal with inchard coded50 to 50
  • Shipyard cost reduced
  • Starbase defenses reduced from 10 to 5
  • Influence starbase modules greatly increased in power.

UI

  • The Production Wheel now dynamically resizes to its parent window
  • Removed an ancient camera control window that no longer used.
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Fixed title of Load Transport Popup Window
  • Removed text for obsolete ships that weren't being used.
  • Reduced AI bonuses at higher difficulty levels since the AI itself is now much smarter.
  • Added special popup message if the player tries to load an older save game
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

Bugs

  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  
  • Fixed potential crash in movement phase from trying to using a null pointer.
  • AI won't send colony ships off the map when intentionally missing a distant planet
  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  • Fixed a GWG bug where the base game administrators didn't show up on the first turn
  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Fixed issue where Administration tooltip wasn't showing correct available administrators number in base game mode
  • Fixed issue where "Report" button on ship context window did not actually bring up the faction report screen
  • Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0
  • made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not
  • Fixed issue where when you purchased a mercenary, the rest of the entries would no longer display their resource cost (you were still prevented from buying the merc, but it gave the illusion that all mercs lost their resource cost)
  • On the ship context window, the "Report" button is now disabled for special players (like the Dread Lords)
  • Added error code for transport having no population
  • Re-implemented the error for "Not Enough Administrators" as it was sometimes not showing up at the right time.
  • Added stability to the Influence Border System
  • Fixed issue where the AI could set a ship's destination to a negative y value
  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  • Added new material def for rally points (all rally points now use this material instead of the faction materials)
  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  • Message box errors on invalid starbases and civs are hidden unless it's running Crusade mode.
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required

DLC 4 (Precursor Worlds)

  • Production point bonus from one of the events reduced from 4 to 3
  • Production point bonus from Precursor exploitation reduced from 30 to 3
  • There's a bunch of the above. Insta-win if you got one of these.

Expansion 1 (Mercenaries)

  • Mercenary costs increased substantially
  • Mercenary ships that cost resources cost when you buy them rather than per turn
  • Mercenary tag added to the mercenarydefs.xml

Crusade

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Population to raw production now 1 to 1.
  • Starting capital world population reduced from 10 to 5
  • New improvement: Administration Center.  Provides an Administration point
  • Basic laser renamed Enhanced laser as it requires Elerium
  • Starbase default defenses nerfed somewhat
  • Starting credits increased from 2500 to 3000
  • Rush cost multiplier reduced from 25 to 20
  • Tech inflation added. Now to the 1.02 power.
  • Governors more friendly to synthetic populations
  • General balance pass on planetary improvements to go with the new population model
  • Unique planetary improvements can no longer be destroyed
  • Planetary Invasion is now in the Age of Expansion (arrives earlier)
  • Various tweaks to planet features for better pacing
  • Slight reduction in cost for civilian ship components
  • Substantial increase in the cost for military ship components
  • Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases
  • General balance pass on weapon values based on feedback
  • Shipyard HP increased from 25 to 50
  • Tweaking to various planetary resources to improve pacing.
  • Calculation of player objects moved out of update AI to improve multi-core stability
  • Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya bastards!)
  • AI more risk taking with its colony ships
  • AI now has its own fleet formation function to avoid ships not becoming fleets (safe)
  • Fixed bug that would prevent transports from finding a destination in some cases
  • AI much better about saving up its resources to use with ships
  • AI much MUCH better at building up its planets, using farms, building cities, etc.
  • Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.
  • AI will replace existing weaker improvements with superior improvements late game.
  • AI much more careful about rushing improvements and ships to keep a decent bank balance so that it can better build up asteroids, hire mercenaries, etc.
  • AI functionality to determine tiles it should replace with newer improvements.
  • AI better at fleet handling.
  • Fixed bug where the AI didn't always recognize the human was trying to culture flip their Planet
  • Default players per map size updated:
    • Tiny: 3 to 2
    • Small: 4 to 3
    • Medium: 8 to 6
    • Large: 12 to 8
    • Huge: 16 to 12
    • Gigantic: 20 to 16
    • Excessive: 30 to 32
  • Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).  

