GalCiv III v4.0 Plans

The 'big cleanup' is in the works for GalCiv III 4.0.

Development on 4.0 is a work in progress as developer time becomes available (btw, we are hiring new C++ devs here..). So as we've discussed in the past, we'd really like to find a way to make modding more robust, though that's easier said than done because of the way we did our data structuring early on (there are tons of directories that the game pulls from, which all depend on which expansions you have installed).

When someone buys GalCiv III today from Steam, they actually get GalCiv III + Crusade + Retribution.  That's because we really want to focus on the assumption that everyone has Retribution going forward (or at least Crusade) which simplifies modding.  

We don't have an exact ETA on when v4.0 will arrive, other than it'll probably be this Spring.

48,855 views 13 replies
Reply #1 Top

Hey there Stardock! I'm glad to hear that v4.0 is coming out in Spring. Since v4.0 is going to be a big clean up, I wonder if it can resolve the issue I am seeing. I have an Alienware 51M gaming laptop, brand new as of Sept 2019 and definitely overbuilt to handle whatever I can throw at it. Gal Civ 3 Retribution runs great on the ludicrous map with 32 players until I reach a point where around 60 planets, many hypergates and about 20 starbases. At that point, after a few wars, my shipyards, hypergates, starbases and some ships disappear from the map. They still show up on details but are only locate-able by the lines from the planets, resources or travel lines. I do have mods and I have been changing my settings with no luck. I can only conclude that it is something built into the game. Maybe for v4.0, would it be possible for the gamer to choose how much system resources are allocated to Gal Civ 3 (like memory). I have 8 logical cores and 64 GB of Ram. Everything is up to date. I can send a debug file, system info, my mod, and saved games at your request. Despite the bugs, I really do enjoy Gal Civ 3 and will continue to support Stardock. Keep up the good work!

Reply #2 Top

I should add---It is some new or some ship upgrades that disappear. Also this happens to newly produced core ships like colony ships, constructors, and stellar architects. Sometimes starbases and hypergates disappear when being built. It is really noticeable when restarting Gal Civ 3 Retribution and loading a saved game after seeing an issue with a ship or starbase. I'm sure you guys can fix it. All the best!

Reply #3 Top

I like the idea.

1. From two to three we lost 4 races please let's not do that. I'm not talking they cant get wiped out. I was ok with that. I'm talking about the number of playable races.

2. We lost a lot of the interface in the beginning. The interface in four should be at least as good as three. What I'm talking about we need to keep the usability features.

3. Instead of starting from scratch every time you make a game with the AI like you did from 2 to 3. I have an idea move over the ai from three and improve it.

4. These things might avoid some of the problems three had in the beginning.

5. I'm still voting for a identical interface with global and local governors. One difference local governor settings for a specific can override the global settings for that planet. Global settings will include an option to reset all local settings to global settings. 

6. Put the shipyard icon back on the main menu still have it in the shipyard.

7. I'm still a fan of specialization. Specialization is would be better if instead of , and then going back to the same tree. How about choosing paths that dont lead to the same part of the tree. If you want to avoid the problem you had before. Dont give us an option to choose all three techs, and take that away that way we never lose anything.

8. I still like the idea of combined research. By combining research with different factions would create a tree that could only be acessed this way. The combined factions would dictate what kind of tree this would create. Different faction combinations would create different trees. More different trees would be created if you used more factions. This would probably need some balancing. 

9. Idealogies. I still like the idea of civics better. They had them in civilization four. Basically different things you research can take your civilizations different paths. You will have a screen where you can select different paths of different catagorys. You could have a tree for each combination of civics. If you are going to use Idealogies instead you need to be different than a good vs evil mentality. Maybe 4 or more instead of three. Pragmatic was a fine name. But benevolent and malevolent sounds to much like good vs evil. Also simultaneously doing all ideologies at the same time makes no sense. How about your choice by which choice has the moist points. Instead of having point totals for each idealogy. You only need one ideology total after you figure out what idealogy tree to chose from.

