*Released 6/1/2015*
Features
When playing with a custom faction in multiplayer it will now send your custom leader foreground and background
We now display worldwide lobbies instead of those in your region
Fixes
Fixed annoying bug where the suggested credits in the trade window would not result in a "fair" trade
Fixed typos
Fixed an issue where a ship wouldn't be award by events if you were Altarian
Fixed some bad prereqs on the economic starbase module
Fixed a fog of war issue in mp restored games
Fixed an issue that could cause stuck turns in multiplayer
Fixed crashes storing stat history
Fixed an exploit where players could circumvent range with rally points
We no longer show an out of range message if the ship you have selected isn't one you own
Fixed an issue where the turn count on research wasn't correct
Fixed an issue that could cause sound popping when opening windows
Fixed a crash when the starbase queue got to long
Fixed an issue where the background on the diplomacy screen goes black if you close and open it to fast
Fixed a crash if you request to many constructors from a starbase
Fixed a crash when destroying a planet
Fixed a crash when loading a save
Fixed a crash caused by the AI manipulating the sponsor list directly instead of in a buffer
Fixed crash if you had prefs with no valid players listed at all
Fixed an issue where deleting a unique colony improvement allowed you to rebuild it on every colony
Fixed a crash if the game is ended while there are popups in the popup queue, and some popup insert order fixes
Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped
Fixed crash if you obsoleted every ship, waiting enough turns for the designs to be deleted, then opened the designer wnd and selected "upgrade ship", caused by the screen not having a "nothing selected" state
Fixed bug where manually cancelling an alliance treaty didn't actually change the diplomatic state between the two factions from allied
Added a better system for collision detection (ie: when the player needs to be informed because a decision must be made like an invasion, battle, etc)
Fixed an issue where some players dont have any UI if they don't have permission to write to their game directories
Fixed an issue where low end Intel cards would have their defaults set higher than recommended for a card with no video memory
Fixed an issue keeping the Drengin from building the Restaurant of Eternity
Fixed issue were solar power planet was being blocked by antimatter power plant
Fixed an issue where corrupt ship designs would be created if you had a UP popup while in the ship designer screen
Fixed an issue where a game can continue receiving event messages even after exiting a multiplayer game. This usually caused a crash.
Balance
Ship Graveyards are somewhat more common
Ship graveyards only have 2 pirate attackers instead of 3 now
Rush cost multiplier reduced from 15X to 10X
Population exponent to production changed from 0.7 to 1.0
Population to production multiplier changed from 2.0 to 1.0
Base resistance on colonies changed from 50% to 25%
40% to 60% approval has no affect or penalty on production anymore
Adaptive Farm food reduced from 4 to 3
Intensive Farm food reduced from 6 to 4
Lossless Farm reduced from 8 to 5 food
Cargo (trade) module cost reduced from 27 to 10
"You are weak" modifier no longer a factor early game
"You are ripe for conquest" modifier only a factor mid game and on
Fair trade is now a <= comparison rather than a < comparison
Map sizes balanced more based on their actual sizes
Habitable planet creation balanced for larger maps
Time before first shot lowered from 3 seconds to 1 second
Min small explosions increased from 1 to 2
Medium ship explosions decreased from 14 to 5
Engine trail vertices reduced from 1000 to 100
Carrier modules reduced from 3 units to 2 units
Kinetic weapons increased in cost but reduced in mass requirement
Rebalance on resource required improvements
Updated Yor Techs and Improvements to limit Yor Population cap to a max of 48 from 60
Nerfed Prolific Ability from +100% to +50% population on colonization
Renamed Prolific Ability to Abundant since it was named the same as the Prolific Ability, Nerfed it slightly from +5, to +3 population on colonization
Bump up Mass of Mass Drivers, kept them flat, so they don’t get heavier, but made them all 10 instead of 6, as it was with miniaturization mass driver races could get a singularity driver down to 3.5 which more or less meant they could out gun anything in the galaxy. As they are now they are a bit heavy for their damage to start, but become better and better as you go up the tree. Even at 10 they might be a bit 0P.
