We are pleased to unveil the first major update to Galactic Civilizations III: Crusade (Crusade being based on version 2.1 of the base game, we now unveil version 2.2).
Release date: May 24, 2017.
Below is the change log:
New Map Size: Ludicrous
Map sizes made bigger.
== AI ==
== Gameplay ==
== Multiplayer ==
== User Experience ==
== Balance ==
== Performance ==
== Bug Fixing ==
Have fun!
That might explain why the interceptors from the merc Hivebase 1 are not showing up in the battle viewer.
I noticed the same thing with Hivebase 1.
Opt-in is updated!
= Balance/Gameplay =
= Bugs =
"Xenophobes get twice the research and social construction but only half the military construction."
My concern is that +100% tech and social might be OP?
I think the Xenophobes might now be OP. I played a race with them on the previous settings, and they were damn good. Now they have been buffed (doubled their ship production!).
No, but they really really want to.
I feel like v2.14 is processing turns slower than release-day Crusade did.
When i watch the turn processing messages in the lower right corner, it seems to hang up for several seconds on specific empires. It does this regardless of my zoom level.
I have no quantifiable evidence to support that claim, so can anyone confirm or deny?
I have seen this also. Sometimes I think the game has hung when it stops for 2 or 3 seconds, but it has always continued. I think some of them were after that race either declared war or had war declared on them. I thought that meant that it was doing more thinking about what to do and moving a lot more ships. I don't know if that is right or not.
Another issue I have noticed is that the ai will absolutely refuse to trade even one resource with you, even if you offer them your entire empire on a platter. The "barter bar" won't move even a pixel if there a resource involved.
I was just able to trade an Open Borders treaty with an AI for 5 Promethium. He had over 60 promethium, and no more than 10 of any other resources. He refused to trade for any other resources, but apparently had enough promethium he was willing to trade.
What map size are you playing? How many AIs?
large, tight clusters, 11 ai, uncommon stars. I started noticing this behavior early in the game, not a highly developed one. It feels like the game spends more time updating the more warlike races, for whatever that's worth.
I figured this out. There is a magic number in the evaluation function (*tsk* *tsk* !). It isn't strictly a bug, but it's a bit hackish and feels sloppy for the player, even folks like myself who have not spent more than 10 hours playing yet.
The code works like this when trading resources: if ( amount_requested / amount_total >= 0.25 ) { ai_valuation_of_resource += some_huge_number; }
So 0.25 is the magic number.
This seems to hold true regardless of the amount the AI has. Examples: If AI has 4 resources and you ask for 1, you won't get anything. If AI has 5 and you ask for 1, they will happily trade. If AI has 100 and you ask for 24, no problem. If you insist on 25, you get nothing.
I have not tested to see if different resources are weighted differently, but it does not appear to be so.
== updated 5/16 ==
+ fixed a problem where ships were firing the wrong projectiles.
Is that the thing where the ships shoot out more ships? It's hilarious to watch. If not, well, that's another issue and i'll get you some screenshots.
I just want to say to those on the fence about getting Crusade, that 2.14 is a major improvement to 2.13 and that the "Just one more turn feeling" is back and causing me to lose sleep.
I think it was, I was having that problem yesterday and after the patch I'm not having it today.
Ok so... When upgrading survey ships to another survey ship it consumes additional administrative point and you cannot get that second administrative point back by deleting or upgrading to different type of ship. So now I am spending 4 administrative points on survey ships and I have 0 survey ships...
Also conquering planets and trading colony ships is a bit cheaty. You dont have to pay administrative points for them.
Maybe implement mechanic into the game that checks begining of every turn how many: planets, starbases, colony ships, constructors, survey ships you have and count your used and available administrative points that way.
Also: *City population cap increased from 8 to 16* Is a bit too much. If it need to be increased maybe 10-12 pop is reasonable.
Not really. Been messing around with synthetic (aka Yor) and you get 100 cap at start. The difference is really all the big.
== Opt-in Updated 5/19 ==
+ New ship design method that lets us see how many ship designs are in the library.
+ Improved AI conquest strategies
+ Slight balance tweak to opposing culture affect.
+ Mild balance pass on the weightings of faction power.
+ AI is even more chatty
+ "Hot Springs moved to require Planetology (for frog races)
+ Hot Springs benefit increased from 3 to 2.
+ Increased AI's guts by 25%.
+ The AI will have a harder time stealing techs from you if you have counter agents (e.g. unassigned agents).
+ The AI no longer tries to bribe you to pick on minor factions.
+ AI will no longer trade ships away for almost nothing
+ Numerous fixes/updates to the new master tech tree
+ Fixes for multiple MP desyncs
+ Precursor Anomaly and Lost World Colonization events work again
+ Adjusted the Espionage screen to clarify that unassigned agents lower the chance the AI can steal techs from you
+ Resource upgrades improvements are no longer flagged as one per planet.
+ You can now select a fleet even if there's a non-selectable ship on the same tile.
+ Decommissioned ships refund their administration points and legions.
+ Cleaned up the commander information on the citizen summary screen
+ On the starbase list, the "upgrade" icon isn't always enabled.
+ Fix Virtual World improvement, now requires Prometion instead of Promeous stones (which are no longer in the game)
+ Fixes for crashes and stuck turns
+ Fixed the Scientist Coerced Promotion which was giving 10x points
+ Improvement to speed from exiting a game to the main menu
+ Performance optimizations
+ Fix missing icon in the Approval leader focus.