10. When you find the anomoly that lets you research a tech faster. Instead have a tree where you research from a tree that only can be acessed this way. 

11. After about 600 turns it would be nice to change anomolies, random events, and planetary exploration to a new late game stuff. 

12. Still want to convert class zero planets to extreme worlds.

13. Would like the last terriforming option to terriform all available tiles. 

14. Hope we get more habital planets this time. 

15. I would like to bring back specialised individual faction hubs. 

16. We need more specialised tech trees. 

17. I would like to see a working version of the Jagged knife back. Maybe using class zero planets with the same number generation as two. Two had three different ones. Make this a pre game option. 

18. Would like the tech sharing option back in the galactic council.

19. There are things on the interface that could use a double click option.

 

 

Reply #4 Top

For 4.0 I would love to have

-more interactions with the minor races, not only conquest or trade. They should have a lore and nice pics.

-the battle viewer should be better, atm it is a little bit odd

-better balancing for very large maps and technology cost

-ground combat should comprise design and move choices like space combat (but please no realtime)

-interaction between space forces, planetary installations and ground legions - invasion ships could have special modules with jump troopers? airplanes? maybe the transports do have modules where you can land Exo-Legions or Extreme Environment Legions? (like star wars sandtroopers or snowtroopers)

-military space stations which  should help nearby hexes with ships and planets to defend

the rest is cool in my books, thanks for this very good game.

Reply #5 Top

Are we now looking at a delayed release date due to the current circumstances?

Reply #6 Top

Software devs should be able to WFH just fine.

Reply #7 Top

Please I need linnux, Specifically kubuntu support for three, and four. 

Reply #8 Top

Are there still cleanup efforts for version 4? My biggest complaint is that how the tooltip for planetary improvements doesn't tell you the benefits from leveling up. For instance, the supply depot is a construction building that receives level ups from anything that improves construction, and these level ups improve its morale bonus. When you hover over it in the right column build menu, none of this information is displayed. You can see the bonus if you then start trying to place it in a tile, but it isn't always possible to do this. This is a particularly big loss for improvements which provide a civilization wide bonus, which you could then know to pump as high as possible. It would be nice if the right column build menu showed there per-level bonus provided.

Once built, the tooltips for many improvements seem to be missing information as well, showing a level, but no bonuses - if they provide anything at all? Just now I built a sample world where the improvement The Hyperspace Project, a Techapod Hatchery, and Farms are present, and their tooltip info correctly lists them as being level 3 (Hyperspace), 2 (Techapod), and 2 (both farms). Exactly as expected based on their type and relevant adjacency bonuses. However, no bonus is listed for any, therefore is it the case that they create no benefits as they level up, or is this a visual error?

Moving on to the special improvements such as the Capital City and Colony Capitals, and many artifact improvements. I can increase the level of Capitals with construction adjacency bonuses. Why not just call Capitals a construction improvement? I have a Motivation Helix Study on a world benefiting from a +1 level to all improvements event. It's listed as level 1, but shows no benefits, and cannot gains level from construction improvements like a Capital can.

Reply #9 Top

@Exenterator:  I agree, since adjacencies are such a large part of planetary development, the adacency boni should be in the tool tips.  Specifically when there are broken paths (going from the second tier of Culture Center to the third, gives a +17% bonus to planetary influence - 50% from 33% - but lowers the adancency from +5/influence to +1/influence, so is actually usually a worse building.

 

Reply #10 Top

If you really want to make sure that everyone has Crusade and Retribution going forward, they need to be Free on Steam. You have a ton of legacy users who don't have them yet.

Reply #11 Top

Quoting Knofbath, reply 10

If you really want to make sure that everyone has Crusade and Retribution going forward, they need to be Free on Steam. You have a ton of legacy users who don't have them yet.

I think we can set the price to be low but I'm not likely to get much traction here in giving it away.

Reply #12 Top

You can change the price of the base game to compensate and maintain the same bundle pricing.

Reply #13 Top

Are we talking resources or buildings for adjacencies bonuses.