–RELEASED 05/1/2015–
Galactic Civilizations III Beta 6 is now available! Read the huge patch notes list below for all the shiny details on massive AI and performance improvements, new resource-fueled colony buildings, the high dynamic range lighting update, and much more:
Features
Added a new lighting system (high dynamic ranges, bloom, strobe lights in Drengin discos, tone mapping).
Added the ability to Retire
Added new Improvements that require strategic resources (Durantium Refinery, Elerium Defense Shield, Promethion Pleasure Park, Thulium Data Archive, and a new Antimatter Power Plant)
Added engine support for engine effects fade in and out
Fixes
Fixed crashes
FIXED TEXT CLIPPING! (what a pain this was, so glad to have it fixed)
Fixes crashes and issues that were keeping the game from shutting down correctly
Fixed a crash when voting on a UP measure
Fixed a stuck turn issue when a survey ship visits a ship graveyard on auto-explore
Fixed the Explorers and Beacon ideology traits (they noe give the specified plant class instead of a random one)
Fixed an issue where planet rings weren't showing up in the battle viewer
Fixed an issue where Antimatter missiles weren't requires their resource
Fixed an issue where the population on shipyards was incorrect
Fixed an issue that kept mods from working if you have a space in your windows user name
Fixed lots of typos specifically in the Colonization and Galactic Events
Fixed bug that caused United Planets to look low res
Fixed an issue where an enemies ships can get stuck on a planet after that planet is captured
Fixed an issue where planet thumbnails would be lost after loading a game
Fixed the Farmers -2 ability so it now correctly applies a penalty instead of a bonus (shame on you for exploiting this!)
Fixed an issue where the Altarian Inherent Magic tech gave +1000% to Accuracy and Evasion instead of +10%
Fixed a big bug that would cause sounds to stop playing, especially on large maps
Fixed a problem where invasions were calculated incorrectly
Fixed an issue where planet icons would be lost when loading a game
Fixed an issue where ship icons would be lost when loading a game
Fixed the Slowdown Galactic Event to correctly impact the moves of ships
Fixed an issue keeping the accuracy bonus from the Ruthless Vision Ideological event from being applied
Fixed an issue keeping the sensor bonus from the Scout Ideological event form being applied
Fixed an issue where a single player had over 1,000 (yes that's one thousand!) separate fleets moving in one turn
Fixed an issue causing Goto and Details on your ships to become disabled if you ever selected an enemy ship
Fixed an issue where Opposing Ideologies was using the base ideology of that ai personality, not the active ideology
Fixed an issue keeping lines from not being destroyed when a starbase was destroyed
Fixed an issue with the Handy trait not correctly applying its ship maintenance modifer
Fixed an issue that could cause 2 icons to show up in some text strings
Fixed an issue where you could research into other tech ages even if you didn't have enough techs for that age
Fixed an issue where you could assign more than 5 sponsors to a shipyard
Fixed the crash in the diplomacy screen if you are playing with more than 40 players
Fixed an issue where treaty duration was broken when reloading a game
Fixed an issue where you might not see the sample ship on the custom faction screen if a game has already been played
Balance
Tech Specializations are now mutually exclusive (when you pick one specialization you can't pick the others) techs are rebalanced to support this
Rebalanced anomaly pirates (they are intended to be beatable by an undamaged Survey ship)
News now unlock more advanced UP resolutions
Rabalanced the Iconian tech tree
Added 4 new Iconian improvements
Added a new Precursor Defense System Component
Added/enabled Government techs for all factions
Updated balance to the game setups defs (number of minors)
Slightly fewer habitable planets on various map sedttings
Rebalanced planetary invasions, they were way to easy before
Rebalanced tech costs
Reduced the minimum requirement to win the up headquarters resolution to 0% (so the player with the most votes wins no matter what that percentage is)
Galaxy United resolution reduced from 10% taxes to 3% and the Approval boost reduced from +25 to +10
Reduced Trade Route income
Reduced Tourism base income
Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues)
Weapons all significantly rebalanced
Pirates now spawn in unoccupied star systems instead of in nebula
Tweaked the falloff of influence
Invasions now grant some influence to keep the planet form flipping back to the original owners control
AI
AI will discuss diplomatic issues with players
