*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
Just for aesthetics and realism reasons, I'd prefer you did the balancing around the habitable planet frequency settings, rather than the star frequency settings. The galaxy really is full of stars, and it appears also (most likely dead) planets, but the best scientific knowledge we have at this point is that habitable (by our standards) planets are likely to be fairly rare. It also makes exploration more interesting in my opinion when you have lots of stars to go explore, but finding actual worlds you can colonize are the diamonds in the rough.
Ya, I feel like this is the ideal for a "sandboxy" experience. Crank up extreme planet abundance, drop habitable down, and keep stars frequent. This is how I'd like to play. However I always tend to opt for the exact opposite so I know for a fact the AI isn't going to lag way behind me. Frequent common/frequent habitable, occasional extreme, and a moderate number of stars to control the number of planets.
I think you just need to tick the boxes on the different settings. If some lunatic wants 6400 stars, I say, dare to dream young man, dare to dream! Right now and for me, abundant looks just a little too sparse for my taste, and that is on the highest stock star frequency setting and I'd consider myself probably about middle of the road regarding how many planets I'd like to manage.I'd guess that for me, my ideal is going to be about ~10 colonizable habitable planets per AI I am playing with which is around 30 atm. It's tough to work that optimal count out with the randomness of star and planet frequency.
I'm wondering why is it a drop-down menu with ~6 options? I'd think people would prefer a slider which determined the number of stars, with the 'rare' and 'abundant' number in use now just determining the minimum and maximum for each galaxy size. Things like planet habitability makes sense to have a few discrete probabilities, but star count not so much.
Durantium Refinery nerf seems to be a bit much, having been made colony unique was enough I feel. Now I'm not sure I'd bother building one, as a Farm gets you more Production (thanks to population being more effective) and a Factory gets you more Manufacturing.
I really like the idea of what another poster posted in this thread about carriers. Currently carriers don't feel like "carriers" to me as they only deploy 3 (well now 2) fighters. I'd love it if they deployed 10+ fighters that were just much, much weaker. It would give kinetic weapons a thing to be good at shooting, it would satiate my urge to deploy massive waves of fighters from a spaceship, and I think it would help give some specialization to the different carrier modules. What I mean by specialization is that currently the carrier modules don't feel very different from each other. I think the assault module and high capacity assault module should deploy around 10 to 15 fighters but then the drone modules (interceptors/guardians) would deploy anywhere from 20 to 30 much much weaker drone fighters. I believe an ingame description of the techs for drone modules or something talks about there being no risk of loss of life when deploying the drones, I think emphasizing on that would be very cool.
However talking about fighters brings me to one other question I have, is there any plans to make the differences in hull sizes bigger? Currently I feel like my tiny, small, and medium ships don't have much difference between them scale wise. I also found the large and huge ships kind of underwhelming in terms of there size in relation to each other. Is there potentially a way to mod this myself?
Edit: Also is there anyway to edit what the fighters that get deployed by carrier modules look like? Like can I create a design in the ship designer for them?
On a more positive note: I am really enjoying the game. Keep up the good work.
I'm OK with the nerf down of the adjacency bonuses (it makes more sense now, as the Man/Research Capitals are now very superior, whereas they were only marginally superior before). I'm also OK with the new Refinery settings, as (my take) was that you only put this on a planet when you could count on at LEAST 3 adjacent factories, not merely as often as you could get Durantium. The Data Archive, however, needs a bit of a buff, because it's substantially weaker than a Refinery (in relation). It's only a tiny bit more useful than a Research Lab (in fact, worse, because you can't upgrade it), and costs Thulium, which is far more scarce than Durantium.
My suggestion is to NOT give the Data Archive a bonus to the base research, but to up the research % bonus it gives from 25 to 100. That still makes it quite inferior to the Research Capital, but worth it now. As of 1.02, it's pretty much worthless anymore.
Can we please get the large empire penalty nerfed or at least some kind of tech/building to combat it. My insane map is now unplayable because of it.
Nice patch! There are few items that I was hoping might get some attention in the future, if you don't mind receiving a bit of feedback!
1 ) Production Related
A ) Stored production tooltip took me 34 hours of playtime to *notice*. It is very obscure, but very important information. Could this be brought out of a tooltip and put in the planet UI? Also note that this tooltip is inaccessible if you have a full queue of tiles or ships.
