*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
Welp, missed that, apologizes to you Drala2k!
First, you need this tool:
http://www.pcdecrapifier.com/
To update your video driver, you need to find your laptop model number, from there, check the Lenovo specs, it will tell you what you have, then you can download a driver either from Lenovo's site or from the manufacturer of the video card (wichever is most recent).
Even then, I doubt you will be able to play more than tiny or small maps. But I think it could help with the freezes. I haven't played with 1.02, but prior to that, there were no such freezes for me.
Since this patch, been unable to load into multiplayer using custom factions...
NP Lavo, really my fault, I was not fully awake, not enough coffee maybe, and really should not of been writing on the forums.
Cheers
fix sensor stacking
With the changes to kinetic mass (along with the changes to carrier modules) could the GuardianFighterBlueprint get a <FillerComponentType>KineticWeapon</FillerComponentType> line added?
I've been having a look at drones today - if you busy patchers have the chance could you take a look at my thread here:
https://forums.galciv3.com/466693/page/1/
Code for suggestions is included!
Yeah I already made a post about this... u are not alone ;/
Well... I tried 1.02 patch, and... AI almost not interested in capturing resources even if he have a lots of it in ZOC. Previously AI was extremely active in gathering resources, now it`s same extremely passive at that aspect.
That may differ per faction based on ideology personality too though. Are you seeing it all over?
It might not be able to afford the vanilla constructors. Try playing a match with the AI having access to cheaper constructors, and you will see them make more star bases.
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!
Amazing post. You put together all things that ever bothered me in this game
I will add my little bit. 3) C) This should be really considered. People who play GC III love numbers, adjusting of everything and we really hate ambiguous words when we cant get info that is behind that word or we have to research it on our own. Another example would be how often United Planets council meets. I got big map that I wanted, 100+ turns into game and I find out that council will meet every 25 turns! So bloody long. I was so sad because I planned to use council to my benefit (with that much vote power I had) and had no idea what "common" (or whatever it was) actually means.
4 ) Ideology Related
A ) Relentless got applied to other planet than homeworld as well. Not an issue but it should do what it says.
B ) Cautious and Bloodthirsty with big maps = instantly massive army for zero cost out of nowhere completely destroying galactic balance. It is annoying for players as you need to click to get further in ideology tree and those ships are most likely with inferior ship design than you are using. For AI this is annoying because suddenly you compared to them are ripe for conquest, weak etc. Please cap this, give fixed number of ships or change completely. Also if you sell that massive number of ships, you get massive number of credits which is also crazy.
5 ) Diplomacy
A ) "We give you a gift of x specialization" and we have just locked up your research option in there. You can't deny gifts so there is no way to prevent this from happening and could actually be annoying strategy for multiplayer.
B ) Could there be some clear explanation what research/military/culture treaty do? I am lost there. Do both sides get bonus? Where can I see bonus applied, is it in case of economic treaty for all planets, or just one. It is so obscure.
Yep. In my experience onle Iconians and Kriin builds starbases whith normal activity, all others... welll... all others left plenty of resources whithout any attention.
I've seen both the Iridians and Drengi spam the ever living heck out of star bases, to the point where I've seen 63 and I think even 90 before. Giving the AI access to cheaper constructors helps a ton.
And about ideas... I just got one more: In GC2 there was feature, that starbases can become rough to their owners (like planets), when they comes into other faction`s ZOC. But for unknown reasons in GC3 starbase is inalienable property even if its built deep in neighbor territory. I think its wrong.
I've been an avid fan since GalCiv1, and I'm loving the game in its current state even with some of its present quirks. I absolutely do not agree with the sentiment that 'the customer is always right.' I've worked in positions where people feel that because they paid $10 for a movie theater ticket or some such, they are entitled to abuse you. Seriously. It's kind of crazy. I do get frustrated with the gaming industry overall, because I do think there are a lot of companies putting out sub-par products, and gamers generally are unable to get a refund or have any real recourse. However, SD is definitely NOT one of those companies--not even close!
I think the main things I would love are being able to create a queue of techs to research, because when you get down to researching 1 tech (or more) per turn, it gets kind of tedious having to continually going back to the screen. I'd also love to have a fleet tab somewhere (if there is one, I must have missed it). I'm also not sure if it's because I'm playing the higher difficulties, but it (still) seems impossible to culture flip the AI. I was putting so much influence pressure on planets, and they just seem to be completely immune to flipping.
Keep up the great work!
Any chance of adding more modders support for 1.1? Specifically the ability to make an include for FlavorText that does not need to overwrite the original. Sound functions would be great to. A certain someone really wants to say Exterminate! when war is declared
Nope, they nerfed the culture flipping. It's pretty much near to impossible to flip planets now, independent from the difficulty settings.
