*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
Will we ever see fleets being reinforced by another fleet on the same tile or adjacent tiles? Does this already happen; have I not played enough to notice perhaps?
Did the Hyperion Logistics System improvement get changed? I could have sworn that it benefited all ships built, not just ships built from the shipyard it's contributing to. The tooltip for the Hyperion improvements needs to be improved badly as well. It's not clear that the planet with them needs to be sponsoring a shipyard for it to work at all, and the GalCiv2 copy-paste references to building ships on that planet need to be removed with what they actually do.
I don`t think that exists. I`ve played 4 games so far with multiple ships and never seen that.
If you opt in for this patch.. when they release the final.. do you have to opt back out? I'm not well versed on these "opt in" patches.
Nope it is automatic. No worries
Much thanks!
If you have a problem with the opt in, go back and opt out and it will restore you to the previous release
Will do, much appreciated! Already like the darker lines for ship range.
Is it ok that an NPC can declare war and after that offer peace in the same round? Because that is happening here and there for me in the current 1.02
Frogboy,
Well done with a polite and civilized response to a typical interweb denizen. Of all of the game developers currently out, Stardock has always, in my book, been the most forth right with its customers.
A well done and hearty congrats to you and the Galactic Civ 3 dev team.
Oops, forgot to quote my above post:
"Base resistance on colonies changed from 50% to 25%
Like seriously? You can already reap most of the planets with 1 transport no matter how much population it has and how many defense structures you build. So now you can just select -2 soldering and -2 resistance techs, ignore defense building and exploit AI even more. Expect the patches to be a bit further apart and beefier as Paul is now pretty much limited to himself as his team has been (redistributed) to other areas in the office to work on other projects like Sorcerer King, Ashes, Off-word Trading Co, and Servo. Great... game's in shambles, Tons of bugs of all king, balance is non-existent, AI is dumb despise all the pre-release stories about how great it must be.. And SD is abandoning it's flagship project to one person. I already been rather suspicious about SD after Elements initial fiasco, and now they doing exactly the same? Like seriously?" Silly me.
Like seriously? You can already reap most of the planets with 1 transport no matter how much population it has and how many defense structures you build. So now you can just select -2 soldering and -2 resistance techs, ignore defense building and exploit AI even more.
Please stop spreading outdated and false information; there is in fact a GC3 team still in place, as mentioned on the bottom of page 1:
Yes and no: the -1 logistics cost only applies to ships built at shipyards sponsored by the planet with the Hyperion Logistics System; the adjacency bonus (+1 logistics per level) affects your total logistics cap, so applies throughout your fleets.
Are you sure? not doubting your word but i swear i cheeked this and both buffs applied empire wide It may have bee one of those 3Am games and i was half asleep
No worries - it's better to double check to make sure! I have been wrong before.
I just started up a new game under 1.02 and checked it out. The -1 log cost does only apply to a single sponsored shipyard, not empire-wide.
Ok I just learned something important, Thanks
Yes, I know the effects of the Hyperion Logistics System, I can read the effects tooltip just fine thank you. What I was asking was whether it had been changed in this patch, because I didn't see anything in the notes and from what I remember from my 1.01 games it affected all ships. I could just be wrong though, my first few games were on smaller maps so I didn't really bother with multiple shipyards that much.
As of 1.01 it was only shipyard/planet specific. If you wish, I can make you a small 1.02 mini-mod that changes this to empire wide.
That would be pretty awesome of you actually. I guess I just never noticed it only affecting a single yard when my training games were small enough and the AI easy enough that I only ever needed 1, maybe 2 shipyards.
Due to how the game is hardcoded, unfortunately it isn't perfect; it works like the Hyperion Shrinker now in that it applies retroactively to ships that have already been built. But still, here it is: https://www.dropbox.com/s/cpeabdvieiv50mf/Faction%20Wide%20Hyperion%20Logistics.zip?dl=0
Hell, that's even better! You've made me a happy man tonight .
Hi, I'm new to the forum, but have been playing GalCiv games for years, really enjoying the game very pleased with the 1.02 patch, especially the diplomatic tweeks ie. reining-in the 'ripe for conquest' and 'you are weak' modifiers early game. Keep up the good work.
I Love you Frogboy! Your replys are absolutely perfect. People who can't offer polite constructive criticism should just go away. Every game has bugs and flaws. The bigger and more complex the game the more problems pop up. People don't understand the amount of work, effort, time and love that goes into making a great game. I'm having a blast playing this game, and appreciate all of the love it took to make it. Thank you!
Lavo - He was quoting from earlier and messed it up. You'll notice it's the exact same thing as was posted before.
I wish people would get on with the point of the Patch 1.02 and stop praising devs just because they told someone off in a fit of anger ( a little unprofessional in my view, but it`s your forum). I mean it`s getting embarrassing. Seriously, get off your knees, they`re game developerss, not gods. It`s done.
There are many great features available to you once you register, including:
Sign in or Create Account