B ) Turns to complete a project doesn't account for stored production
C ) Buying out a planet tile doesn't store production for next turn even though the production was already paid for with credits
D ) Buying out a ship doesn't have its cost reduced by currently invested production, though planet tiles do
E ) Could the "Total Production" value of a planet be more transparent as a mechanic/value? Can we see the raw value listed as a summation of its parts, and then a list of the multipliers and then the resultant "Total Production" as a tooltip somewhere? I know how to do the math to figure it out but it sure took a lot of study to do so.
F ) Tooltips for the total cost a planet tile do not correctly factor in discounts. For example, as the Thalans if you rush hive specialization to reduce all tile costs by 20%, they will still show '30', or whatever the normal total cost is. The only way to confirm that the discount is actually working is to math out the turns remaining vs production, or to look at the buyout cost and confirm that it costs less to buy out.
2 ) Interface Related
A ) Please allow for the escape key to close the shipyard screens, it works on planets but not shipyards
B ) Please allow a shortcut to cycle between planets, the arrow keys would be great for this
C ) If the production wheel could 'snap to' pure research, pure wealth, or pure production when clicking on the icon itself (instead of inside the wheel) it would be a lot easier to specialize a planet.
D ) Please show total approval on a planet as a value, not just the approval %. Preferably show both values. Often times when looking at a planet I check how much food it has, how much pop is has (and therefore I know how much room it has to grow) and then I have to hover over the approval value to access the approval total in the tooltip. Tooltips should show more information about something, like how the value was calculated, or why it is what it is. They shouldn't *hide* information you want to know all the time. (see previous section about the stored production tooltip as another example)
E ) When deleting a ship design from the custom ships tab of the ship designer, please stay on the custom ship tab, don't go back to the 'all ships tab'. Sometimes I want to play with *no ships but those I design my own*. But the game constantly forces me to look at a *massive* list of ships that I don't care about.
F ) Add an option to not save a ship design permanently, sometimes you only want to build one and only in this one game
G ) Add an option to only store ships in the current save file, not the global ship database. I have no problem with the AI taking my ship designs, but I don't want to have tons of ships with similiar names pop up (all with slightly different configurations) simply because I've played the same race a few times.
H ) Custom ships don't properly increment their name when you "Use design" on a current model. Also, you cannot use the 'upgrade to newest version of this design" button on custom ships.
I ) It would be really fantastic if we could apply filters to the ship designer or shipyard screens. For example, hide ships of a certain size, or hide ships that have civilian modules. Or alternatively, allow us to create our own 'tabs' at the top, and assign a ship to a tab when designing it (or even after its designed). So I could organize my 'support ships', and my 'defensive ships', and my 'offensive ships'.
3 ) Settings Related
A ) Please allow an option to permit the application to play sound while not 'focused'
B ) Please add information (preferably in tooltips) about what the various settings do. For example, when changing the game research rate, tell the user *there* what each setting does. I figured it out by loading the game up 5 times and comparing, but why should I have to do that? Just tell me in the game creation screen please. Also why is research +25% on normal but production is +0%?
C ) Please add a global settings option to disable 'auto-upgrade improvements' by default. Having to turn it off manually on every planet is a bit tedious.
Thanks again for reading these suggestions/feedback. I want to express how much I have enjoyed playing this game, and how I excited I am for the future of the game as it continues being developed. This is truly the best sequel to GalCiv2 we could have hoped for (as a framework), it just needs some adjustments to bring it in line with the interface expectations I have for a 2015 game Thanks for your hard work and I hope some of this can help you!
Nice patch!
I really like your reactions in this post Frogboy. That is showing us a human side that we rarely see in this industry. In fact this is what I liked most from this early access experience, I've learn to follow your team (you, Paul, Derek, Adam) from week to week and I really felt engaged in the process. I often pirated games in the last years and this recent experience changed my mind about it. So if you lose a sale with someone asking for more corporate bull*** you made a few more with me for your other games.
Cheers,
Matth
p.s sorry for my broken english, I speak french.
That is odd. I had just moved them to +3.
Thanks!
