–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
The patch is out as an optin patch.
As others have said, yes please keep armor providing some minimal defense against missiles and beams also. It just feels right.
What about keeping the armor the way it is in 5.3 (kinetic defence only) but making a new class of defence modules that are lower and cheaper, below the current class of starter defences, so that at least we could fit all 3 defences on one small ship at the start of the game? As it is now, with the first few Small and Tiny ships, we have to pick one form of defence because that is all that will fit on one ship. Having the option for a very small / weak shield system AND a small/weak chaff system AND a small/weak armor system on one ship would fit what people want without making the armor the all-defence.
This is an opt in. You can opt out and remain at the previous version.
Quick question, any news on when we will be able to create custom ship styles for custom races? Or is already some way to do it? It is slightly annoyin having default ships reappearing under a different designation with researching new parts just a turn after you obslete them.
Totally understand that, but this time you weren't required to opt-in again since the last time and it did it automatically. Yes, I can opt-out but after it got patched I saw no reason to. Besides, I never give up a chance to give the team a little grief/ribbing when I have the chance.
When do you all anticipate that the AI will be able to offer treaties other than exploration or open borders?
I liked the Armor adding to all defense values. It seems more realistic, and I like having some armor on all my ships, although I never cared much for the hardpoint implementation since armor should realistically be distributed all around the ship in various degrees. If you're worried about balance, why don't you make it more expensive, or less effective? Or you could boost effectiveness of shields and ECM. Personally, it always seemed like a logical technological progression to move from armor in the early game to shields later on, so when beam weapons start getting deadly an investment in shields makes sense, but maybe some basic armor is what we should all start with?
When will starbase sponsor distance decay be implemented?
Pirate bases! Great stuff Thanks for all the effort on the AI and the fixes.
Never really liked the surrender mechanics myself always seemed too absolute and almost cheating I felt. I like the idea that races would fight to the last man, at least some of them, others would of course surrender. Others still would negotiate a protectorate race treaty, or become a vassal civilization, with the potential then to break away at a certain date. If we are mirroring real world examples anyway.
I guess I find it lacking overall, and that's not just galciv that's all 4x games with surrender mechanics in, so I instinctively disable them.
Tried it: Not happy with the Pirate's fire power. 76 beam power; really?!!! That's 25 & 1/3rd per ship. My poor Survey ship doesn't stand a chance of even getting one of them.
Oh well; guess I wait a bit longer...
Just playing my first game on 5.3. My survey ship encountered pirates in the 2nd anomaly. No option to withdraw. Survey ship was easily destroyed by the pirates. I guess next time I need to research weapons and logistics and go out with a fleet before I try hitting those anomalies.
I'm going to save-scum this one. No sense in losing the survey ship on turn 5 just because I didn't know the new mechanics.
This is now live it appears
Yes, this has been released today.
I'm playing on immense 7 opponents quick start is not working playing on immense 7 opponents
Great to see improovement and more balancing. Also considering my (current) review to change result...once I do think you reached the goal. At current state I'd choose 'neutral' if I could.
Most irritating thing I'm still wondering about: Every single 'alien' race has earth-like home planet. This is just unbelievable.
If you would, however, allow custom races to pick other core enviroment...as desert, barren or else (including to colonize equal worlds without research) would be most appreciated.
Also tested arround with a great mod (https://forums.galciv3.com/463407/page/1/#3539248) which brought back the eXplore and eXpand part of this 4X announced title. Probably it may bring some more ideas how GC3 should feel?
DOn't know if anyones reported this yet.
When all land slots are full system still reports "Idle Colony" in spite of the fact that there is no room to build.
If this is not a fault what did you have in mind?
Thanks for the idea!
Duncan, I think after all slots are full, it wants you to que up one of the continuing projects on Research, Wealth/Econ, etc. Then when you get a new tech that opens a new improvement upgrade, those will line up ahead of the project.
Duncan you can do one of two things for your 'idle colony' you can que up one of the projects like Economic or Research which say NA after them, this will take any production and covert it somewhat directly to that project..research, economy (money) or culture.
or
If that planet is attached or sponsoring a shipyard you can go into the govern tab and move your planetary slider all the way to the right which will dump all production into the shipyard allowing you to crank out ships much faster (assuming you have at least one factory on that planet).
It already exists, but Terrans do not suffer from it due to their Engineer trait. If you've only played Terran this probably explains it.
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.
Spark, what Mudder means is how in previous GalCiv games (all releases of II) non-optimal defenses could still offer some help i.e. if your ship has armor but was attacked by beams or missiles the game took a square root of each non-optimal defense to account for armor would still provide some protection against being hit by warheads or lasers
How to download this third patch for beta 5? ;/ I don`t see options on the steam.
It should just download automatically... Don't need to opt-in to anything for this patch. You can tell if you have this version as it will display version 8.3 in the bottom right corner of the main screen of the game.
Another way is if you look at the local files and right click on the exe file, go to properties and details and it should show version 0.83.3.0.
A thanks! I see 8.3
But How look like planetary invasion on GC 3 Beta 5?? I dont see any screenshots about invasion
There are many great features available to you once you register, including:
Sign in or Create Account