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!
Mostly NO I believe but a longer winded answer follows
Any of the XML changes will not affect a Saved game well to the best of my knowledge (there may be some exceptions for things like Graphics Icons or text changes but I believe that the game builds a "database" of things like Technologies, Improvements, and other features that is kept and reused from inside the Save game file) but any of the GC3Crusade.exe code changes will affect how the game operates. Generally most of the patch changes are positive and improves bugs and gameplay. They are primarily focusing on fixing the more major issues with Crusade in its initial launch state.
Some of the lag in game play and stuck turns will likely be fixed by using the Patched Game Engine and likely will not affect you using the old Save game.
If you have copies of the MasterDefs.xml, SpecializationDefs and Text.xml's from 2.13 you could place them in a separate mod folder. Fire up 2 copies of the tech tree editor, point one at the old and one at the new, so you can compare them.
The latest mini update (0.1.7.5) has re-enabled partial modding and fixes a couple of bugs.
xml changes only take effect with new games
Mostly NO I believe but a longer winded answer followsAny of the XML changes will not affect a Saved game well to the best of my knowledge (there may be some exceptions for things like Graphics Icons or text changes but I believe that the game builds a "database" of things like Technologies, Improvements, and other features that is kept and reused from inside the Save game file) but any of the GC3Crusade.exe code changes will affect how the game operates. Generally most of the patch changes are positive and improves bugs and gameplay. They are primarily focusing on fixing the more major issues with Crusade in its initial launch state.Some of the lag in game play and stuck turns will likely be fixed by using the Patched Game Engine and likely will not affect you using the old Save game.
Thanks, figured this would probably be the case.
Either I don't understand how they are supposed to work or some of the adjacency bonuses aren't working.
I'll have to start making notes since I can't recall which ones
= 5/22 Update === Gameplay ==
== Bugs ==
Glad to see the mining base bug fixed.
Eagerly awaiting the Commander Logistics bug fix
More multiplayer fixes coming anytime soon?
+1
My preferred way to play is with multiplayer so I've been waiting for those fixes. Here's hoping they fix MP bugs, allow custom races, and eventually, larger map sizes in MP.
+1My preferred way to play is with multiplayer so I've been waiting for those fixes. Here's hoping they fix MP bugs, allow custom races, and eventually, larger map sizes in MP.
Which is great, but I enjoy playing with friends more. We kind of 'lan' it by playing in the same room.
Thanks pshaw! Nice steady progress on the game is much appreciated.
While I appreciate the quick pace of all these patches, the single most annoying bug that I seem to be running into that has not been addressed yet is the planet colonization events not happening. Will that be addressed in an upcoming patch?
They are happening to me
Most of the time they do, but there is an occasional planet that doesn't fire off. Like the game assumes it is a home system planet instead of one on the far side of the galaxy.
Just noticed an annoying bug when upgrading survey vessels - it treats them as a new build and costs an administrator rather than just the cost of upgrading the ship. Just imagine Capt Kirk being told "Good news, we are upgrading the Enterprise - oh by the way your sacked and being replaced".
Confirmed and very easy to repeat. Just noticed the same thing myself.
Actually it wasnt kirk, but benjamin pike. It did happen see episode 1.
There are some mistakes in the patch notes:
- Hot springs are listed twice. They actually give +2 morale now
- Port of call gives +1 tourism income, not +3 as listed
- Xenophic is listed twice in the patch notes. Tripled manufacturing, tripled research and half ship construction is correct.
- Some AI changes are also listed again with the balance changes
There also is a problem with how the game patches (at least when u use Steam):
If u select "no beta", it patches to 2.133.
If u select the "patch 2.14 opt in", it patches to 2.2.
This should be adressed.
Apart from these smaller organisational flaws, I really like this patch. I just dont understand why Xenophobic got buffed. It was already overpowered before. The tripled effect is just rediculous.
Btw: The AbilityDefs.xml also has a +2 Modifier to "CreditsPerTurn" for Xenophobic, which doesnt work ingame (would make it even more OP). Maybe that needs some cleaning.
Uh, it is being released today. They weren't even awake when you posted this...
Okay since I never get responses to my other questions, I will make another attempt to question some of these changes:
-- Is this a response to our finding out Oops you initially locked out Interstellar Tourism to everyone but Diplomats. The current solution of re-enabling Interstellar Tourism to everyone and enabling it by Cultural Influence Tech is adequate. It is nice that you get Tourism income now earlier and instead of +10% per building you get one Credit via Tourism that apparently works as soon as you build the Port of Call building instead of waiting for "natural" Tourism to be enabled by Interstellar Tourism tech. The adjacency bonus of adding another +1 Tourism by Adjacency Leveling effect and have a +1 Neighboring bonus is an added bonus. Generally this is a good change; however, if the Change to Port of Call remains then you need to change the Leveling bonus for its upgrade buildings - TouristHaven and TouristDestination.
https://forums.galciv3.com/483272/page/1/#3679252
Campaing still not working.
I can confirm as well that the GC3 campaigns, as of 2.2, are still completely broken.
It's a bit disappointing that so far, the campaigns have gone from wonky and a little broken at Crusade's release, to totally buggered in 2.13, and then to have no notes or communication regarding possible fixes in that span. For me, part of the difficulty stems from getting a bit too hyped up reading Brad's dev journals in the months leading up to Crusade's release, and then fast forwarding to two and a half weeks after Crusade hit the digital shelves, still waiting to play the one thing I've wanted to ditch work time to enjoy.
I understand that sandbox is where the vast majority of players hang out, and that there's been a significant amount of work needed there as well, but at this point, I'm just hoping for at least a little communication regarding timelines or fixes or even just where the campaigns fit into the bugfixing priority queue. Knowing I'd need to wait another couple weeks and not needing to come back and check the forums every five minutes to see if the game is playable for me would at least take a bit off my plate
So, devs, any chance you can toss us campaign-goers a bone and/or some news?
I am thinking about money return. I bought all the DLC to play all the campaigns, but simply cant. You are selling broken, not working product.
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