*** Released 6/8/2015 ***
Features
Game now remembers MP map and galaxy settings like single player
You can now add random opponents to play against
You can now edit user created ship designs
You can now edit custom factions
Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)
Added 2 new cosmetic ship pieces for designing your own ships
Fixes
Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over
Rewrite of the turn state machine to fix numerous stuck turn issues
Fixed a bad iridium prereq for the starbase influence hub
Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash
Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner
Fixed a crash if the player builds more than 32 improvements on a colony
Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet wnd while the queue list was updating from a previous queue order change being async processed by making the planet wnd execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)
Fixed an issue where you could click the rush button in the planet context wnd multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn
Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all
Fixed a crash when the AI wants to give away a ship but doesn't have any
Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context wnd, caused by being able to click the button in between update ticks that disable/enable the button.
Fixed missing economic improvements int he Yor tech tree
Fixed missing Krynn support modules
Fixed an issue keeping resistance bonuses from some techs from working
Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn
Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor
Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game
Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar
Fixed a crash caused by too many fleets being ctrl+click selected
Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start
Fixed issues caused by having large fleet mass exceed expected maximums
Fixed issues cause by having the battle ranking for large fleets exceed expected maximums
Fixed an issue causing a stuck turn when creating a trade route
Fixed a crash after razing a colony caused by not cleaning up trade routes
Fixed a crash caused by a lingering selection after razing a colony
Fixed a crash reading relations in diplomacy
Fixed a multiplayer crash when automatic upgrades were happening in colony queues
Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")
Fixed typos
Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)
Fixed an issue where the game could run out of text handles late in the game
Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory
Fix that can cause some games from being reported to the Metaverse
Fix to allow the game to load if you have non-ascii characters in your user name
Foxed an issue where ship upgrade in multiplayer were free
Fixed an issue defying the UP in multiplayer could cause the game to get out of sync
Fix scope issues with Planetary defense and resistance in tech trees
Balance
Rebalance of the mass of Sensor systems
Updated the Spiral galaxy map to look more organic
Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16
UI
Decreased the range line intensity so that the line would always be visible but not too bright
Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs
Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect
Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)
Performance
Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)
Thank you for this!
"You can now edit user created ship designs"
MIND BLOWN
Forgive my ignorance, but I thought I could always edit user created designs? I mean, like those I made myself? Or is this referring to something completely different?
Otherwise good to see another patch
Great guys...hope to see it soon
I know this is a really small issue, but glad it's fixed. There's so much space on that screen it's mad to have to scroll down to read all of the text!
Nice list.
Always happy to see when a request is actually implemented by Stardock, thank you
Looking forward to see how it turns out
Ps: its Spiral not Piral
Great to see patches and updates.
Thank you and keep up the great work!
Loving the Pirate ships!
now we just need to be able to mod in rare colonizable asteroids for some cool piraty possibility's
I just noticed the Pirate tech tree has full descriptions included too - playable pirates?
On other news, there's a bug causing Medium Missile ships not to appear in the shipyard/shipdesigner when they should because of a wrong blueprint issue: https://forums.galciv3.com/466761/page/1/
It's just a wrong blueprint reference in 27 lines of ShipClassDefs.xml; every Ranger design points to a Destroyer blueprint by mistake.
Fixed code is here: https://dl.dropboxusercontent.com/u/45479330/GalCiv3%20Ranger%20PatchMod/000_MediumMissileBoatFix/Game/ShipClassDefs.xml
should be able to use that directly unless any of the current fixes affect ShipClassDefs.XML
Sent to the developers, thank you!!
I'm pretty sure some people will enjoy this:
Have you fixed that drengin couldn't build tourism buildings?
I don't get it either.
Thanks for passing it along
Also, and I don't know if it's relevant to this patch, I adapted some of the code to 'fix' fighters, when I thought that AssaultFighters being Small was a bug (apparently it's a feature, if I understood the discussion in the 1.02 thread) - points 3 and 5:https://forums.galciv3.com/466693/page/1/#3558719
As it stands, it's basically a balance/feature request; it adds a bomber fightertype to round out the usual 3 options, and puts the EscortFigther type to use. But right now I think bugsquashing is the main focus.
The difference with the "editable" ship designs is before you couldn't overwrite the old design. You could edit it and save it with a new name and have both designs, then delete the old one. This was also how custom factions worked. Now you can save the ship design with the same name and it will ask you if you want to overwrite it or not. It's a nice usability improvement.
Do you know if the Intuitive trait not working if you load a save game is being looked at?Found this old thread on the issue from a month ago and its still in 1.02https://forums.galciv3.com/464072/page/1/#3559752
Thank you!
Will we also be able to delete templates through the in-game interface as well as overwriting?
I certainly will, but I'll have to make sure to delete my old custom races beforehand. I'd hate to play against my own imba creations.
Great thats fixed, felt a little sad because the starbase sensors were uselss they might still need a buff.
Give me now!
Gameplay wise for maps I want something like the map layout fall from heaven 2 had because the larger the map is the less it matters about how you can move around.
One more thing AMD Eyefinity doesn't like Galciv3. when its enabled and using 1920x1080 it causes a werid aspect ratio.
Thank you.
Still no research queue?
Being forced to spend any excess points in the next project up the tree and if an optimization is next being forced to spend them on the top one is getting pretty old. Makes it feel an awful lot like a beta but my bank account says I paid for a full game.
Still no cost of research projects displayed?
Seriously wtf is the point of being able to see and meticulously adjust how many research points each colony produces if there's no way of knowing the costs?
Could you imagine going to a car dealership, asking how much for a car, and the salesman saying "you have to work for 30 more days for this car". I went to my boss and got a raise! "Now you have to work 25 more days for this car". Ok..huff puff...I ran to my boss and got overtime on the weekends..."Now you have to work 17 more days for this car". Just tell me how much it friggin costs!
You should know your fan base better if for no reason other than it's good business. We like data, we don't like not having it. Assuming what we want done with the data and forcing that on us is insulting.
I see. Nice enhancement indeed
I am seeing this as well. Both issues as described in the thread.
Thank you for the constructive criticism and keeping an appropriate attitude. Surely, the developers are totally lazy and underachieving. Also, first time I see a computer game - car dealer comparison in the webs...
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