*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
Hmmm... I didn`t have such problems.
3) Also, I like the idea about the carriers with many small fighters instead of two ships. Two ships don't really create a carrier-feeling. Another solution would be to allow us to modify/design the fighters for a carrier. Just limit the maximum amount of space available per module and we decide if we want one big or seven very small ships.
Thanks for support that idea. But, I don`t think, that custom creation of whole bunch of fighters in Carrier module is good idea. But, I think, than it will be rather good to allow customisation of whole fighter type whith limited space for modules, so you construck a arried fighter and all your carrier modules will upgrade their fighter for some time (about 2-4 turns), and all ongoing modules already have that type of fighters. But I prefere original idea for limitation of fighters firepower (I think in analogy whith drones, that have 'paranoid' races, guarding their planets and bases) but whith bigger amounts of fighters themselves, whith leaving all other processes as it going now. 4) There is one thing that gets on my nerves I have to mention as well. One fun part about the game is the creation of own ship designs. Right now you create a "frigate", you are proud of your design, you get immersed into the game and BAM the game shows you always the same terran ship leaving a stardock . You have stardocks and ship models on the campaign map and you can zoom in very close to both, wouldn't it be possible to use the ingame models and the battleviewer to actually show the correct stardock, ship and color theme?
All the in-game videos are premaded, and they done only for standart Terran designs (as it was in GC1 and 2)
5) Is there a trello board or list that we can check to see what you have planned to improve before the first add-on or is that decided more secretely or spontaneously?
I think its very secret information, and we`ll be allowded to know something about it in day or two before that add-on will be released.
If that's true the Data Archive is even more useless and the Refinery is bordering on useless. : /
I had this issue and it was solved by updating my NVidia drivers.
This Lenonvo Yoga 2 just has the Intel integrated graphics chip HD4400 rather than a separate video card. Updated the video driver thru the MS Windows 8.1 Update service and updated the game to 1.02. I'm still seeing the freezing. It is not just on the map but also when I click on a button in the research menus. I'm guessing it is due to running low on free memory as this notebook only has 4GB.
Praying for medium UI in 1.1 so I can dive into the game at 1920x1080 without headaches (seeing as 1366x768 crashes the game.)
Glad this got fixed, thought my speakers would blow.
While the adjacency they provide are for the planet, the actual bonus IS a global resource. That harmony crystals adds +1 morale to EVERY planet!
Well, I know some guys like Larsenex wanted fewer planets on the big maps, but I think you may have gone too far. I like to play on abundant stars, planets, habitable planets, on gigantic mostly recently, and with 1.02 there seems to be fewer than half as many stars as before. I tried starting on my usual loose clusters, but far too few stars for a good game. Tight clusters was worse (even fewer). Scattered not much better. The center area of spiral was not too bad, so I am playing there.
Is there no middle ground? Larsenex likes to play on rare as I recall (friend, please correct me if I am in error) and I like to play on abundant. I suggest that the problem is that there is not enough difference between rare, uncommon, common, and abundant. Yes, it's great you are better factoring in the true size of the map, but for those of us who like a LOT of planets, 1.02 is a famine, whereas before it was a feast. So I suggest that planets on rare be really few and far between, but please make abundant more closely live up to its name.
Thanks for considering my suggestion! GalCivIII is a great game, and I deeply appreciate all of your efforts to work out a balance that is fun for lots of different tastes and play style preferences.
Yeah some are ok like the morale or capacity one. But the research one for example just adds a 5% bonus to all planets raw research dosnt it. Where I think it would be better if it added the 5% to the total research after initial planet modifier's.
So if you have a base raw research is 10 and then get a 300% modifier plus the current 5% bonus(305% total) that would equal 40.5 research. where if it was added after modifies it would equal 42 research. Unless im wrong and it is calculated as the latter, that way it can give a significant bonus over all making it more worth it to keep around.
New Opt-in Patch is ready for download.
Prolific nerfed, abundant stars actually has abundant stars not sure what else changed.
This can be done for planets. Go to the "Govern" tab and then hit "Colonies".
Seconding this!
I know it can be done from the Govern, but I was asking to have the sorting option on the lists on the right, the ones I usually use to manage everything. This is really important for ships because atm the list is very confusing and hard to manage
Thanks for the answers so far
Yeah, rushing building makes more sense, didn't think about that. And it makes sense, I met a yor player early game that had 18k bc. Trading with him made me rich, it seems that the AI thinks that ~10% of the treasury (doesn't matter how much money it holds) is a good amount for trading. In most cases that only leads to around 180 bc...
Try selecting a tech at the end of a tree when you are endgame and have a few thousand research per turn. You can easily research 2-3 techs a turn then.
Is that a joke? So it almost works when the game is almost over? I love how you point out that you're forced to move up a single tree. After completing a project you'd usually want to do a few lateral projects before moving up an entire tier.
Putty101 you seem to be just begging for an argument or looking for reasons to be upset.
When you complete a tech any research points you have remaining in your pool are then applied to whatever tech you choose to research next, it does not automatically apply them to anything, they are applied to your next research project.