Bumped up railgun damage 1, and lowered stinger damage by 2
Changed Agile trait to use flat modifiers
AI
AI places less emphasis on capturing resources (fewer constructors running around)
AI more aggressive at decommissioning old ships
AI more careful about constructing fleets based on what it can reasonably afford
AI more likely to build approval buildings
The AI may contact you to warn abotu another players military buildup, or to provide help if you are at war with them
AI invasion fleets are better at taking vulernable planets
AI less interested in distant targets
AI better at massing fleets to attack enemies rather than one-offs
AI more effective in using money (should no longer sit on large treasuries)
AI is now allowed to rush more than once across its empire
UI
Total Production tooltip changed to Total Manufacturing where relevant
Raw research and Raw manufacturing changed to Base research and base manufacturing
Research rate changed to Civilization Ability tooltip
A declare war theme now plays when the AI declares war on the player
The collapsible ship part entries in the Ship Designer no longer blink when collapsing/expanding entries
The Go To button now works for "Starbase built in your territory" notifications
Prevented warnings from appearing every time players start a game. They only appear the first time now
Performance
Translation table is now multithreaded to speed up launch time
Removed some debug messages
Tachyon authentication is now multithreaded to speed up game launch time
Fixed leaking refs in gizmo gfx
Fixed leaking refs for selected component in ship designer
Fixed leaking refs for focus node in battle viewer camera updater node
Removed creation of unused render targets, and code for writing to them
The patch is now live as an opt-in.
There's still a GalCiv team in place.
I stand happily corrected. I hope I did not crash to many people expectations. I just figured that there was a little movement of staff is all. I really apologize if I got anyone upset over my post.
1.02 is expected for this week.
But my girlfriend is back from London this weekend, I won't be able to play the hell out of it
Looking forward to the patch and further AI improvements. Please consider further improvements I posted in my other thread. Cheers!
Shouldn't the Yor at least get a bonus to population caps on worlds? Considering that for the meat races all the pop cap improvement buildings were farms and Yor don't eat since they're robots I would think they should be able to support more base population on a world before needing to build something to increase living space instead, which is what I imagine to be their limiter.
Brilliant, thank you!
I see the amount of stars per mapsize has been (massively) reduced, I agree with that decision; should make for more conflict.
Yaaay
The timezones sadly do not work in my favour though.
If you'd like a refund, I'm happy to provide it as long as you agree to leave and never come back and never purchase anything ever again from us.Or....maybe you could try remembering there are human beings on the other end of the screen. From our vantage point, we have a universally positively reviewed game that isn't buggy (for most people), is pretty well balanced, has a pretty good AI and has received two pretty significant updates in the first two weeks of release (counting 1.02).On a personal note, I spent my Memorial Day weekend working on things like improving turn times, making the AI smarter, and yes, lowering the resistance (because it's too hard to culture flip planets). And I can promise you that your purchase of our game does not entitle you to talk in my house (this is my forum) like that.
It's always nice to see something like this happen so politely. Well done frogboy.
Cheers for the update, and thanks for working on Memorial Day (but at least from my angle, don't feel like you have to - developers are people too ).
But I have to type a Beta password - where do I get that?
Carsten
I'm glad you care so much Frogboy. I really love your games and I truly appreciate the amount of work that goes into the game. I love watching your livestreams and I contribute because I try to make the game better. There will always be inevitable gripers who only want to complain and have no interest in helping a game get better with constructive criticism. Try not to take it personally, even though I know it's a pretty personal dig from your perspective.
No you don`t. Slow down! You must`ve whipped away from that screen fast.The game`s probably already installed while you were here. check the start up screen, see what version you have.
Hear hear! Casting blame serves no purpose. Politeness works wonders.
