Your growing empire no longer needs your constant attention with these new features! Governors will rule planets in your place, easily managed large ships and fleets across the galaxy and more.
Some of the top features include:
Planetary Governors - Choose Governors to rule planets in your place, freeing you focus on grander strategic goals. Governors decide what Planetary Improvements to build.
Improved Ship and Fleet Management - We've introduced numerous UI enhancements to help manage large numbers of ships and fleets in your empire.
Improved Ship Destination Window - A newly redesigned Ship Destination Interface will help you organize the movement of large fleets across the galaxy.
Existing Galactic Civilizations III owners can get the update through the Steam client automatically.
We also announced the release of our newest DLC, “Revenge of the Snathi” today, check it out here.
WoW, thanks Stardock!
I got a very nice email thanking me as an Elite Founder. Very nice touch!
Nice GC3 is getting better and better.
Thanks. Keep up the good work
At long last! That was actually quite fast!
Yes, very nice email and nice to know as an Elite that when I get home from work in about 100 minutes these updates have auto installed and I can play.
The sort icons at the top left ("all" "core" user") are still invisible in the german version.
http://www11.pic-upload.de/10.09.15/h88os327w41.jpg
Is the mega event dlc translated? Because it wasn't a while ago.
Otherwise, thanks for the patch
Extremely disappointing patch Stardock.
Perhaps you need to hold off on DLC until you've addressed the many numerous flaws in the base game that the forum threads and reviews on Steam are littered with. A few extra buttons on the planet queue, governors that most competent players won't care to use and a destination window that's probably harder to use than clicking on the tactical map in most circumstances is not the progress I was hoping for.
It's been months since the games release I was hoping for vastly more progress than you've made so far. It would seem you don't have enough developers working on the game to make DLC and address the flaws with micromanagement, AI, Diplomacy, Economy, Starbases etc. in a reasonable time frame based on the first three patches, you've barely made a dent in any of these areas. The game still feels as if it is a Beta/Alpha even. Not what I expected for my $45. I'm sure Paul is working very hard, how about giving him some more help, more staff on his team so people like me aren't complaining about the lack of progress still in a years time.
DLC and expansions are what will keep development going.
I also disagree with your assessment and think the improvements have been great, and are laying the ground work for a better game, but I suspect we'll have to agree to disagree on that one. Don't forget that this patch had AI improvements as well.
Love the game & still having fun but must agree with MacsenLP. Disappointed that SD does not seem to be focused on bug fixes at all. Time spent on governors would have been better spent any place else. It is very painful to watch them build out a planet in what appears to be a brain dean random walk. E.g. quality 14, bonus manf. and food tiles available, Gov placed 5 manf. buildings with only 2 being adjacent - none on the bonus tile, a solar plant in an isolated area when a super central location was available, two farms not placed adjacent and not on the bonus tile.
Developing the governors is important for the games future. The AI uses them, so improvements will make the AI better. And with with wheel on its way out if they aren't solid the game will suffer. I agree they are bad, but I don't think there is anything more important to spend time on right now.
This patch here is an inch of micromanagement progress with a mile to go. I like how "fleet management improvements" means cleaning up the ship list and making a new waypoint window. Eh, I guess it's something. Looks like we need to wait until 1.4 in October to see what they do in place of the planetary wheel, then 1.5 in November to see what the plan is for starbase and constructor management. Another two months of this game sitting in my steam library unplayed.
What is truly revealing in this patch is just how bad the AI is at managing its planets, a core component of a strong economy. When you took over planets you got a glimpse at what the AI was doing with those super important tile and adjacency bonuses...not much. Now that we get to see the AI build improvements turn by turn, I am flabbergasted. It's as if, with 6 open tiles, the AI rolls a six-sided die to decide where the next improvement on its build list is supposed to go. This is alpha-quality fill-in AI at work, and that is why it is trivial to stomp the non-cheating AI. Thankfully, we're only a few months away from this game leaving beta, so maybe by the end of the year the game will be playable for fun.
I agree, but you've got to start with a strong foundation a base game that people are happy with, why would people who aren't happy with the game buy mega events and squirrel campaigns. it's pretty clear where development time is being spent currently... on DLC's first base game second.
There was an excellent video by Total Biscuit (YouTube) recently on preorders, Deus EX happened to be the game he was mentioning, I'd recommend anyone who ever preorders to watch it. I bet a lot of people who are "happy" with Gal Civ 3 currently are those that invested $100 in it, you'll know why if you watch the video.
Governors are an automated feature mainly for new players or players who lack time. I'd imagine a large percentage of players will never use them because relying on the AI to plan better than yourself is a mistake if you have any clue what your doing. Yes it should be in the game at some point but when it is it should be better than what a0152570 says it currently is. The fact that many people will never use them (imo) begs the question should they take up development time before micromanagement issues, diplomacy etc.