This is the case whether those extra points are leftover from your current project or gained from a bonus. The only occasion where you lose a research bonus is when you receive a free tech from investigating an artifact. If in that solitary case you have finished your current project then you do lose out on the free tech.
Be calm my friend the game is far more forgiving than you seem to believe.
Can I get in on this deal? Keeping it short and polite, I don't like the game and I didn't like it being sold cheaper during EA than the "Cheapest price pre-release!" price I got it for in Alpha. I requested a refund at the time, but your support guy said no and wasn't very nice about it. If I could get my money back and be gone forever I would be happy as a clam. Double points if I could get the same deal on Offworld Trading Company.
You should be happy he was as polite as he was. Were it me I'd offer you a nice stick and more than a few suggestions on where to shove it. Power of purchase does not equal right to douchebaggery.
Just wanted to add that I really like the idea of carriers putting out swarms of low quality ships. I am sure it can be made mechanically functional, but thematically it is just a nice touch.
Would also suggest a look back over the resource specific buildings. Putting it to scale with the advantage those resources give for weapons (which is a big boost from other tier 1 stuff), it seems like the buildings should work in a similar fashion. The durantium refinery seems like it is still a solid buy/build, but the thulium is really hard to justify. And the antimatter power plant, from what I remember, is pretty much exactly the same as the solar plant, right? Considering that claiming these resources is a big part of early game expansion, each one should have significant value.
Overall, though, I am very encouraged with the rapid development of the game since release. My gaming group was a bit burned from the mediocre Beyond Earth release that has had, I believe, two patches in the last year. Gal Civ 3 has really grabbed us and I appreciate the support and interaction from the development team I have seen so far. To put it in context, we went from regular crashes (usually at least 3-5 between us to get a multiplayer game going) on release to 0 crashes in our 3-5 hour multiplayer sessions.
SNIP!
post edited, despite clearing user/games/gamedata, the problem wasn't resolved, despite verify cache, not resolved, HOWEVER!
After a FULL reinstall (I hate AT&T my connection sucks for those), works like a charm again... so something occurred in the update to v1.02 that it didn't like the first time around... all good for now, on to test the other bugs I had prior that aren't listed in the fix list!
Spoiler tags dont like . OG post below for records
Current test results: sadly, unplayable for me! My monitor(s) native resolution is 1920x1200, I have them set to 1440x900 for all things, This was not an issue in the previous release's IE v1.00/v1.01* HOWEVER! after updating to v1.02: First time it started in some wonky resolution (didn't even show it in the drop down, was blank) with misalignment (pin the mouse on the button, that game SUCKS!), tried to chose my resolution, however.... its now missing from the list!, the list is actually drastically smaller compared to when I first launched v1.00! v1.02: http://puu.sh/i5x8o/2085fe9317.jpg *Ok, so I did v1.00 and the opt-in then normal update to v1.01 just fine with 1440x900, however after updating to v1.02, when I tried rolling back (opt-out), now v1.01 wont let me do my 1440x900 resolution either, so it worked fine in v1.00 and v1.01 with the config from v1.00 but after the update changes to v1.02 and after cleaning the Documents/MyGames/GalCiv3 folder out, the issue also happens with v1.01 from a FRESH perspective... Cannot go back to v1.00 sadly... Also, my other games see the 1440x900 resolution option just fine including other Stardock games Bug: decided to STEAMROLL the galaxy, cheat in single player MONSTER sized map, once I researched all tech (tech ending turned off of course), it wont let you do anything until you chose another tech... which cant happen because they where all researched! Showstopper there but only for cheaty folks or those invested in a long haul game (me and a few friends do this in Sins with low caps, ya know, because its not multithreaded, slow as... SIN after 800+ turns!) Of note, fixed my issue with the Page File warning in v1.02, so, there is that to look forward to!
You can still sort of bypass range still. If you have two planets that are far enough apart that the range for the ship wouldn't let you pick a destination between them, you can still travel from one to the other because ship range doesn't get checked for pathing, only for whether the target destination is valid. In non-circle empires you'll see something similar with ships clipping past ship range to go from one outreaching of ship range to another.
Can we PLEASE have more Hotkeys. I am dying here with all the clicking. At this race my right index finger will be the most muscular thing on my body.
All I REALLY want is the ability to shift to the next planet etc rather than constantly having to click the arrow button. It is absolutely depressing and it SHOULD have been in the Beta let alone in the release.
PLEASE put it into the official release PLEASE!!!
Fixed a stuck turn when the AI invades 2 planets at the same time
Unfortunately this bug, which was supposed to be solved in 1.01 has returned again in my game with 1.02, AI invades two planets at the same time...and the message reads ' waiting for other player'
Just an improvement suggestion:
1. It would be nice if when you wanted something from the AI to be able to ask:
"What do you want for this?"
So we don`t always have to go through a lot of clicks to find out. If nothing then they could say, "You have nothing we want!"
Yea, they had this in Civ5, but i always found very useful and logical time saver.
Also, I find the term, "Are you joking?" at the start of a negotiation, a little misleading as it gives me the impression they won`t accept any offer at all. Perhaps something like:
"You need to make me an offer I can take seriously."
Just my 2 pennies.
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