*** RELEASED ***
Balance
Fixes
Will this version be made available as a beta? Also, any chance you got to look at the issue with some races (Drath and Korath IIRC) getting the new starter scouts, but losing their survey ship? Custom civs are not getting them at all, you still have to choose either survey or scout ships to start.
Also, much smaller issue if Synthetics are getting cities, but in the 4.5 thread somebody mentioned an issue where if you make a civ both Synthetic and Slaver, the max population bonus from Slaver buildings doesn't work properly. I got the same result, every planet (home or colony) got 8 max population and nothing seems to adjust that.
This is all in Retribution.
Thanks again for your and the team's work on these remaining issues.
Yes this version will be released in option. And I will definitely check out those issues.
Please look at promotion of celebrity citizens because I can not get it to work.
I can confirm. There is a limit of 8 pops on all synth colonies despite colony capital tooltip saying +10 to pops and simple colonies having +3. Thats both for custom as well as for Yor. Also custom races have no bonus of additional ships at start.
By the way, I do not know if this was intended but colony habitat improvements no longer gives pop cap rise. In other word, planet class no longer rise pop cap.
Thank you.
This has been released on Optin. Please let us know if you have any issues or questions.
A quick question. In earlier versions, rising planet class rose population max cap. There is nothing about it in patch notes. I already asked about it but, as I understand its a hard 10 or 8 depending on race. Pre 4.5 unlocking a tile via habitat improvements gave +1 to max population cap on a planet. It is no longer working that way, so I'll ask again if that was intended?
Also, custom races still stands on 1 ship when you start the game. Tooltip for colony capital for synth also says +10 or +3 to pop cap so it is a bit confusing when you start the game with 8 pop cap.
I am currently running ver. 4.50. How do I opt-in to 4.51 on steam?
Thank you,
Perry
I've noticed the AI colonizing "Dead Worlds" in this opt-in. When I checked the planet closest to me, it was actually a Class 2 Dead World.
I loaded the save I made at the start of the game and checked the planet. It was a class 2 dead world with a dead world icon.
The dead world icon is why I didn't colonize it myself when it was so close to my home system.I remembered making a mod that corrected something like this. I have all the DLC and expansions, so the file I changed is from Retribution. Here is a screenshot of part of the unmodded file showing what I changed.
I thought a dead world should be 0 instead of 2, so I changed it to 0 in my mod. I never noticed the game having class 2 dead worlds after I started using the mod. I'm not using the mod now because since version 4.50 was released, the version of GalCiv3 on my laptop no longer recognizes mods, so I can't use them. Version 4.50 on my desktop did recognize mods, but I haven't checked it yet to see if my change in the mod changed the icon for a class 2 world.
In this game, I just assumed that a planet with a dead world icon was really a dead world and couldn't be colonized, so I didn't bother checking to see if it was a class 0 non-colonizable dead world or a class 2 colonizable dead world.
I think the problem here is that the icon for a class 2 colonizable planet is the same as for a dead world. It is not obvious that the planet is colonizable except to the AI.
On Steam, Library, Games, right-click GalCiv3, PROPERTIES
BETAS, select opt-in-update 4.51 preview, let Steam update the game, then PLAY
I played a bit of 4.51 preview with Yor, and a custom Synthetic race with Cybernetic and Slaver traits. Here are my observations:
Straight-up Yor:
Homeworld and Colonies list pop-caps of +10 and +3, respectively, but actually get a flat 8 max population. There seems to be a new stat, Synthetic Population Cap; this could be more clear to players, that it is a separate stat from Population Cap.
Cities are working! Available from the start without any tech, and receive an adjacency bonus from population-boosting improvements. They DO list the separate Synthetic Population Cap, thank you.
Still can't build Upgraded Colony Capital, even though Advanced is on the tech tree... but I don't really care anymore, as long as there is some reasonable way to raise Yor pop-cap.
Information Processor gives +2% Research at a cost of 1 Maintenance, gives out both Research and Ship Construction adjacency bonus, but receives no Research adjacency bonus levels at all. Working as intended? What is even the point of this improvement, when Yor can't build Starports and the only other real Ship Construction building is Strategic Command, which requires Helios Ore?
Custom Races Generally:
Still can't get both a starting Survey Ship and Scouts. Have to pick one.
Synthetic/Slaver Custom Race:
Forced Labor Camp is a Social improvement, but upgrades to Slave Camp, which is All Construction.
None of the Slaver buildings increase Synthetic Population Cap, but I suspect this is intentional? The only way to raise Synthetic Population Cap is by building Cities?
Other:
Planet Class seems not to raise Population Cap anymore. I did not notice at which version this became the case.
pandreor, thank you!
Moderators, please adress issues mentioned above. Those are still not resolved.
One more thing, less a bug than a balance issue. The Korath starting system seems VASTLY inferior to the other, now-upgraded starting systems. You get a Class 12 and a Class 5, few asteroids, no redeeming qualities really. Even Drengin adds up to a total of 19 tiles at start. Free Trandals is low on starting tiles too, but they get many asteroids to compensate.
I don't know if this is an oversight, or if Korath are just meant to be a challenge to play.
Custom civilizations still don't get the starting scouts; or else choosing scouts means not getting a survey vessel. It's one or the other.
If this is intended, no worries - but I think it can make starting out as a custom race very difficult, depending on their traits and homeworld.
Other than this, thank you so much for continuing to work on and support GalCiv3. I look forward to playing this update some more, and hopefully getting into GC4 later this year after the revamp.
This is to leave you guys an important note. Presently, the state of multiplayer is broken. It is buggy and crashes during the game and in the lobby. Optimization needs work, and I know it has come a long way. I have waited years for this game to be complete, and after investing in the dlcs and pushing my friends to do the same, so the game is playable, we cannot even enjoy ourselves. In single-player, it also sometimes crashes, usually when you open the diplomacy menu after the first united counsel. Again, this is an old issue I saw reported years ago, but it still needs to be fixed. Please, guys, we have purchased this game and its dlcs at almost 100 dollars to support you, and we can't even get some quality leisure out of it. Please fix these issues so we can enjoy your fantastic product. We don't want to play Stellaris; we want to play GC3.
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