Hello,
We are happy to be releasing GC3 v3.9. We've included community inspired balance changes, made significant improvements to performance, and updated how the zone of control works. We're also launching the "Villians of Star Control" DLC which includes new playable races, traits, and ships. Read below for details.
The Villains of StarControl have invaded! New playable races, traits, and ships. Read about it here:
https://www.galciv3.com/article/496599/available-now-villains-of-star-control-origins-for-galactic-civilizations-i
Special thanks to Horemvore, Old Spider, and the modding community. Brad/Draginol reviewed his mods to evaluate whether some of those ideas should make them into the game. We love seeing players that are passionate about the game and it's great to see their work making the game better for everyone.
No more fog of war in your empire. All territory in your Zone of Control now is always visible. This helps you keep an eye on what other factions are doing in your backyard.
We've made a substantial improvement in performance. This boost is especially noticeable in the shipyard screen and in late-game turn times.
Balance
Fixes
UI
AI
Crusade and Beyond
Intrigue Only
Retribution Only
Hi,
-> "All territory in a player's ZOC is always visible. No fog of war (in your borders)"
Nice as an option for casual players and where expect this and come from more "action" oriented games (stellaris as example)
But for an game with sensor ranges as game element an bad move and step in the casual direction ....
An better idea (additional to the point to make it optional..) would be implement functional patrol routes to make ships with build as patrol ships in mind,to fly betwen the points and give so an better oversight and immersion.
Overall I think these are good solid changes.
What exactly does this mean?
"Colony Limit Max Penalty increased from 6 to 10"
Sound like I won't have to build network of sensor boats along my border, pretty useful.
Its the approval penalty you get for having more than the ideal amount of colonies for your government type.
There are some nice changes here. I recognized some of them from Horemvore's mods and some of them from my mods. Some of our mods are similar because we think alike in some areas. I use only 2 of his UCP mods because I prefer my way of doing things. However, I use some of his changes in my mods, and he uses one of my mods. I originally did the player spacing mod and gave him permission to use it because so many players were complaining about races starting so close together.When Retribution was released I noticed a tendency for the races to sometimes be closer together that before, so I have been experimenting with new values. I haven't decided which are best, but I'm currently using these: <PlayerStartSpacingWideMod>0.26</PlayerStartSpacingWideMod> <PlayerStartSpacingNarrowMod>0.13</PlayerStartSpacingNarrowMod>
I hope it's not a simple evaluation, such as "if foreign influence exists, don't settle". I had a game in a 2.8 opt-in version where the Altarians settled a planet in the middle my influence where I didn't have any planets. They have strong influence, and it didn't take too long for their influence to push mine out of the way and begin causing me problems. I hope that situation can still happen with this update.
This is good.
This is not good.My mods include some that correct some of the many spelling, grammar, punctuation and factual errors as well as some that have confusing text. If you are interested, I can make these available. There are still many other "typos". I don't update these mods very often because I just don't feel like it. I can't seem to gain ground. I'm going to have to review a lot of my mods to see what I need to update before using this, so I'd better get to it.
I am the same, do things MY way
And I also have to compare a lot of files, all thou its funny to see same changes as I did (and probably others), like tech cost, colony pop ect.
By the number of changes it could be called 3.9
There are additional changes not listed here including massive perf improvements to the shipyard screen and the turn times late game a much (not slightly) shorter.
I'm wondering if this change will void the usage of sensor power on colony and starbase. Even with Precusor improvement that increase sensor power by 64, it still expand your sensor range by around 8-12 tiles. Still, a good change. Now I just wish Sentry mode only alert when enemy ship come into range and not every ship.
Agreed.
So far it's running well on my current 3.8 game, although I expect that I won't see most of the changes until I start a new game. The visibility in my ZOC is working as advertised.
"Added a new starbase module: Ascenion Gate Study. Allows player to get a lot more out of the ascension gates."
I was comparing my StarbaseModuleDefs (crusade version) to new one it but it appears this module is not there, and I don't see it in tech tree, where it should be? I did find entries in StarbaseModuleText (edit, funny thing, I cant find it again)
"Added an option to enable / disable factions for random faction (on by default)"
Appears to be working fine but in selection screen next button (Show faction in multiplayer was it?) does not work and text is not displayed. I have 2560x1440 screen so there is plenty of space for it.
