–RELEASED 04/20/2015–
Galactic Civilizations III Beta 5.3 is live! This update adds pirate bases, improves performance (particularly on large maps), fixes bugs, boosts the AI, and polishes up the interface. What’s not to love?
Features
Added Pirate bases
Added the game setting option to disable tech trading
You can now obsolete player made ships, it won't delete the files, but will remove them from the lists
Performance
Made more of the debug messages only show up if the game is the debug version (improves performance)
Before deciding whether to focus on a particular enemy or look at their most vulnerable sector the AI will check to make sure they're at war with someone (to avoid unneeded expensive calcs)
EndTurn diplomacy evaluations for a player are aborted if they haven't met (avoids lots of expensive calcs)
A number of diplomatic modifiers (CalcStatusOfModifierCondition()) are no longer used IF the number of players is greater than 9 (only counting major races). For perf reasons (and at some point, they are pointless because if you have enough players you'll get a muddle)
Created a GetVictoryProgressByPlayerIndex() function so that if you have the index, you can avoid looping through the list via ID (if you have 100 players this starts to add up)
Added some sleep(o) before QueryPerfCounter to make sure other threads get a shot
Particle Engine thread's IsReadyToUpdate() now uses a semaphore to avoid calling the perf counter so much and reduce CPU usage
GalCivShell::ISreadyToUpdate now uses a semaphore instead of a checktick to reduce CPu usage dramatically
Reduced memory usage by 1.1 Gb on insane maps
Fixes
Fixed crashes
Fixed an issue where the Exporters Ideology trait doesn’t grant an extra Trade Route
Fixed the Prolific Ideology trait so it correctly gives the free colonists to new worlds
Innovation Complex improvement now gives Research (as listed) instead of Influence
Fixed an issue keeping the Labor Mission from being buildable
Fixed an issue keeping the Labor Oracle from being buildable
Fixed the icon for Artocarpus Viriles
Fixed an issue causing Navigational Sensors to give Ship Mass instead of Sensor Range Mass
Fixed an issue causing Interstellar Sensors to give Ship Mass instead of Sensor Range Mass
Fixed an issue causing Survey Modules to give Ship Mass instead of Sensor Range Mass
Fixed an issue causing Sensor Arrays to give Ship Mass instead of Sensor Range Mass
Fixed an issue causing Field Detectors to give Ship Mass instead of Sensor Range Mass
Fixed an issue causing Subspace Sensors to give Ship Mass instead of Sensor Range Mass
Fixed an issue keeping Chaff from costing Maintenance
Fixed an issue keeping ECM from costing Maintenance
Fixed the “CanColonizeExtremeWorld” tag on techs
Fixed Master Accelerator Assembly to reduce Kinetic Manufacturing Cost (as listed) instead of reducing Kinetic Mass.
Low Cost Shield systems now reduces Shield Costs instead of increasing them.
Master Shield Assembly now reduces Shield Costs instead of increasing them.
Low Cost Point Defenses now reduces Point Defense Costs instead of increasing them.
Counter Measure Manufacturing now reduces Point Defense Costs instead of increasing them.
Master Point Defense Assembly now reduces Point Defense Costs instead of increasing them.
Low-Cost Armor now reduces Armor costs instead of increasing them.
Armor Manufacturing Focus now reduces Armor costs instead of increasing them.
Fixed a broken prereq for the Diplomacy tech (if you selected Influential Voice you couldn’t tech up to Diplomacy)
Fixed an issue causing 2 of the 3 Manufacturing Focus specializations to show up blank
Fixed an issue allowing the player to build pirate shipyards
Fixed an issue making the Prototype Guardian build without weapons
Fixed the Dense 1-4 traits to correctl effect the Mass Capacity of ships
Fixed bug that was preventing ships from becoming defenders
Fixed bug where living player list and total player list were using player indexes interchangeable (stability)
Fixed the dependency for the Zero G Arena starbase module (to correctly set it to Zero G Ballet)
Fixed the dependency for the Franchise Center starbase module (to correctly set it to Starbase Promenade)
Fixed an MP issue where all players see the "do you want to fight the pirates?" message
Fixed some typos
Didn't add any new typos! (hopefully)
Fixed an issue where sometimes you would get a message from a player and the player wouldn't be in the scene (the "Kona went to the bathroom bug")
Fixed an issue where attachment points can be to large on tiny/small ships
Fixed Resilient 2, 3 and 4 to correctly apply their bonuses
Fixed Tough 2, 3 and 4 to correctly apply their bonuses
Fixed Resilient 1 to give +15% repairs instead of +50% as it was doing incorrectly before
Fixed the Maintenance and Manufacturing Costs of Nightmare Torpedoes
Balance
Rebalanced all the starting faction traits (so they comply with the same 5 available points as custom factions)
Nerfed influence improvements dramatically
Reduced power of defenses to be more in line with the new weapon values
Armor no longer provides all 3 defenses, just armor
Removed most of the starbase module maintenance. Cost should come from having the starbase, not improving it
Rebellion points will no longer be added if the other guy's influence isn't at least 2X yours
AI
Drengin do a bit more to avoid going broke
All AI players now hooked up with the weapons tags so that they will intelligently research their preferred weapons
Modified battle rating formula to give a bit more weight to HP
AI now gets very mad if you park a transport near their planet
AI is now better at creating defenders to fortify planets that are being threatened
AI targets transporters more readily
AI Decommission is a lot less aggressive. Will no longer decommission a ship just because it isn't the latest/greatest
CheckForDanger Path evaluator will not engage if that unit can make it to that destination in a single turn
Created a separate ColonyShip specific target evaluator
Constructors now value taking unclaimed resources over built ones
Target default score now uses the battle rating of the unit to choose its targets
Colony ships are now biased to target higher quality planets at the expense of closer ones (to a point)
AI will now declare war if they feel threatened enough even if they can't build transports AND have a weaker military
Modified the logic on when the AI votes for a supreme leader
Added some new AI conversations
AI is better at colonizing
AI can now surrender to a player other than its conquerer
UI
Added graphs
Added hull size and logistics to the ship tooltip
New medallions on the custom faction screen
Added a tooltip to the Tech Age bar
Tweaked the influence lines to look better
If you click on a foreign controlled planet you now have a button to speak to the player or see an intelligence report on them
Added a number in the tile if the tile contains multiple fleets
I could have missed it, but any word on if/when the "Race Traits" will be put back to normal?