UI

  • Removed an ancient camera control window that no longer used.
  • Updated the Title Window to work with both Crusade and Mercenaries.
  • Removed text for obsolete ships that weren't being used.
  • Made the Administration Center precluded by synthetic and silicon based life for Crusade
  • Base game now has the same (substantially lower) ship maintenance values as Crusade.  
  • Added special popup message if the player tries to load an older save game
  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

 

Bugs

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.
  • Fixed issue where AI would destroy improvements that were indestructible.
  • Fixed bug where the approval would get stuck at 100% if certain events triggered
  • fixed Recruit Entrepreneur description text to not say it's recruiting a Scientist
  • Various null pointer crash fixes.
  • Added stability to the Influence Border System
  • Fixed issue where the AI could set a ship's destination to a negative y value
  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  • Added new material def for rally points (all rally points now use this material instead of the faction materials)
  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases
  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  
  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.
  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  
  • Fixed potential crash in movement phase from trying to using a null pointer.
  • AI won't send colony ships off the map when intentionally missing a distant planet
  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  • Added null check to prevent crash when mousing over a fleet in the map editor
  • Fleets are now named using the owning faction's full name, instead of the short name
  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)
  • Added Rally point material to Crusade material defs to so they don't sometimes disappear.  
  • Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc
  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required
264,625 views 95 replies
Reply #51 Top

Quoting Bakka, reply 50

The change in food and population has button hooked me for a while. I see a food symbol and immediate build a farm and wonder why i'm not getting extra food. Finally read the description and it says population not food.

So the dumb suggestion of this post is, shouldn't the tile bonus of WildGrain and Floodplain give a boost to food production instead of population?

Are you on Crusade or the base game?  Farms, food distribution centers, etc, in Crusade are now population improvements, so they get boosted by Wild Grain and Flood Plain.  If you're in the base game and farms are food instead of population, it sound like 2.5 has copied the population wildgrain/floodplain into the base game when they should have been left as food, i.e. you've found a bug.

Reply #52 Top

Quoting pshaw, reply 25


Quoting dappermandan,

I'm having a starting population on homeworld of 10 billion, but with a pop cap of 5 billion... is this intended?



This is fixed now.

 

Is it fixed for custom factions, that were built pre 2.5?

Reply #53 Top

Quoting jvdouglass, reply 42

 


    • Unique planetary improvements can no longer be destroyed

 


Any chance to revert this one? It's really annoying when you take a planet, and the hubs are on isolated hexes.

 

I like to be able to move (ie, destroy and rebuild) some of the unique improvements as the game progresses.  For example, early in the game you may want to use the Capital City adjacency bonus, but later better options will become available.  Especially once the terraforming tech become available.

Reply #54 Top

Quoting Publius, reply 51


Quoting Bakka,

The change in food and population has button hooked me for a while. I see a food symbol and immediate build a farm and wonder why i'm not getting extra food. Finally read the description and it says population not food.

So the dumb suggestion of this post is, shouldn't the tile bonus of WildGrain and Floodplain give a boost to food production instead of population?



Are you on Crusade or the base game?  Farms, food distribution centers, etc, in Crusade are now population improvements, so they get boosted by Wild Grain and Flood Plain.  If you're in the base game and farms are food instead of population, it sound like 2.5 has copied the population wildgrain/floodplain into the base game when they should have been left as food, i.e. you've found a bug.

 

yep Crusade.. :)

Reply #55 Top

I can't make my own mod to work with the  beta 2.5.

Are the mods disabled ?

Reply #56 Top

Food bonuses from racial bonus, planetary bonus, event, etc. don't seem to be working.  The files seem to have some confusion between Food + FoodIncome.

Reply #57 Top

Quoting Franky999, reply 55

I can't make my own mod to work with the  beta 2.5.

Are the mods disabled ?

No. At least not for Crusade, I have my mods working.  Are you on the base game?

Reply #58 Top

I have found that my Anti-virus (AVAST) is putting the file:Crusade_CoreCompiler.bat in Quarantine

I have restored the file and all is working fine now !

 

Reply #59 Top

Quoting jvdouglass, reply 42

 


    • Unique planetary improvements can no longer be destroyed

 


Any chance to revert this one? It's really annoying when you take a planet, and the hubs are on isolated hexes.



Yes, please, especially since the not-quite predictable terraforming system can open new opportunities.  This is not good in combination with the adjacency system.