Series of relation based conversations added
Gifted difficulty provides fewer AI bonuses
AI discussion system adjusts how often the player can be contacted based on the number of opponents (1 on 1 the player can esxpect to be contacted once every dozen turns, but with 8 opponents that changes to once every 3 turns for example)
AI less cranky about military ships being in its ZOC -- still cares about transports
Lots of changes to the AIStrategyDefs
All tech trees now have the tags for weapon and defense categories
AI tweaks to AIdefs
AI cares more about the expense of a tech now than before
AI balancing to make it more likely to surrender
Battle Rating modifier for determining power increased from 0.1% to 0.2%
Economic income power now uses the production modifier instead of the treasury modifier
Added AI tags for bigger hulls to the tech tree (some some players may pursue big ships while others prefer large fleets)
New AI modifier called "HumanPlayerhasInvasiontech" added
AI will focus a bit more on targets that are near and in his territory
Planets cry out for defense if they are undefended and nearby opponents have invasion tech
AI determines if targets in its influence area are more worthy to attack than others.
New AI evaluation to determine whether planets are under threat
AI will not determine a victory objective until after 100 turns have been played
If the number of defenders is less than the number of colonies, the AI is more likely to build defenders
Shipyards now have a separate queue threshold (1 instead of 3) than colonies so that they can react quicker.
AI reevaluates its weapon and defense preferences after it gets a new tech
AI does a better job calculationg intelligent weapons and defense techs based on who their primary enemy is
Updated the surrender eval to modify based on the number of major players in the game
AI makes a distinction between potential military might and actual military might
AI no longer uses starbases and shipyards as part of the military might calculation
Military power diplomatic evaluations now uses military power instead of faction power
Gifted difficulty nerfed slightly
Fixed AI bug where it was looking at ships instead of fleets
Fixed bug where AI would not attack defenseless ships if they had a stronger military
AI cares more about map distance now than previous when determining targets
AI will tend to prefer ships that it can hit that turn
The AI won't declare peace with you for 20 turns after war is declared (to keep people from exploiting the AI by declaring war, attacking and then paying for peace)
Military and culture starbases are more offensive to the AI
AI is better about managing its money
AI much better at forming attack fleets (it won't be so defensive)
Peace Treaty value to AI increased by 10X
AIs that don't like you are less inclined to make peace
Planet threat distance reduced from 20 to 10 to prevent AI from being overly concerned with ships
Added new flavor text for peace treaty negotiations
Various modifications to the AI spending strategies
AI will no longer consider a player "Weak" if they have relatively little military
Effect of diplomacy ability is reduced at the start of the game
AI makes a distinction between survey ships and actual assault ships when determining whether to be annoyed
Minor races no longer evaluate freighters and constructors and transports of its own (As it no longer will build them)
AI boosts freighter priority if it has no licenses in use and is at peace
AI now looks at a given tech's intrinsic value to that player based on that particular player's preferences (military vs. culture vs. trade techs for example)
AI just generally smarter at trading in the diplomacy screen
AI makes a distinction when making peace if that player is NOT their primary opponent
AI evaluates both the player's potential military power AND their actual military power for determining courses of action
The AI will no longer produce its biggest, best ships for planetary defense, those are for going out and fighting wars
Checkin from Brad reads "ai stuff" (I'm sure all sorts of evilness was done here)
UI
Added end game screens
Added a search feature on the tech screen
Added filters to the shipyard and ship designer so that you can filter on the base designs, or on your own ship designs
Added lots of new race logos
Added lots of new icons
Shipyard tooltip now shows total manufacturing per turn
Placing a component in the ship designer doesn't deselect that component anymore (making it easier if you want to place multiple copies of it)
Added a conversation popup from your science advisor when an AI player is defeated (so you are notified)
Delete key now removes the selected ship from the queue on the shipyard screen
Tech screen mode now remembers your last setting