Hard to evaluate the AI when some races(aka Drengin) have so many positive race traits.
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Otherwise, tech changes look great.
Feedback: I liked Armor giving just a little bit of beam and missile defense. Having some armor on every ship just adds a bit of realism, and that gave us a reason to put some armor on everything.
"Fixing" the faction traits is the first comment in the balance list. So those are all back to normal in patch 3.
Yeah, we have talked about the pros and cons of armor both ways. On the one hand its cleaner to have the clear design of Armor is for Kinetics, Shields are for Lasers, etc. It's easier to understand for new players and its a cleaner strategic decision. On the other, patterns can be boring and making Armor different makes the system feel more real and interesting. There isn't a right answer.
This would explain why the Drengin is so far ahead.
In a previous iteration, one defense type gave your some protection from the other 2 attacks (sqrt(x)?). Does this carry over into Galciv 3?
Any idea when we will be seeing the Opt-in patch for this?
Well in this patch[5.3], the defense is back to being straightforward. So no carryover defenses. Previously, Armor still gave some shield and missile defense. They've fluctuated on the issue, as he explained the positives of both in his comment.
Any news on when this opt-in will go live... Hoping yet today or tomorrow???
Neither today or tomorrow. sorry. On the positive side I'm getting ready to add more fixes and memory optimization to the list.
awwwww! oh well thanks for the news even if I didn't like it
Its for this VERY reason here that I deleted all my games and I am happy to wait for this patch. After I saw how the Drengin are a bit broken I said Ill wait.
Thanks for the update Derek.
I hope the devs swing back the other way and let Armor offer some minor protection against beams and missiles. Early on, when ships are small, it is nice to at least have some ships with armor that can have a chance to stand up to a variety of other small ships. I tend to expand very rapidly and spread my colonists far and wide, so it is hard to know who might attack me first and thereby build ships appropriate to their favorite weapons. While I might specialize my defenses later on, or even combine two or more in a single ship, in the early game I liked armor being able to help against all three attacks. Please bring it back!
Yea I like the minor boost to Armor across all defensive stats. I say keep it.
Today is not Friday
Tomorrow is not Friday
Even the day after tomorrow is not Friday
But at least it is not Monday
Will pirates (and other civilizations) be able to commandeer colony ships and constructors in order to build starbases and create colonies? Capture of civilian units was an interesting feature of the Civilization series and it would be excellent to see this mechanic come to Galactic Civilizations III.
Do we even know how defenses work in Gal Civ 3? I don't actually know how strong getting a little of all 3 defense is.
Opt-in today? please? maybe?
Okay that is my annoyance post for the day, back to doing something productive.
Opt-in today would be excellent!
No patch today? Patch tomorrow?
Loving these patches
Derek, I know you are VERY busy. Is it possible to use Salmon or say light blue for 'additional' things you added to the changelog since Monday? Its just easier to find what new things you added, if any.
Since armor is for kinetics which is the shortest range, I feel it is good for game balance and realism that is helps for missile and laser as well. If you can't shoot a missile down or shield against a laser then armor is your best bet IMO. Early on armor would be important, but as others get better missiles and beams, you need to shift your defense. I feel the early game armor/shield/chaff vs kinetic/missile/laser is the weakest point of the game as far as military goes. It means if you have a beam faction on one side and a missile faction on the other, you can't have ships to remotely defend against both. This seems like an exploit. At least give us a generic tech for defense like star bases have to defend a little against everything.
PS - that new patch looks good, keep it up.
I hated this in GCII and I still hate it. I don't see the logic and it makes very little sense. If it happened occasionally or if they could only surrender to a faction that they were at war with, it would be okay but believe me it will happen 100% of the time and there will be no accounting for their choice.
Think of it as the UN stepping in to try to stop your "reign of terror"!
Seriously, I don't mind it being in, but it can't be random. This should only happen if the race being conquered is in very good relations with the race it's surrendering to, and that race is in fairly near proximity.
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It'd be kinda of cool if some of the time the AI surrendered to the pirates. Not as if the pirates are another faction, but as if in the throws of defeat their society crumbled, government collapsed, and all that was left to rule was a menagerie of despots.
It also wouldn't suddenly give more power to a random race.
As to my experience/perception with surrender in GC2, it's not random, at least not completely. It's based on who they like a lot better than the folk beating on them. I have made friends with losers and gotten them to surrender to me instead of others. You have to start making nice before warfare breaks out and it is not guaranteed, but it can be quite a boost if someone is surrendering kinda early. I am hoping some version of that carries on into GC3 and they make it even better!
You sneaky SOBs! You released the latest patch today without "warning" us. I was planning on finishing my current game but because we can't turn of auto updates it updated on me, otherwise I would have logged in offline with Steam. Oh well, time to start over. Thanks for the new patch, btw.
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