Lol more changes to the Tech tree and Buildings - some of which seem good - it has taken me several days to plow through the combining old custom race techs into the "standard" tech tree (another numerous fixes / updates to tech tree note mentioned on 5/14 update note - 95% of which I am fine with) so maybe I can use my modded 2.13 XML files again lol. I found some Farm techs that were deleted in 2.14 I missed earlier today. Looks like some of the late game life support techs were also deleted on the 14th. CAN NOT wait to see what else has changed. Although looks mainly Improvements. I have even reorganized the MasterTechDefs.XML file so it supports the more "in order" organization of the file in 2.14.
Now keep up the changes as you make this patch more like the Tech Tree that should been released with Crusade. My only issue is lacking any detailed notes about these changes, it is frustrating to keep up with the technology tree changes but that is my problem.
== Updates 5/19 ==
Might still need to look at Morale buildings as they didn't line up completely with the "standard" morale buildings ie disable for now Amphibious ability and DeoutAbility races as noted in my latest notes.
Hopefully these changes are more clear than the over two dozen techs you either removed completely (old techs that were abandoned in 2.1 ) or deleted and moved the corresponding improvements into the "standard" tech tree in the 2.14
Resource upgrades improvements are no longer flagged as one per planet.
Good fix for when you randomly get two of the same planetary special resource on the same planet.
Hey pshaw, how's the remaining bug/balance list looking for 2.14?
Being a GOGgian (GOGgist? GOGger?) I'm used to waiting for official patches to drop - color me curious, not "git the fackin' thing done already!"
@barrybeal have you tried my Tech Tree Viewer / Editor
https://forums.galciv3.com/477456/
It may be of use to you.
For ancient races, the social matrix costs 4 arnorian spices. For what the improvement does and the point of the game it is available at, this feels out of proportion.
I was wondering, could it be made so, that the tradable ressource on a planet can be chosen in the civ builder? Haven't put much thought into this, but this could be beneficial for ancient races for example, whose special building requires a certain ressource.
The problem with the 2.14 Patch is that there are a lot of numerous fixes and updates in the 5/14 update. And from 2.13 they rearranged the flow of techs in MasterTechDefs.XML so they are now more organized in order (generally a good thing for parsing the game code depending how they build the research tree internally. So unless you rearrange your version of the 2.13 XML file you can't just compare side by side the 2.14 and 2.13 versions. Later I did eventually to help with the secondary passes of checking the differences. Firstly there are a lot o changes to 2.14 that are not entirely obviously and since they deleted Specialization techs the old version of the MasterTechDefs.XML won't even run now - Tech tree creation crashes due to not being able to handle the abandoned Tech Specializations because I didn't keep a copy of the old MasterTechSpecializationsDef.XML file in my mod. Then there is that in additional to deleting three dozen or more tech definitions - some abandoned - they removed some and then changed the previous functioning definitions in ImprovementDefs.XML so that custom races now use the equivalent "standard" techs (not necessarily a bad thing with possibility that you loose ability to change the AI research weighting system differences between those races).
I have found all the deletions now which for 2.14 are the following:
Slaver (ZealotsAbility) manufacturing, research, and morale techs were deleted and the improvements associated with each with converted to use the existing equivalent "standard" techs in the tech tree. Note that the "standard" tech tree has some inconsistency in how it works in Crusade verses how it used to work before Crusade.
Synthetic manufacturing and research techs were deleted and the improvements associated with each with converted to use the existing equivalent "standard" techs in the tech tree.
Amphibious (Aquatic) Ability research (missing from Crusade) and morale techs (were in Crusasde) were deleted and the improvements associated with each with converted to use the existing equivalent "standard" techs in the tech tree.
Certain Ability (Altarian) morale techs (were in Crusasde) were deleted and the improvements associated with each with converted to use the existing equivalent "standard" techs in the tech tree.
I think it is three of the late game Life Support Specialization techs were deleted and the "base" Life Support techs reconnected to each other.
One farming tech XenoAgricultureTech and its associated Specialization techs AgriculturalOptimization1/2/3 were deleted and the tech tree rearranged.
Then there is about dozen "abandoned" techs that were deleted and I had to research whether that was good or bad since there was no explanation of why they were gone.
So mostly my post was me "Venting" about all the changes Stardock keeps making. A lot of which is good but some apparently just to "make the game easier and simpler" by removing techs that originally had some purpose. Along with the general difference in gaming philosophy, Crusade introduces a lot of changes to the way things work before. Some of that discovery of "what is different" is good in that it brings new challenges to the users familiar with the previous game design. Other changes seem haphazard and poorly thought out and implemented. We already have to spend considerable time learning or figuring out how the old technology tree is now split up and given piece meal to Races based on chosen Racial Abilities and Life Style choices. Again without explanation of the differences and in some cases finding that they are implemented wrong or poorly. I was hoping for a somewhat more detailed explanation of what is changing - probably hoping that Stardock might make general statements like above about what was deleted or changed to help learn how Crusade is evolving. Certainly most people including me look at CHANGE as not something that you rush to embrace or enjoy experiencing. It would help my frustrations at least to attempt to lessen the impact by Explaining and PROACTIVELY justifying the changes so I understand that there is a plan and that the change is not necessarily bad for me in the long run.
Aren't you so glad that I responded I know I feel better already !!!! Must be a woman thing lol. I don't need you to reply just listen to what I wrote.
Now I have come back to mention that I appreciate you trying to help by posting the above but it doesn't help directly address the intent for the post.
Hi folks, quick question...
Do the opt in patch changes affect a saved game or will it only be for games started after the patch?
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