I think... Carrier rebalance shoud go another way. May be it shoul have much more fighters (about 10-15 per module), but(!!) that fighters should be a tiny size, whith maximum 2/1/1 attack and 1/1/0 defence or something about this. So we`ll have Carriers, that send into battle masses of small, fragile and weak in single use fighters, that have only one task- fight enemy fleet before it come into main ships weapon range, but almost whithout chanses to kill something.
We now display worldwide lobbies instead of those in your region Balance
I'm happy but still have one more concern though, will it send our custom faction's emblem in multiplayer too? If not, I hope this gets implemented soon!
Has anyone experienced freezes while playing the game, in particular while scrolling the map? I'm playing an a Lenovo Yoga 2 with only 4GB of ram. Due to its limited memory I have been only playing the Tiny or Small maps. This Lenonvo still has all the manufacturer's bloatware installed so maybe I can save memory by disabling some services from running on startup. I also have not updated the drivers on this machine; often updating the video driver helps with problems. Any hints and tips would be most appreciated.
That's not even remotely true. Sorcerer King has its own team. Ashes is being made by Oxide. OTC is made by Mohawk. Servo is made by BonusXP.The GalCiv team is the GalCiv team. It has as many people working on it today as it did a month ago and that's unlikely to change anytime soon. We have 1.1, DLC, expansions, new features, etc. in the works.
Thanks - thought it won't hurt to bump this response !!!
Been frustrated trying to keep BORG from being clobbered by the Romans in Star Trek Picard Era 2.0 mod to Distant Worlds Universe - time for some GC3 mass playing for next couple days.
I think many people are unaware of the massive time and expense it takes to create a title such as this. Sure there are bugs, fixes, balancing and improved AI needed but look at what we have! The game is awesome and its potential is EXCITING! I have purchased every gal civ release since the original. I was a huge fan of Masters of Orion which lead me to Gal CIv. Looking forward to the patches and DLC content.
Frogboy ... One day I would love to see Governors and Generals added. Remember the generals in MoO? )) Maybe something like they had in "Genghis khan clan of the grey wolf"
hmmm not a bad name for an expansion "Governors and Generals"
Always a supporter
-TAH
I thought they were grafted to their workstations to create some kind of hellish caffeine/mountain dew/red bull fuelled abominations...
hell of a lot of fixes, and the AI touches are VERY nice. One thing that GalCiv stands alone with is how aggressive the AI diplomacy acts are, beyond just demands and war.Still waiting for the treaties to not be a complete pile of BS, but this should tide me over.
And speaking of helping you out in a war.I've never once ever felt like that had any effect at all. The alliance itself doesn't seem to dissuade any AI from attacking, and never once in ANY 4x have I ever been anything NEAR "saved" by an Allied civilization. This dovetails into my desire to see races REALLY working together, partnerships and alliances where strengths are combined and weaknesses are shorn up. You know, like "Race with all the money" teaming up with "race that has all the tech" and the money from race A being used to rush build the results of race B's knowledge.THAT would be AMAZING.
No password is needed, despite there being a box asking for one. Just close the window and you're good to go.
"If you'd like a refund, I'm happy to provide it as long as you agree to leave and never come back and never purchase anything ever again from us."
The guy paid 60 bucks for the game. It gives him the right to gripe. As for this being your house, how about you try to remember who paid for the house. Yeah, paying customers paid for your house. The guy has some valid concerns. Instead of attacking him for it, try to act professional and address him in a mature way. Maybe some classes in customer service and relations need to be given at Stardock.
I was actually enjoying the game and have been a fan of all Stardock games, but seeing that kind of response to a paying customer disgusted me. So how about you give ME a refund and ill promise to leave and never purchase anything from Stardock again. Sound fair?
I would like to respond that Frogboy is a human being also and so is entitled to his opinions, to be sure. But I can't quite believe he is human --- I think he must be some highly advanced race from a distant galaxy just visiting. Super human, maybe. Well, that's MY opinion.
Is it possible to contribute to a fund to help with the refund for this guy? Like, through paypal maybe? Let me know...
Sure, if it makes people like you go away.
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