I literally let a game run in the background with AI mode on for the player and it took like 500 turns or something to flip a planet where my faction had like 1.9x the Influence compared to the enemy.
While I agree that is was a little bit too easy to flip with 1.0.1, the rebalancing rendered it an almost NON-EXISTENT feature that only happens if you are lucky.
In my opinion the culture flipping should be a chance based thing.
Like if your faction has 60% of the total influence and the opponent has 40% of the total influence then with each turn you have a 60% chance that the population will start a rebellion, but only with a 60% chance of succeeding, because 40% of the population is hypothetically still loyal to the opponent. After either the rebellion succeeded or failed there's a cooldown phase (something like state of emergency, surpressing the habitants) for like 50 turns or something or which might also be based on how strong the influence is because it might render the government on the planet quite unstable... at least a cooldown phase after which there's another chance for another rebellion, of course with different percentages because the influence will surely have changed ever since.
I think the lower cap at which there might start a rebellion should be 30% or something. That would make for quite interesting experiences, because if you manage to gain control over a planet by only having 30% influence the planet might fall back to the enemy after the cooldown because he might still have the greater influence after all. Also on border planets where 3 factions meet, everyone having about 30% influence then it's a free for all, the population will be splitted in 3 groups, anybody having a decent chance of winning over the other two.
But of course this is just a thought of mine and balancing would be of course up the the devs and what the community feels is right.
Where there are multiple different factions sharing a zone of influence to great extent, like 30% for example, there should be something like a shared border indicated by colored stripes/patterns... since you never have 100% influence on the border and it would be quite nice to see at the first glimpse how far the opponents influence reaches into your territory or your influence into his territory.
The 30% cap might help with that too. It should fade betweeen 30%-50%. So at the exact borderline it is 50:50 striped/color intensity, and at the maximum distance 30:70 striped/color intensity, everything where the opponents influence is lower than 30% is generally undisputed and accepted as your territory and has the solid color of your faction. But everything above 30% is in a constant flow of debate and the striped/patterns would indicate which planets fall into that category.
Sounds like a pretty good idea. I had way more than 1.9x influence and planets deep in my zone of control were still at 0% rebellion, so I was forced to just go invade them all, heh heh.
I'd like a couple of UI tweaks.
1. Can we get the name of a ship when it launches and it prompts you to fill it with people. Right now I dont know if a transport or a colony ship is asking for people.
2. When colonizing a planet can we get a list of the planets bonuses in the planet naming screen. That screen takes you directly into the colony planning screen and i kinda need to know if I have a 50% research or 25% wealth bonus on the planet before i start placing tiles.
3. Can we place anywhere in the colony screen itself the planetary bonuses we see when we mouse over the planets from the galaxy screen?
"When playing with a custom faction in multiplayer it will now send your custom leader foreground and background"
Don't suppose it also sends logo and portrait yet?
atm it does not work at all so...
Can I get a dev (or someone with the appropriate authority) to confirm/deny this?
It's not at all what I've experienced. If I exit the research screen with a project up that specific tree selected my extra points go toward the next one in that tree. If it's an optimization it will forcibly switch to the top one when I exit, regardless if I wanted the 2nd or 3rd optimization.
If I don't exit with something specifically in that tree selected, any extra points seem to vanish; the next project takes just as many turns as the game said it would based on my current RP/turn production.
Devs?
I have the feeling that the game is not updating a lot of numbers. If you construct a building and your manufacturing points are 0 the project is displayed as N/A and if you change your manufacturing points to >0 the game doesn't update and give you the number of turns the project needs to finish. You have to close the screen and reopen it for the game to display it correctly.
The same kinda happens in the research tree (RT). If you select a tech deeper in the RT, the overflow research points are added to the next tech in queue and you can see it imidiately. But if you select only the next available tech in the tree the project finishes and the points are - i don't know - in the void and not displayed anywhere. Even if you select a new tech, the game just displays the normal time it takes to research. But in fact, the game adds the overflow tech points to the tech in the next turn. I had a project that was to be finished in 2 turns, but it was finished right the next turn. I think that is what happens, the game just doesn't display it right or doesn't update stuff in "real time".
I never bought a Stardock game before now, but GalCiv 3 had my interest so I've been lurking in the forums and checking out reviews. Reading the excellent polite dev smackdown responses to some posts has tipped me over the edge. It's clear that the devs here are passionate about their products and are aggressively supporting the game after it's been set free into the wild. That, to me, is more important than shipping a 100% perfect game because I understand that games of this complexity will never be released in a flawless form. Thank you and you have my money, sirs.
When I have some hours invested I'll be sure to offer up some constructive suggestions and I promise not to come across as an entitled, demanding hyena. Cheers!
Wow, how cool is that!, Welcome and i am sure you will find things, neve know you may be the first so report away. Enjoy
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