–RELEASED 05/21/2015–
The first post-launch patch for Galactic Civilizations III is live, bringing custom faction support to multiplayer, adding several Steam achievements, and fixing high-priority bugs.
The upcoming 1.1 patch, due out in the coming weeks, will add Steam Workshop support among other things.
See below for the full patch notes, and thanks for your support!
Features
Enabled Custom Factions in multiplayer (with fixed to make this stable)
Added new Steam achievements for:
Survey an anomaly in a dust cloud/nebulaDeclare war before you have Universal TranslatorDestroying an enemy FactionUsing a wormholeAs the Iconians, take back Iconia (the Yor homeworld) from the YorControl all relics on the mapSurvey 15 anomalies in a gameAs the Yor, destroy the Iconian factionHave 12 or more trade routesUse Core Disruption invasion 10 times in one gameBe at war with 5 different factions at the same timeWin a battleDestroy more than 15 enemy ships in a battleDestroy more than 7 pirate basesUnlock all the Benevolent ideology traitsUnlock all the Malevolent ideology traitsUnlock all the Pragmatic ideology traits
Fixes
Fixed the malevolent Mining Accident colonization event choice (it was giving +50% growth instead of -50%)
Fixed a bad adjacency bonus on the Preparedness Center (it was giving +95% resistance for each level!?!)
Fixed a crash if you hover over an out-of-bounds tile while using the teleport cheat
Fixed the "Win the Campaign" cheat
Fixed an issue causing ships to go off the screen in the battle viewer
Upgraded the version of Miles (the sound system) to fix sound issues and memory leaks
Many multiplayer fixes around lobbies and restored sessions
Fixed an issue where multiple simultaneous invasions would show the wrong info in the results window
Fixed a crash when attacking a planet with two fleets in the same action
Fixed a crash if a transport tried to invade a planet at the same time that it was joining a fleet
Fixed a crash if you fought 2 battles against one defender with spawned fighters and canceled the first battle in the same turn
Fixed an issue that would cause you to not be given ships by ideological events and anomalies if you obsoleted those ship designs in your ship lists
Fixed an issue where the planet keeps spinning in the battle viewer even if the simulation is paused
Fixed an issue where the old minimap border stuck around if you started a game within a game (only noticeable if you changed map sizes between those 2 games)
Fixed lots of typos
Didn't add any new typos!
Fixed an issue with ridiculously wide monitors (we were scoffing at the 3000 x 1080 resolution until we got a monitor to test it on, it looks pretty awesome)
Fixed an issue where you could build infinite resource requiring ships by using continuously build (When a ship is set to continuously build in a shipyard, and it requires a specific resource, it now checks if the player has enough of that resource before building. If not, it gets removed from the shipyard's queue and sends an Alert/Notification to the player to let them know)
Fixed a crash when going from the campaign to a multiplayer game
Fixed a stuck turn when the AI invades 2 planets at the same time
Fixed weekly treaty income not showing up in the production sub window
Fixed an issue allowing the player to get peace with the AI in scenarios (like the campaign) where peace isn't allowed
Fixed the jitterbug (AKA ships no longer wiggle when moving on large maps)
Fixed the Kinetic Accelerator to correctly boost the range of Kinetic weapons
Fixed the Quantum Leap ideological trait (it wasn't applying its +5 research per colony bonus)
Fixed the missing icon for Barrier System Focus
Fixed an issue allowing Food Distribution to be buildable while Xeno Irrigation was already built
Fixed the High Output Mining techs
Fixed the prereqs on the Biomass Resequencer
Fixed an issue where decay wasn't being applied for synthetic life. Decay is the process where population shrinks if you have more people than your population cap supports.
Fixed an issue where if a players faction power got high enough it would overrun and flip to 0, causing the AI to surrender
Fixed an issue where lobbies were only looking within your region for other players (now they look globally)
Balance
AI
General AI strategy improvements
Reduced bonuses given to the AI due to the AI being smarter
Performance
Removed some release level debug
Major late game turn time improvement on large maps (from the AI calculating paths across the entire map for pirates)
Starting position #1: I'm playing a game. Then I quit the game directly: Press ESC, select "quit". The game will often hang.
Starting position #2: I'm playing a game. Then I go to the Main Menu. The game will hang for about 45seconds-1minute. Windows report game as unresponsive. I don't touch anything and it eventually goes back to the Main menu. From there, no stuck process in Task Manager.I do need to make more testing to see if I can consistently repeat this. I will report my finding in this thread and in the support ticket I created for the stuck process as they seem related, but I won't be able to play much tonight and over the week-end.
Thanks for the speedy fixes!