Added Military Power to graphs
Now showing the number of turns you have been at war with a player on the diplomacy report window
We continue to play with the relic and Strategic Resource icons
Adjusted all the starting battle distance so that the ships are little specks (you would be amazed at the tech going into the detail of those little specks) so it looks better now
Added descriptions for all of the ship roles to better to describe how that sort of ship will act in battle
Minimap overhaul to be more clear and functional
Added the strategic resources to the top of the shipyard screen (so you can see how many you have available when you are picking what ships to build)
Added the strategic resource bar to the ship designer
Added hit points to the shipyard tooltip
Removed "Beam Weapon 1" and "Missile Weapon 1", etc stats on all the tooltips (they are internal stats used for tracking what modifiers apply to what)
Additional info added to the ship, ship design and fleet tooltips
Fleet context window now has a tooltip for fleet size control
Faction tooltip added when you mouse over the faction logo
Planet class tooltip added if you mouseover the planet class
New minor faction color (the dark brown was really hard to read against the darkness of space)
Added a tooltip showing a players influence on any tile
Added an entry to planet tooltip stating if they are immune to culture flipping
Battle viewer doesn't reset you playback speed or camera selection if you replay anymore
Added scroll bars to the ship designer and desginer landing page inventory listboxes, so you have better mouse scroll behavior and you know when the list is full
Added a date display when your turn starts
Performance
Performance optimizations to eliminate evaluations if the player does not have relations with target player
Improved performance when scanning across the map, previously you could experience stuttering
Significant memory optimizations
Looking good, Derek, thanks for posting this. Glad to hear about the pirates and survey ships! I'll also add the inevitable question of, when do you guys think you might release this as an opt-in? Thanks.
Looking forward to Beta 6! Each race having unique tech's in the tree is a nice touch as well - are they tradable?
Also, will the Iconian'starting system generate inside a nebula to go along with the Star Fairing race trait?
I like most of the changes, but I'm not a fan of the tech specialties being exclusive. I remember it was like that in Alpha, and changed because....its just not as good.
They will need some strong rebalancing to make them equivalent....and for what reason? Let people spend their research getting all the specialties if that's what they want to do.
Don't like this unless it's on rare or un-common...
Typo lol
Not a fan of exclusive specializations either. Definitely gonna be one of the first things, if not the first thing, I mod out on my "home mod".
Well I personally love that's it now actually a "specialization", and hated that something that clearly wasn't a specialization in the previous builds was referred to as a "specialization".
Now if they can just make the decision a hard one. Making there not be a "best" choice is pretty much unavoidable by definition. Just make it close!
----
On the Habitable Planet settings, Rare wasn't really "rare" anymore. So it needed a change. Now if we can just get Rare to be "rare", and Abundant to be "abundant" at the same time, hehe.
But I still want the old Armor back. I haven't forgotten!
Yeah, I liked the armor that gave a little defense against missiles and beams also.
Two out of three in the "Specializations" would work for me; but what I would suggest is making that set of selections researchable up to three times. Thus, if you truly want to specialize in one out of the three you have truly done so. If you want to specialize in one more than another, then that's an option as well; and if you choose not to truly specialize in any of them you do have all three (but at a third each of what could've been).
Anyway, that's how I would've approached this.
SK
The scroll bar still does not slide on the UP screen as of B5.3. So you can only see about 7 civs or so. Frustrating for those of us playing with extra custom factions and minors, none of which show. I would like to be able to see what percentage of UP votes each of them has before a UP meeting. Can this bug get fixed in Beta 6? Thanks!
Slightly fewer habitable planets on various map settings <<<, THIS, thanks very much! Seliore I know you like lots and I like few. Glad we are both getting what we want!
I have a question about the specialization lockout.
So if I pick one path say 'Supportive Population (morale +1), can I still trade for another one I cannot get from the AI and me to him?