Hey Frogboy, I know I made a post about this already, tho with no reply. But please look into adding a slider in options that scales map icons.. I get dizzy and headachy squinting at my screen >.<https://forums.galciv3.com/466183/page/1/
Can we also maybe get the vertices on a slider, I have a good PC and I like to feel special being able to do it. That an it does look better
lastly could you change how the spiral galaxy is made. You get nice thin tendrils at the edges of the map but the inner area turns into a giant circle mess of stars and loses shape. Thanks
I couldn't tell the difference on the engine trails either way and I was looking.
I'll ask regarding the galaxy shape.
Go to hell. I've been lurking these forums for a bit and don't have the game yet. I'm keeping track of the posts and will likely purchase it come 1.1 patch. I've been reading Frogboys posts since Galciv 2 and agree with his sentiments. He's a god damn person as well and if it disgusts you to see devs act like real people rather than groveling customer is always right automotons you can shove your mouse where the sun doesn't shine. In fact, I've decided to purchase it now just to spite panses like you.
I couldn't tell the difference on the engine trails either way and I was looking. I'll ask regarding the galaxy shape.Thanks!
Thanks Frogboy !
and about the Map icons, i know its not a high priority and more of a cosmetic thing for most people. but i get chronic headaches i without sounding whinny i really get affected by it >.<.. Unless the new medium interface that you are bringing in in 1.1 will also address that. Thanks !
He's already retaliated on the steam review: http://steamcommunity.com/profiles/76561197994213532/recommended/226860/
thanks for your support guys. I know it can be a little unsettling seeing the company founder hanging around on the forums. I did overreact I'm sure. the Elemental thing is still a very sore issue around here.
I ) It would be really fantastic if we could apply filters to the ship designer or shipyard screens. For example, hide ships of a certain size, or hide ships that have civilian modules. Or alternatively, allow us to create our own 'tabs' at the top, and assign a ship to a tab when designing it (or even after its designed). So I could organize my 'support ships', and my 'defensive ships', and my 'offensive ships'. 3 ) Settings Related
thanks for for the feedback. I'll definitely pass it on. Many of these are on my wish,it's as well.
Well put.
It is very possible it's too much. We'll be reading feedback on it.I'm just not sure how much "fun" there would be managing 6,400 planets (which is the number I counted in my tests).There is a magic number in there somewhere.
i don't believe I have ever seen more than 1600 colonizable planets on Insane Abundant Abundant Abundant maps (doing colonize all at beginning of play). And I play lots of I/A/A/a maps. . Personally, I think we needed a bit more planets, not less. But I admittedly am a little crazy.
As for Suasponte, if he wants to get a game that deserves a neg review looks like- give him Mortal Kombat X on Steam (now that's a game where I want a refund and I'd happily never go back!)
That said, the point about balance being a major issue right now is accurate- but that's something which is solvable with time, and it's common with 4X's at this point in their development. This game is going to get at least 2-3 years of support, and with 4X's it's the finished product that counts.
I fully expect some features like carriers to be heavily reworked in expansions.
Colony Unique/+3 - Those are the exact stats I suggested in beta! Yay~
I thought about that issue too. I'm also playing the Altarians more often than others and found the terraforming to be a real problem to get some planets maxed out. At least it makes it near to impossible to get enough tiles grouped together to profit of the adjacency bonus compared to other factions. You always have to hope for almost perfect planets with perfect continent shapes to get a lot of tiles grouped together by default already.
The Biosphere Manipulator should definitely be fixed because getting only 1 tile out of it just doesn't seem like the way it is supposed to be.
I agree with this. I like searching for habitable planets on uncommon or rare. This seems tied to the number of stars from looking at the xml.
Lots of stars and the tension of where to explore to maximize the changes of finding ones. Right now it seems to have pockets of habitable stars and areas of slim pickings. Too many double or triple habitable planet systems and large areas of nothing. The starting location random distribution means "WooHoo, I have it made!" or "damn, 3 planets I can reach and 2 aren't very good. Damn." I look forward to seeing the changes though. As Froggie said, there is a magic number somewhere! Perhaps I will go my map gen testing, soak fow and then start tweaking the xml to see if I can help with that this weekend. I am always fascinated with maps.
