*** 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)
Heelidar sent me his file and we reproduced it here at Stardock. We will be updating the optin later tonight with the following fixes:
1. Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory.
2. Fix that can cause some games from being reported to the Metaverse.
3. Fix to allow the game to load if you have non-ascii characters in your user name (this was Heelidar's issue).
4. We reverted some mass changes (sensors, drives, life support) to 1.2 values to keep from breaking player ships.
How about reverting the base planet amounts back to 1.01? Go on you know you want to!
We are also fixing an issue where you can't request constructors on 1.03 if you started the game on a prior version.
Prior default constructors probably too big to build with mass changes.
So, uh can we continue to play our current game which in my case was pre 1.03 with the opt in still working as 1.03?
Will it break the game?
I was automatically opted in since I opted in on the last one. For the first time in many patches my game started to crash. Having invested over 100 hours and 566 turns into this one I went back to 1.02 official so I can finish it. YMMV.
I just want to say, I LOVE the new map script for spiral galaxies! Insane spirals are 200 times better now!
Latest update to 1.03 on Friday night seems to have broken the Mods folder. Placing the files in the game directory still works.
That's because the game now seems to look for *.gc3wsdata files. May be related to Workshop (ws?)?
What are the *.gc3wsdata files like? A fancy zip folder or something?
Don't know. Just saw it in the debug.err file; the mod folders are being checked for files with the gc3wsdata extension.
Ok so I have a lot of stuff in the 'My documents, My games, > Gal Civ III Folder. If this is NOT working now how can we go about fixing it?
I have two drives. My C drive is my SSD where I keep Windows, primary games and Steam Library on. It has the GCIII game installed on this drive.
I have a D drive which is a 1 terrabyte platter drive where I keep 'My documents', My Games', 'My pictures', My Favorites, My downloads and all kinds of data stuff.
This is where my mod folder is. I am happy to start over or rename or remap as needed but need information on how if needed. Will the new pointer fix this or is there something I need to do like Uninstall GCIII and reinstall?
I can do so if really needed. I am having a grand time in my current game but its pretty much a done deal for me with end game fleets tooling around wiping out 15 ship Drengin mass driver based fleets.
I don't know if it was already mentioned, but 1.03 ignores idle ships if you end a turn. The "turn button" switches to a greyed out "idle ship" button but it just continues with the other factions. Lost a few ships that way
Is the issue where Elerium won't seed in certain situations if resource frequency is uncommon fixed?
To save me just making a new post ill ask it here, If I have old posts with "Future Ideas" before the addition of the appropriate sub forum. Should I change my old posts to be added into this forum or leave them as is?
On that note, maybe the Devs should add a pinned post there briefly explaining the best possible layout for posts to make it easier for them to read, understand and things like that.
Cheers!
Patch 1.03 on Windows 8.1 doesnt fully kill the Galactic Civilizations game process upon quit. I have to go into the task manager and kill it manually. Other than that, plays just fine. d('-' )
I agree with this.
Currently, sensor range/mass is 1/8 -> 2/9 -> 3/10 -> 4/12 -> 5/14. The cost goes 13-23-41-71-123, meaning the cost increases by a factor of ~ 1.75 for each upgrade. This means higher-tech sensors are giving a far smaller boost/mass and boost/cost (not to mention boost/research investment) over their predecessors: the first sensor tech doubles your sensor range/unit for only 1 extra mass, but the final upgrade only improves your range/mass ratio marginally, while providing considerably less range/cost.
Personally, I have not bothered researching past range 3 sensors in a serious game. I don't see how it can be a cost-effective use of research or build capacity.
How about this two-part solution:
First: sensors not limited to 1 per ship, but each sensor past the first only has 50% effectiveness (that is, 100% then 50% and 50% and 50%; not 100% then 50% then 25%).
Secondly, make upgraded individual sensors more worthwhile - weapons double in effectiveness at each upgrade, why not sensors? Drastically increase sensor range at each level, and raise mass by 50%.
Suggested progression range/mass: 1/7 -> 2/10 -> 4/15 -> 7/23 -> 13/34.
It wouldn't totally gimp sensor boats, but would make them considerably less effective for their cost - especially as the things can hardly move. The 'Eye of Sauron' with its 12 2-range sensors would not have its current 12x2 = 24 sensor range (+its base and bonuses) but instead a far more managable 2+11x1 = 13 (+ extras). Still a lot, but not quite so absurd.
That will mean the first sensor (before diminishing returns kicks in) is far more valuable than the current ever-more-marginal upgrades make individual sensors.
Anyone who invests the tech in advanced sensors will have *great* sensor coverage. Just like anyone who invests weapons tech can melt fleets really well. Let them - it'll be expensive but perhaps worth it.
I don't think the numbers are too bad, maybe a little too high in the later end. But ultimately the sensor ships are now useful but not crazy...not an automatic exploit, but a strategic decision.
It's not that the numbers are terrible, but think of it this way: the sensor-power/mass goes from 0.125 -> 0.222 -> 0.3 -> 0.333 -> 0.357. Those last 2 upgrades are a 10% increase and a 7% increase in mass-efficiency. It costs you 670 research points for the privilege of paying ~2x as much per sensor range point.
Is the ability to use your sensors in nebulae worth that much?
Sent to the developers, thank you!!
Hey Gear, I just found another one:
Every BattleShipD variant (Large enhanced kinetic ships) refers to a DestroyerD blueprint (Large enhanced missile ships) - even pirates.
Should I submit a new ticket?
The 1.03 is now live and the opt-in is no longer available.
Foxy!
My concern with this is that for those of us who mod the game, we often deal with game crashes, repeatedly, because of our own modding errors which we take time to fix. You might get a ton of automatic info that really has nothing to do with the dev side of things...
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