Guys!!!
I think you missed a fix
I'm not having any hang-ups anymore where the game stops in the battlescreen when you turn on trails with HQ graphic incl. bloom and anti-aliasing!!
Will see if it still remains the same after 8 battles, but so far had 3 battles in a row with trails on and no hang-up
If so; thank you!!!
Great! Game just keeps crashing after patch. It would start on the loading screen then crash to windows. Everything was working fine prior to the patching.
I don't seem to be able to opt-in
Thats because it isnt opt-in anymore, its a normal update patch now
Nice, been looking forward to this. Please fix up the ship designer description boxes whenever possible, that would be awesome.
Please contact our support team (https://esupport.stardock.com/index.php?/Tickets/Submit). I would love to see what is causing this crash so we can get it fixed.
Does this crash happen when loading a prior to save, when using a custom faction, or even when starting a game with a base faction?
Do you get this crash when you start the tutorial or campaign?
Please contact our support team (https://esupport.stardock.com/index.php?/Tickets/Submit). I would love to see what is causing this crash so we can get it fixed.Does this crash happen when loading a prior to save, when using a custom faction, or even when starting a game with a base faction?Do you get this crash when you start the tutorial or campaign?
Hi.
Game was crashing when I clicked on the icon to start the game. It would actually try to start up then go to the loading screen then crash back to windows desktop. But Galciv.exe is still running in task manager.
I did some digging and found something weird, i looked into my steam folder to try and reinstall the game and it looks like Steam doesn't see the game as installed. I did not uninstall the game, but steam thinks its not even installed. I looked at the shortcut on my desktop and it is pointing to the game. I checked the steam folder to see if the directory is still there and it is. Right clicked on it to see the file size and it's still the correct size. Also on my game folder, my save game is still there.
I just deleted the folders associated with the game and now reinstalling the game again. Will let you know on how it goes.
UPDATE: Looks like re-installing works.
So I saw shortly after my last post. I loaded the game and saw v1.01
Pleaaaase pleaaaaase stop posting in forums without proofreading what you have typed and have only impatient babble to post. How you are even drawn to a game like this with your type of attitude is completely beside me.
Eagerly looking forward to each new achievement, but I have a problem...the bigger i make it the more i'm stuck in "Wait" after I select "Turn". now before i am gifted with a helpful reply hopefully let me say that my pc is very comfortable playing ESO on one screen while I play Civ5 on the other. I am tied of farming Civ5 and am in heaven with the potential of this game!! btw no i did not waste my money on the broken attempt Sid made to go scifi. so please let me know if there is a current way for me to proceed with my home away from home GC3!! tyvm!
aww man so after further reading the posts it seems my miraculous toddler empire has to be restarted... niiice!! I am up for the challenge even though my wife not see me for the next 15+ hours straight again!! muahahahahha lovin this game and as all new launches there will be bus to fix and many patches to come. Thank you for making this and keep doing what you are doing!!
While things are working much better now, it is not completely fixed. Not only the faction power ratings had this problem, this also happens to fleet power. So when you get to endgame and build capital ships their rating gets a huge negative number, which effectively sets your military rating to 0. This in turn causes all AI's you aren't close friends with to declare war on you.
Another thing I've noticed is that the AI stops researching at some point (so this fleet rating problem is not effecting AI ) this means after a certain point my ships are so much stronger I can just send out single ships (which when fully upgraded can still have the fleet rating problem) to mop up all the AI fleets.
For some screenshots:
Where the line falls to 0 is where I build my first capital ship (me playing the altarians):
That causes the faction power to do this (so probable the military power is a negative number):
And lastly, I am seeing the AI do something like this with research in multiple games (they were all set to gifted or higher):
I can build multiple of some of the "colony-unique" improvements after they upgrade. For example, in the screenshot below, I can build another planetary defense and food distribution improvement because the ones I already built have upgraded. It happens consistently with those two improvements across all of my planets.
yes, it's a known problem, they just recently found the issue and will fix it for 1.02.
I knew I could rename my own planets, but didn't notice the star and other planets rename option. Will try it, TY
You cant rename stars yet, also you cant name dead planets either as they dont have a window pop up when you select them. You can only rename colonized planets that either you or the AI owns.
Wow, you're totally correct. Not sure what I was thinking at that moment. Must have had a brain fart there... sorry! Yeah, I don't know of a way to do that. My mistake.
Easy mistake, you could do it in GalCiv 2 i believe, and Paul keeps saying he plans to put it in. It sorta just got forgotten because Paul thought it was already in and then not long before release he tried to do it on stream and was like "oh shit, i thought you could already do that" hehe
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