What I mean is can I still get (any) locked out tech via trade?
Also keep in mind that we will be LOCKED OUT of 3 other planets if you keep us from getting all specializations in Extreme planets.
Specialization lockout is much needed.Now I think they should also be disallowed in the tech trading or the choice and consequence would not work.
Love the mutually exclusive specialisations!
Hate the mutually exclusive specializations!
As I have been looking at the Tech Tree in B5.3, I still see a lot of techs that are "disabled in Beta."
So I am wondering if in Beta 6 these will be gone or enabled?
And did the Victory Condition of winning a UP vote for Supreme Galactic Leader (or something like that) ever get in? (Lazy of me, but I have to go soon.) It was not in B5.2 as I recall, but I am not sure I have checked yet in B5.3. If it is not in yet, will that Vic Con still make it into the base game?
There is certainly no right answer here. Being mutually exclusive means that there are effectively less techs to research, and less options to the player (since picking 1 pulls 2 other potential techs out of his list for next time).
On the other hand it provides 3 big benefits:
1. It makes the selection of which branch you are taking much more important. We like decisions that players stress over, you want A and you want B, which will you pick?
2. It improves replayability. You may play the Terran every time, but different specialization picks can dramatically impact the way that game goes, and your abilities.
3. It allows us to make the picks bigger. We can do things like provide government type specializations that provide varied and powerful bonuses with the understanding that the player can only have one. Design your own government by the tech specializations you pick as you go up that tree, and design a new one next time.
In the end we went for increased strategy and replayability over the less techs (GC3 already has so many techs!). As I mentioned there is no right answer, but that was out thinking.
So specialization also will affect which planets you colonize in your area of influence. You can colonize all of them but 2 of the 3 basic ones will forever be only 50% production.
Also the prime planets, Radioactive and Toxic; both are awesome and usually class 14 or higher. One of those two will forever be locked at 50%......
UNLESS....
Derek you never answered my question, will specialization techs you did not pick be able to be purchased from an AI who did especially extreme colonization techs?
I appreciate getting an official response on this topic, its obviously one close to our hearts:)
I'm still in the "non-exclusive" camp, but I see what you are going for. However...in order to implement your vision, there is a critical component:
TECH BALANCING
Right now, the specializations are not balanced. I know you all are working on changing that, but this is a key to pay attention to. For if the techs are not balanced, the first two points turn against you.
Its probably worth a thread to go through the specializations and see what people's feeling on the matter are.
Ok what is this?
Added a new Precursor Defense System Component <<<<<What is it?
Here are the points I'm looking forward to
On a side note, I have yet to see Lord Kona moon me as I fly by or when he fly's by
Would there be any way to mod out mutual exclusivity for specializations if we so desired? Or is it hard-coded? Esp. with regard to colonization techs, exclusivity could be a problem.
I took a look at the XMLs and it doesn't seem that hard to mod out. It looks to me that the only thing that defines a tech as a specialization is when the following is in a tech: <specialization>XXXXXX</specialization>
I haven't tested what will happen when that is stripped out via a mod, but since it appears that techs can have multiple optional pre-reques it shouldnt matter too much. My only real concern is how the tech tree is gonna look.
Exclusivity does require that the tech tree layout be changed. For example using specializations for the type of extreme worlds you can colonize doesn't work anymore, so that has to be switched.
There isn't any moddable switch for enabling/disabling specialization exclusivity (or even code switch, you might think its a simple and/or line of code somewhere but there are a lot of pieces that play into a change like this). If you wanted to mod something similar to the old functionality I'd recommend creating a tech tree without specializations, but with each specialization option as its own tech with the same parent.
Can you buy from another race a specialization that you do not have? I have Ocean Worlds and want Barren, Altarians have it and I want to trade for it. Will this still be allowed?
I like the tech lockouts, especially if the 1 you choose is stronger.
Although I agree that it will be less fun in terms of losing colony potential; aquatic and frozen planets will stay at 50%. Although Derek mentioned something about this, but I'm not sure what he meant
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