*** 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)
OK, looks like the Ranger class issue didn't make it in to this patch, so I've made a little mod/patch to fix medium missile ships and battleships, compatible with 1.03 - it's available here: https://forums.galciv3.com/467065/page/1/
Hello
I don't know if it has been mentioned (too many pages to read through )
With patch 1.3 the line that designates ship range on the map is extremely difficult to see now.
In the Alterian influence zone which is colored light blue, it is extremely faint and I have to angle the map around until I can see a faint hint of it.
Is there a way to adjust its brightness or thickness or something?
yay!!! now add the cloud saves back and we will all be ecstatic!! hate having multiple save games between notebook and desktop the game is addictive so i play at work and would love to be able to continue the same game yah i could use other programs... but meh!
When is 1.1 with the promised workshop integration coming?
Ran across this in the modding forums, he didn't include any code but thought it was a petty concise list, though without testing I can't be sure all the things he mentions are actually broken but glancing over it it appears many are.
https://forums.galciv3.com/467119/page/1/
There seems to be a likelihood of deadlocks (turn doesn't proceed) with 1.03 on Insane Maps@Suicidal level. The AI builds a ton of units at this level.
Symptoms:
1. CPU usage at 22% (4 cores, so it means one core appears to be stuck in a spin-wait)
2. Turn doesn't complete resolving no matter how long you wait.
Workarounds:
1. Do something different in the turn.
2. Save before hitting "Turn"
Can't really provide a save game to demonstrate it though.
Noticed bug:
When a starbase is gifted to another player, any ships stationed on that starbase become duplicated, and the "ghost ships" cause a game to crash when either used in fleet combat, decommissioned, ect. Just a heads up to our developers!Also, can we add in a combat viewer for multiplayer so we can watch each other's battles? Much thanks!
What are the two new ship parts?
Thanks for the patch.
Got a new small update just before, minor bug fix or something? Couldn't find anything new in the list.
ImprovementDefs.xml has been changed, GC3Prebuild.bat too, and the GC3.bin
Seems like the the Coordinated trait in the Pragmatic trait tree ain't working - it says that shipyards decay -50% - eg. shipyards should have bigger range when you choose it in which they get 100% from the planets. But as it seem with or without the trait you have 6 hexes radius.
Yes it is working you are just misinterpreting it.
It specifically says it cuts the decay rate by 50% not double the range. The base range is still 6 hexes the trait makes shipyards lose less production input from distant worlds beyond the 6 hexes.
Lets say normally a world ten hexes away loses 20% of its production input when it is sent to the shipyard, with the trait is now loses only 10%.
If your race also has the Engineers trait which does the same thing then you lose no production regardless of the distance, which is a tremendous bonus and well worth working the combo as you can build shipyards on your front lines and pour massive production into them from your protected rear worlds not to mention always having your hyperion improvements applied.
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