Reply #60 Top

Good job, Stardock, thank you very much! 5*

I adore this game :inlove:  :sun:  

Reply #61 Top

Update 9/11

  • [Crusade] Fixed a crash if you quick-started with either the Arceans or Torians but didn't have Mercenaries installed
  • [Base] Hide fleet button on the Custom Civilization screen as this is a Crusade only feature
  • [Campaigns] updated factions they don't start way over population 
  • [Tutorial] adjusted pirate's starbase health so it doesn't start with a negative value. 
  • Fixed some missing strings from the United Planets.  
  • Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.
  • Reduced AI bonuses at higher difficulty levels since the AI itself is now much smarter.
  • Backed off some of the indestructible improvements. Colony unique now tend to be destructible again.
  • Removed trade resources requirements from base game as there were no improvements to harvest them:   
  • Adjusted the WOS frame so the text doesn't overlap the image.
Reply #62 Top

Soooo... umm... at the moment in the 2.5 Opt-In BASE game, the normal Survey Module fits on a Tiny hull, does not require any tech or any special resources, and is far superior to a normal starting Sensor Module sensor-wise while being only very slightly larger (and scaling up slower with hull size), soooo why wouldn't you put one on literally every ship you make, all game long?

The Prototype Survey Module was removed from ShipComponentDefs.xml... Why is that? Does it not leave the "Prototype Survey Ship" design/blueprint (that appears to have replaced the "Explorer" design?) in limbo?

Am I missing something here? Just checking lol...

Reply #63 Top

hmm, is this at the very start? or have you done some esearch

Reply #64 Top

Planet built shipyards do not consume administration point where as building shipyards with constructor doesn't return your administration point.  Is this correct?

Unconfirmed-Upgrading A survey ship consumes another administration point.

Unconfirmed-Upgrading a survey ship to a none survey ship you don't get your administration point back.

Unconfirmed-The behavior of administration points with mercenary colonizers is funky. You need two to buy and after colonizing you get 2 back instead of what I expected 1 back ( 1 point taken for the settled planet)

Question-Is there any downside (other than resource cost) of retiring Administrators for the extra 5 admin points?

yeah I ran out administration points in my current play through and was trying to work out which squirrel was using which nut.

Cheers

Bakka

Reply #65 Top

Quoting LunarMongoose, reply 62

Soooo... umm... at the moment in the 2.5 Opt-In BASE game, the normal Survey Module fits on a Tiny hull, does not require any tech or any special resources, and is far superior to a normal starting Sensor Module sensor-wise while being only very slightly larger (and scaling up slower with hull size), soooo why wouldn't you put one on literally every ship you make, all game long?

The Prototype Survey Module was removed from ShipComponentDefs.xml... Why is that? Does it not leave the "Prototype Survey Ship" design/blueprint (that appears to have replaced the "Explorer" design?) in limbo?

Am I missing something here? Just checking lol...

Noticed that as well. My pet theory is that someone got interrupted halfway through doing an enhancement and didn't get back to complete the changes.

I think the weapons are in the same boat as well.

Tech Militarization:
     Enhanced lasers- needs Elerium. Nice but hang on I haven't even got lasers yet.
     Sparrow Missiles- needs anti-matter. 
     Basic Railguns- Description says needs Thulium but is see no evidence of that in the ship designer.

Tech Weapons Systems:
     Lasers-Description says Increase beam attack? Increase from what The "enhanced laser" is the same attack

 

Tech Harpoons:
     Prototype Antimatter Missile-Why prototype? already have the sparrows that use antimatter. Do cost less than Stinger. Suspect these weapons are linked to the wrong tech.
     Harpoon-more bang for your antimatter over the prototype but cost more and slightly heaver. 


Cheers
Bakka

Reply #66 Top

I'm not sure if this is the right place to post this, but I have some serious concerns about 2.5. It feels far more unbalanced and less fun than 2.33. The early game is very boring now, and we are substantially weaker than before. Population is a disaster - I hate the food and city mechanics. Constructors went from useful to useless for anything other than influence and maybe relics. The ships and combat are much less balanced now with maintenance costs increase and the money crunch. It seems like the only viable way to win now is through influence. Maybe you can do a military victory if you're synthetic and get to the late game...maybe. I'm not sure what is happening with tech trees, but I can't pick one for my created civs. 

