[[RELEASED]]
To enable the patch, please do the following:
Please note: The opt-in is an early preview of the next update and you might experience bugs or other issues. We encourage players who try the opt-in to report any issues to the support forum or via support ticket so we can address them.
Optimization
AI
Balance
Improvements/Bugs Fixes
If you want to read my Dev Diary full of me complaining and whining and how I worked on the update visit here: https://forums.galciv3.com/480761/ and here: https://forums.galciv3.com/480723
Damn, my computer is down for the count till I get my new ram from Gskill. Looks good Frogboy, I will say many thanks up front. Unfortunately I cannot even fire up my computer if I wanted to.
I want!!! I want now!!! Seriously, changes look interesting and will definitely give the game a new feel. Hope to see it drop soon.
So you ended up not changing the galaxy size or planet count? it's okay if you didn't change them, just getting clarification
Just let us know when it is for real. That is a lot of changes to handle and adjust to, but it is downright exciting. There are things in the list with exceedingly interesting consequences. Starting game should be very different. It's like getting a brand new game for the holidays without all that wrapping paper to get in the way.
Frogboy what are your thoughts about the endgame mop up phase and spicing it up? Great work btw!
Shouldn't this be in the Support forum with all the other updates, even if its just an opt in?
Okay, I have to day off today but do have to go to the dentist. that's at 10am EST, I should be home by noon so you can have it drop any time after that. Thanks, I'll need the distraction.
Wait, so it's now cheaper to get huge hulls than large hulls, with less HP?
Why cheaper?
Large hull cost increased from 128 to 300
Huge hull cost increased from 432 to 500
Lots of good stuff
Updated with larger log.
Whoops, misread that line, my bad!
I'm not seeing anything about shield punch being fixed so it, well, works.
Will administration be part of this?
I am not sure about many changes without that, starbase distance reduction being the most flagrant
Hi,
I see that in the interests of balance the starbase minimum distance has been reduced to 3 squares. Isn't this going to make the Arcaeans massively overpowered? In the early middlegame - rather than later when they've got the two distance extensions - they're going to be able to build 18 economic starbases around their main planets, in a ring of six three squares away and a further 12 six squares away. Once they've got the two distance extensions won't it be 30?
Cheers,
Jon
Sorry miscounted - with the two distance extensions the Arcaeans get up to 6 + 12 + 18 = 36 starbases round their main planets - rather than 18 as before.
Holy cow!!! The game turns are blindingly faster! So far, so good!
Why this:
</Stats> <LevelEffectStats> <EffectType>HitPointsCap</EffectType> <Target> <TargetType>Ship</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </LevelEffectStats>
to every hull type in ShipHullStatsDefs.xml?
Haven't noticed it before and never saw this change noted anywhere.
???
thats the 5% HP your ships get for leveling up,
was in the same patch wich introduced the Levels for ships
Just finished several hours of MP session. Had some initial issues that may have been my setup, but once we got started the MP turns seemed very fast to me. Not the waiting for the human part, but everything else. Cross trading the data for custom factions and such still takes a while, though, especially when each side has over 100 created or downloaded factions.
The AI changes show up in MP and I find them welcome. Colonizing is definitely a stiffer race than before. They are doing an effective job of boxing one of ua in a corner. Something vicious will have be done about that.
As of 1.90 if you have a constructor in a starbase which you want to eject then it seems to demand that you upgrade the starbase even if you don't want to. I queued eject but it wouldn't let me proceed until i'd used up a rather useless upgrade.
My thoughts on 1.9 (in the MP game with erischild)...
Otherwise good job so far...
I've posted some feedback on the steam forum. In my game the Drengin were far and away more powerful than anything else on the map in terms of the faction power number. When I won the game around turn 220 I was second with around 1000, and the Drengin doubling that. I think I may need to play a bit more, as I am not sure if it was luck of the drawn when it came to their spawn, but I personally think galaxy generation could use some tweaks to even out faction balance. I played on loose clusters Huge. as it gives the most even planet spread in my experience, but still leads to the kind of geography that creates islands and dead ends which really hampers other AI from expanding and challenging neighbors. Otherwise, I really like the extra war aggression and how the AI will do better with research and colony expansion -- these were all much needed to make the AI more interesting.
I also agree, that it appears influence has been cut back a bit much -- how could anyone perform a influence victory and strategy focused on planet culture flip?
Yes, this is another great point on influence being cut back so far.
I find the same thing very annoying. I usually like keeping my "extra" construction points for the next level of mining, xeno archeology, or economic sector.
There are many great features available to you once you register, including:
Sign in or Create Account