The long awaited Starbase update is here!
The new Constructor queuing system means you'll never need to track upgrade modules again. We've also completely reworked the Shipyard ship list to make it easier to find the right ship for the right job. Also, we've added the ability to inspect an enemy fleet and get prediction of the fight's outcome. The ship component system is getting balancing change. Finally, we've improved the diplomacy trading system.
Please check out our Dev Journal to learn more about the 1.7 update.
https://forums.galciv3.com/477007/page/1/#3632209
Overview
Reduced Starbase micromanagementStarbases now queue upgrade modules directly from Shipyards. Ordered Constructors automatically travel to the Starbase and upgrade it. Constructors are ordered from the Shipyard that can deliver the upgrade in the shortest amount of time.
Improved Ship ListIntroducing new Ship List sorting and grouping options to make it easier to find the ships you want. Mark your "favorite" ships to make them easy to find in every game.
Improved Starbase WindowWe've updated the Starbase Window to better present information about the installed modules and the Starbase's effects. The window also displays more detailed Starbase statistics. These changes will aid you in managing the Starbase and empire.
Battle AssessmentKnow what you are getting into! Hovering over an enemy fleet now displays an estimation of whether or not your fleet will be victorious. This same information is displayed prior to starting a battle.
Ship Component Mass ChangesComponent mass now scales based on the ship's hull size (e.g. you need bigger engines to move a bigger ship). The changes shouldn't affect average players but are important to address some late-game exploits. Although this change won't impact the standard ship designs, existing custom ship designs may need to be revised to work with the new system.
Diplomacy UpdatesYour friends are more likely to give you a better deal! Diplomacy trade values now scale based on your relationship with other factions and the game difficulty.
Planetary Alert SystemPlanetary growth stalled? We added new alerts on the planet window to warn you if your influence, population, or approval are holding back your colony from its full potential.
Third Party App Block OptionWe added a game option that blocks 3rd party applications from hooking into the game's graphics process and crashing the game. Blocking is enabled by default. If you'd like to capture in game video, you will have to disable this game option.
Change Log
Starbases
Ship List Screen
Starbase Screen
Battle Assessment
Hovering over an enemy fleet displays an estimation of whether or not your currently selected fleet will be victorious. This same information is displayed prior to starting a battle.
Shipyard Auto-Idle
Added Shipyard auto-idle function that replaces the old "shutdown". If the Automatic Idle checkbox is selected, the Shipyard will shutdown if it has no ships to produce. Adding a ship will automatically resume production.
Diplomacy
We have improved the balance of the diplomacy system to make it more fun and less exploitable.
Planetary Alert System
Added alerts added to influence, population, and approval statistics if one of these attributes is at risk. The Alert tooltip includes information on how to address the problem.
Gameplay Changes
Interface
Bug Fixes
Fantastic improvements and fixes, thanks Stardock!
I especially love the detailed tooltip on the Sensors - it even works in the fleet window! Sadly none of the other ship stat tooltips do. Could they also be enabled in the fleet window, just for consistency?
Also, the Tactical Speed tooltip still says "Missing Info". Could this tooltip get an overhauled detailed one like the new Sensors tooltip, explaining what it does and giving numbers?
I asked about the one per player thing a week ago and saw it was a possibility to come in 1.7, so I am very pleased to see that it made it into this 3rd update. It was even added in the manner I was planning to use it! I was really just looking at doing it to the Bane and while that makes sense I don't think the same can be said for the other components. They could do with a change, maybe make them a fleet buff or add a fleet buff to them as well. Currently they are of questionable value as they are.
Not sure if this is in the pipeline, but can we get the ability to see full ship details when in the fleet details screen? Currently you can only hover over images and see a tooltip with general info. It would be useful to be able to click on a ship and see that specific ship's details and what is on it. It is annoying having to eject ships out of a fleet to just to see what is on it.
Seems the ability Ancient is not giving research per relic and is only giving a global 10%. Is this working as intended?
Let me retract this. Its working, Just not on research relics.
Suggestion: Now that you have multiple constructors working properly, how about updating the definition of the "Basic Constructor"?
Something like this:
<ShipBlueprint> <InternalName>BasicConstructorBlueprint</InternalName> <ShipHullType>Cargo</ShipHullType> <Role>Support</Role> <ShipGroup>Constructor</ShipGroup> <CanBeBuilt>false</CanBeBuilt> <RequiredComponentType>ConstructionModule</RequiredComponentType> <ComponentType>InterstellarDrive</ComponentType> <FillerComponentType>ConstructionModule</FillerComponentType>
<FillerComponentType>InterstellarDrive</FillerComponentType> <FillerComponentType>ConstructionModule</FillerComponentType>
Playing a new game where I found a ship graveyard which gave +25% sensor range to my ships. But it doesn't give +25% to all ships it only gave the bonus to the ship that found it all other existing ships didn't get it. (I already had the race ability which gives +25% to all ships as a side note)
The point of the Basic Constructor is that it is “The cheapest possible Constructor” so putting drives on it would be kind of contrary to its purpose in life. This is why we have we give the option to set the constructor to any valid constructor type, and as of 1.7 you can even globally assign that constructor to all your starbases. Hopefully that will meet your needs. Thanks for the suggestion.