 

In short, I can't recommend this game to someone who is new to it. 2.5 is that much worse than 2.33 and I plan on disabling updates so I don't have to lose access to a game that I used to like. If this is what Crusade feels like, then I can see why not many people give it high reviews. You've turned the base game into a worse crusade, since we don't have citizens to give us some kind of fun.

Reply #67 Top

Base game here.  Prototype elerium laser has 16 attack.  The corresponding missle tier weapon is 3 attack and corresponding kinetic weapon is 2 attack.  Somebody missed a decimal point.

 

Thulium's description claims it is used in kinetic weapons, but that doesn't appear to be the case until the final tiers?

Reply #68 Top

So I pop open the ship def's file, change the beam attack of the prototype elerium gun from 16 to 2 and relaunch the game, weapon still has 16 beam attack, am I missing a step?  Never modded GC3 before.  Does it HAVE to go in the mods folder under my documents/my games?

Reply #69 Top

Quoting Bombbr, reply 68

So I pop open the ship def's file, change the beam attack of the prototype elerium gun from 16 to 2 and relaunch the game, weapon still has 16 beam attack, am I missing a step?  Never modded GC3 before.  Does it HAVE to go in the mods folder under my documents/my games?

If you don't put it in the mods folder, there's some sort of recompile process you have to go through ... don't know the details but I think there's some sort of bat file provided to do it.  So the easiest way is just to put it in the mods folder.

Reply #70 Top

Quoting Bombbr, reply 68
So I pop open the ship def's file, change the beam attack of the prototype elerium gun from 16 to 2 and relaunch the game, weapon still has 16 beam attack, am I missing a step?  Never modded GC3 before.  Does it HAVE to go in the mods folder under my documents/my games?

I noticed this when Crusade first came out. I posted about it SEVERAL times on here, any of which Stardock could've taken 2 seconds to respond to, but nooooo, total silence from them even though I made it VERY clear how desperate this was making me. FINALLY after a month or more some helpful soul posted what was going on: They made it so the XML is compiled into some data files so the game launches noticeably faster.

Yes you CAN use the batch files or the utility .exe's - I'm not sure which and there's no documentation - to recompile them. These are all located in the "Steam\steamapps\common\Galactic Civilizations III\Tools\" folder, btw. But the REALLY EFFORTLESS SUPER-TRIVIALLY-EASY way, is to delete the 4 .bin files in the GC3\Data\ folder right before you launch the game. This forces it to recompile them on its own automatically on launch, and works fine. It's actually kinda nice once you get used to it, b/c it DOES make the game launch faster heh.

This HAD been a Crusade-only feature slash soul-tormenting-undocumented-unexplained-NIGHTMARE depending on your forum persistence, but now with 2.5 it applies to the base game as well. Anyway, hope that helps. :) I'm not the person who figured this all out originally, but I feel compelled to pass it along. ;)

Reply #71 Top

Quoting Bakka, reply 50

The change in food and population has button hooked me for a while.  I see a food symbol and immediate build a farm and wonder why i'm not getting extra food.  Finally read the description and it says population not food.  

So the dumb suggestion of this post is, shouldn't the tile bonus of WildGrain and Floodplain give a boost to food production instead of population?

(Note: The description of the floodplain even states you should build a farm)

 

Cheers 

 
 

 

Placing a farm on them should level them up.    The farms in 2.5 are population class improvements so anything with a population bonus (like grain) should level it up.

Reply #72 Top

Quoting Bombbr, reply 67

Base game here.  Prototype elerium laser has 16 attack.  The corresponding missle tier weapon is 3 attack and corresponding kinetic weapon is 2 attack.  Somebody missed a decimal point.

 

Thulium's description claims it is used in kinetic weapons, but that doesn't appear to be the case until the final tiers?

Fixed. Thanks!

Reply #73 Top

2.5 is live now.  Thanks for the feedback.  

Reply #74 Top

Errr... I'm noticing my ships cost 24 credits maintenance per turn.... EACH!

Is that intended?

 

Edit: Update was downloaded, then I ran verify game files prog... Seems things are right now.

Reply #75 Top

One small bug I've been meaning to mention but it's not serious enough to have an effect on gameplay so I've left it:

When you colonize a planet and go to Govern Planet/Rename Planet, the option to Rename only seems to pop up when you Close that screen. Once you've done it once, though, it seems to pop up immediately you press Rename Planet.