I think you added it only to Crusade GalCiv3GlobalDefs not to Retribution Version
I was thinking same thing, right now sentry mode is annoying to use.
And now sensor are basicly only useful on attack ships that are meant to go somewhere. Defensive ones won't need them. Most starbases wont need them.
Isn't there Spider citizen that won't be very useful right now?
Not having to build sensor ships coupled with rapid strike forces will make the game a lot less dangerous. Allows you to free up ships for other things and does give your more incentive to push your boarders out as far as possible. Not sure how I feel on this.
I really like the colony radius increase for colony ships nothing like not having to move the shipyard 3 hexes because of some damn astroids that didn’t spawn durantium.
My sensor ships were so dirt cheep that this is irrelevant, not needing them will only cut on micromanagement.
Now that I think more about it, does this change affect AI in any way?
Probably not and I guess it really also depends on map size I needed a lot of sensor ships and had a semi powerful ship yard pump them out. This change does bring it inline with Civ and AoW. It will definitely reduce micromanagement having a 50 ship sensor wall was obnoxious. Now one rapid strike force will be able to protect a wide area of space.
Generally I think this is good idea. I have some concerns but first I must see how it works in practice.
There is a problem in the Choose Civilization screen. This is on a 1920 x 1080 monitor with the same game resolution. When the UI Size is Normal, the screen looks like this:
The red box is where "Show Faction in Multiplayer" is missing. Also, the button doesn't change when I click on it. It is the same when I set the UI Size to Medium. The game won't allow me to choose a UI Size of Large with this resolution.
When I changed the UI Size to Small, everything was correct.
Thanks!
UI suggestion - Planet management window.
What about sorting improvements by TYPE Ie, Power Plants, Agriculture, Culture, "Wonders", Economic, military etc? None of the current options really do this. This could be achieved without any elaborate coding changes, by simply re-naming all existing planet improvements so they sort organically by what type, or class they are. If spacing is an issue, 3 letter prefix tags would work best for simplicity. When I look at improvements in the list, they could be made to sort organically by TYPE, using default NAME, but only IF, the current naming scheme, were overhauled.
Examples
MIL - Xxxx
Econ - Xxxxx
Ag - Xxxxxx
Cul - XXXXX
PWR - Xxxxx
Does this perchance appear as "Unrest" in the Approval flyover? There really needs to be something to explain where it comes from.
A critical question. Will AI see every intrusion? No sneaking around any more?
Tech "Recovery" gives mining +1 (!!!) instead of 0.1
This extremely boring bug in one of earliest techs was fixed some time ago but now it did turn back. So even if I self impose a rule not to research it/not to exploit it, the AI wont know a difference and will sell those resources right and left. How boring.
I partially agree. Considering by default mining modules give 0.1 (I modded it to 0.2) this tech bonus should be 0,2 max. But I disagree with second part, this is not a big deal or boring.
And compared with resource bonus with increased difficulty this is almost irrelevant.
TY Lord Snarky for providing resources for troops used in annihilation of Racoons and Space Dragons.
BUG: In Milky Way campaign 3.8.1 the Shipyard build times in the list is incorrect. E.g. GarbageScow-PU shows a build time of 3 weeks in the list, but when you schedule a build the actual time is 10 weeks.
The incorrect times are proportional between ships. E.g. if the GarbageScow showed low, then the Destroyer would show correspondingly low. The errors are neither reliably high nor low, but may be influenced by the previous Shipyard viewed.
No, it shows up separately (in the Approval tooltip) as "Too many Colonies". Unrest is, I believe, related to taxation levels and distance from the capitol. At least I know reducing tax rates lowers it and raising them raises it.
Thanks Publius. I edited my message to point to the right thing. Now I'll test it. I doubted that SD would nerf the tax affect on morale, but didn't see how it worked. In the old days you could set your tax rate by Morale. Now you can't.
Fortunately my Tourism income is so massive that I can just ignore the rest of the economy.
Good to see you again, btw. (I changed my avatar. I used to look like Jack Elam. Now I'm half duck.) 🦆 🦆 🦆 I see you're still old and hairy.
I thought you seemed familiar! Good to see you again too.
And bald.
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