^^^ The Ship graveyard events affect ONLY the ship (and any ships in that fleet with it). Thus if you got a 'Breath of Fresh Air' and it was only your Survey ship than only it would benefit.
However if for whatever reason 10 capitals were in fleet WITH your survey ship when it got this event then all the ships in that fleet would benefit.
Only events that are global are Precoursor relic and Precoursor World events (+10% to all ships dmg, +5% to armor, ect), and maybe some Galactic events.
if you were to upgrade said ships later, do they keep this bonus?
Hello everyone!
I have just decided to give a try to the 1.7 up-in 3, and I have find some things to correct with the UI. Please note that I play with the french version of galIII (even if this version is now half french and half english now, but that is another story).
1- When I open the window to select the window for the gestion of the shipware, I am missing a lot of information, look:
(http://imgur.com/ZHaeUsA)
And by the way can you change the "Terminé" by "Terminer" (so you will use the rigth verb tense).
2- Also another bug when I open the windows to upgrade a ship:
(http://imgur.com/Oo6Hc6t)
Can you change the name of the "concevez un vaisseau" (that mean: go to the ship editor) by "terminer" (it will indicate close the window)
Have a nice day! Eridalafar
PS Do you have any idea when the full regionals languages translation will be avallaible for the expac part for this greath game?
Thanks for that FYI
Could you guys fix "defying the vote" in the UP? When one is playing with 20+ civs (I am playing with 88), someone defies every vote that happens and therefore no vote ever actually happens. This doesn't really make any sense. The vote should still happen regardless if someone leaves because of it or not. It doesn't apply to the person who leaves anyway. In the past three games that I have played, the UP chief is chosen and then not a single vote carries through after that.
With the Diplomacy work being done, will the AI see the multiple trade resources trade (3) snuggler colonies as (3) and not (1)? I haven't seen this being mentioned in the improved diplomacy work as well as I've noticed they still don't care on the amount in which they are trading?
Thought I'd let you folks know that it looks like none of the adjustments made to all of the tech trees regarding the Diplomacy nerfs made it into any of the Campaigns. All of the tech trees in all of the Campagins still show the 1.7 opt-in 3 tech tree values for DiplomacyTech, InterstellarAlliances, EminenceTech, and MajestyTech.
Just a heads up that you will probably want to fix those as well before going live.
Amazing work, pshaw!
Just quick question regarding diplomacy: I do not seem to be able to ask my allies to Declare war/Embargo other civ. The option is alltogether missing in the diplo screen. Strangely, it is still there with civs I have bad relationship with (Furious, Hostile etc.).
It is bug or an intented change? After all, it surely undermines diplomatic efforts
As of opt-in 4, the Military Starbase ring now has no additional range bonus:
<Stats> <EffectType>StarbaseRange</EffectType> <Target> <TargetType>Starbase</TargetType> </Target> <BonusType>Flat</BonusType> </Stats>
Is this intentional or a bug?
Got a bug where only one ship with the precursor modules can be built. If that's how the gameplay is supposed to be than please update the descriptions.
After a suggestion made here (https://forums.galciv3.com/476612) that is now working as intended. As you say, the description might need to be updated.
RE: Missing Offers option in the diplomacy screen - see picture bellow. Any idea why it is missing with my allies and not the foes?
http://ulozto.cz/xAA92Wi7/diplo-jpg
Will we be seeing the revamped planetary-invasion and diplomacy systems in 1.8? While this has been an excellent update in terms of QOL and automation of mundane tasks, I would like to be able to make planetary invasion far more in-depth, involving moving of troops to capture/defend strategic areas, evacuation of civilians, orbital bombardment, scorched-earth tactics, etc.
Noticed a bunch of balance changes to + Diplomacy buildings and starbase modules. Not mentioned in the notes, but look like a good idea given how easy it was to make everyone really REALLY like you.
Patch looks good overall. TY for your efforts.
not sure if it was posted but i noticed a bug with the new constructor queing.when selecting a module to build (requesting a constructor) it does not look at banked production points in a shipyard
so if i have a shipyard with
and another nearby with
the system will ask for a constructor from the second shipyard since it thinks it will finish in 4 turns vs 100 turns from the first.
wheras in reality it would finish in 1 turn from the first shipyard
can we have a way to update all starbases to use a certain type of constructor rather then having to set each one individually
If a starbase request a constructor from far enough away. The autopilot doesn't work, and the constructor just sits there (and requeues another one).
Seems to be related to the can't set a course longer than 500(?) hexes issue.
Playing on an Insane map, scattered, (highly) reduced star count. I only have 11 shipyards, so it doesn't have alot of options to pull from.
If there isn't a max range on the call constructor, their probably should be one.
I feel really unhappy when finished researching all techs in late games.Any chance we can have some "repeating techs" that can be researched over and over again in next patch?
A Repeating tech provides some bonus on economy or military every time it is researched and you can start researching it over again to gain more bonus. I don't mind if they are crazy expensive because I can always have one more turn.
I think it is important to make people keep playing the late game even after all current techs are researched.
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