Having resources tied to asteroids, nebula and black holes with affect the resource distribution. That may need to be looked at. Overall, cleaning up MP and the other fixes, continuing AI tweaks, balancing and crash fixes on a week or two basis is nothing to complain about. I appreciate the hard work.
Ok, just posting to say i really like Gal civ 3, but then again i liked Civ 2 -Didn`t like Suns as I am a turnbased fan.
Stuff I like:
1. The customisation of your Civ and even opponent Civs. I managed to create my own Civ with me in the picture. I had to learn how to make a transparency, but after that no probs. Looks really great. I also made my own enemy Civ exactly as I wanted, really great when I bump into them ingame. I love all the colour options for your Hud and ships as well. This kind of thing is what makes such games a keeper for me; the ability to make the game how you want. I even figured out how to add my own custom music. Thanks.
2. I love the Benevolent, pragmatic and Mean options (can`t remember name). I like how you`re given 3 choices rp-style ranging from good, neutral and downright wicked. Please add plenty more such rp elements since I love sitting back and making hard decisions for the good of my Civ. This is something Civ5 completely missed the goal on.
3. I like the ship battle scenes a lot, but they need some work (more on that later).
4. I like the raft of AI diplomatic options.
5. I like how an AI might give its last remaining Civs to you (if you`re good to it) to prevent the enemy getting it.
6. Musics great, though I added my personal flavour.
7. Some great clever writing in the screens (like in Tech and choices, etc). They make me chuckle.
Stuff I don`t like or needs fixing:
1. Could we have more animated backgrounds please for character customisation?
2. Could we have some kind of alien speech or sound from rival aliens we meet? They don`t need to sound like any language we know, but let`s hear some gobbledigook from the aliens and some robotic sounds for the Yor (the translater will show us in texts what they`re saying). This would add some immersion.
3. The ship battles have some great potential, but need some serious tweaking:
a, Fix the ship camera. the only really useful one is the top-down right now. the Cinematic camera is all over the place, either focusing on a ship that`s doing nothing or space. the camera should focus on the enemy and friendly in the fiercest part of the battle and allow us to switch between each of our ships by a middle mouse roll. Actually 1.02 seems to have made the camera better.
b, Fix the battle AI tactics. The AI tactics are too simplified. For instance, if I have some ships and a base station/shipyard under attack from a big enemy, the ships will just rush and die quickly. please give the AI an ability to HOLD BACK with the base station, so it will have the station`s firepower to help back it up in a fight, especially if facing greater odds.
c, Get the Transports to stay BACK as far as they can from the fighting! Sometimes my transports will get caught in a battle, but they don`t stay out of the fight, instead whirling around with the main fighters and often getting themselves killed.
4. More animated screens in general to add a more `alive` feel, please.
p.s.
5. Edit, almost forgot. How about a little more work on ground battles? I`d have love to see some top down or similar view of little mechs attacking ground forces... Or failing that a sound effect of a battle before we see the results screen. Perhaps as an add-on. I have more ideas on this...
6. Also some kind of indication (sound effect) when we decide to wipe out a planet. It just feels like we should hear screams or something to give us an idea on the enormity of the act we have just commtted. Maybe get a Malignant\evil hit as well.
Finally, is there a non-Steam option for this game and if not, why not? perhaps you could make it available on GOG, I would buy it again if you did. Good game anyway, keep up the good work.
Thanks for reading, devs.
Thank you for working on fixes issues and improving the game.
I have already posted this on the forum, but I think these changes are really needed (and I think not really hard to implement) so I will post it here again.
when you start having 15-20+ Colonies/ ships it becomes really difficult/boring to manage all ships and planets. I really love to micromanage everything but atm is a burden.
A possible solution would be able to sort planets/Ship. It would already be helpful if you could sort planets after name/size/manufacturing production/science production/economic production etc.. The same for ships and maybe also having the possibility to group ships together, so not to have hundreds of single ships in the list.
Another thing really needed imho is a small windows in the planet management that shows exactly all bonus/malus of that planet (including the bonus/malus from the colonizing event).
Pretty please ?
PS: Another thing I would really like to have is the possibility to choose a series of tech (also from different branches) to research one after the other, so that no reseacrh points go to waste. Now i think it is only possible in the same "branch", but with the problem that if you select a tech after a "specilization" one (the ones with 3 options) it will always select the first one form above.. which sucks :/
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