I think the "improvements" are rather lacking, and I expected a lot more from Stardock in these months since release. I'm used to having people disagree with me on these forums Hopefully 1.4 will be a patch that people can agree is pretty good.
This!
I read your review on Steam recently Eviator, it was really good thinking of doing one myself.
This!I read your review on Steam recently Eviator, it was really good thinking of doing one myself.
Thanks, but it broke my heart to write it. I really hope Stardock can change my mind in the coming months.
Any possibility of a return of "additional" terraform buildings?
WOW.
It's been what? 3 weeks since 1.2 and 1.3 adds this:
Visual / Audio Improvements
Added new background music track
Added new news robot animations
Added orbit and follow cameras to the Battle Viewer
Micromanagement Improvements
Governors
Governors build Colony Improvements for you. To choose a Governor, first research "Interstellar Governance". Then choose a Colony and press the "Manage" button. A list of available Governors appears on the right-hand side of the window.
You may remove a Governor and take back control of a Colony at any time.
The Colony Window now allows you to sort the Colonies based on Name, Manufacturing, Research, Wealth, Population, Influence, and Approval.
Ships are now grouped into Fleets under the "Ships" tab instead of being listed out individually. You can expand the Fleets to inspect individual ships within each Fleet stack.
Added a "Fleets" category to the Governs > Commands window. This allows you to redirect large groups of ships all at once.
Redesigned the Ship Destination window to add tabs for each destination type and included a minimap.
Shipyard and Starbases now have their own tabs to Main Game Window
Balance
Lowered the cost of larger hulls slightly
Fleets are more likely to dogpile on desirable targets.
Fleets will be less timid when picking targets.
Added a Game Settings option to disable the AI surrendering.
AI should build more Economic Starbases
Increased turn lifetime of strategies that were 5 turns to 10 turns
Eliminated the free stuff bonuses gifted AI was receiving due to improved overall AI improvements
Removed the free techs and free ideology points from Genius AI due to improved AI behavior generally
Made Incredible difficulty level get more goodies for those who want to be punished
Made Godlike AI difficulty get more goodies to punish the crazies
AI only updates tax policy fully when a new AI strategy is chosen (instead of every turn)
AI is more likely to use colony ships to explore unknown stars in the hopes of finding a planet
AI gradually adjusts its spending ratios per turn rather than trying to do it all in one turn to give time for other civilization-wide measures to have a chance.
Fixed bug that caused the AI to min and max its spending every other turn under certain AI strategies
AI puts more effort into keeping its people happier
AI does better dealing with ship maintenance and its effect on its economy
Planet project production is now capped at 100% now.
Changed all Planetary Projects to 5% from 10%
Removed Ultra Transformer improvement.
Remove all techs that give adjacency bonuses.
Bug Fixes
Fixed bug that caused the graphs to appear corrupted
Fixed broken progress bars for shipyards in colony screen
Fixed missing ship image and ship name in the upgrade window.
Game checks to see if Steam is online before allowing the user to register.
AI will now pursue more specialized/expensive techs than rather than always going for the cheaper tech.
If the network connection is slow, the game will no longer crash when trying to access the Hall of Fame.
Fix to a bug where AI would sometimes see a planet that was outside its vision if it was close enough to another planet
Fix to a bug (LONG overflow) that could cause the AI to not expand as quickly as it should
Fixed bug that caused the AI to sometimes zero out its research when it felt economically weak
The Colony Manufacturing and Influence sort buttons now sort the colony lists correctly
Increased turn lifetime of strategies from 5 turns to 10 turns
Adding fix to the slider code where the sliders would sometimes go negative.
Improved general stability of games with large numbers of AI players
Fixed a crash when assigning teams in games with a large number of AI opponents
Fixed a crash when checking and unchecking the "add random opponents" repeatedly.
Fixed a crash that would happen if you deleted a custom race and then immediately started a new game.
Fixed a crash for restoring multiplayer games
Resources at the top of the screen are no longer being trimmed
The tech tree specialization nodes were using the wrong square background.
Addressed a UI problem where some drop down lists were appearing behind buttons
Fixed minor text layout problem with Starbase Context Window
Fixed a number overflow problem with improvements with 0 manufacturing cost.
Updated appearance icons for custom races. Removed some duplicate entries and updated colors for others.
Spaces are no longer allowed for save filenames where space was the only character.
Removed the white streaks in the Iconian faction leader movie when choosing it as your custom faction foreground movie.
Fixing a minor issue with the Terran colony and Terran constructor ships where hyperdrive modules weren't appearing on both sides
Removed the yellow hex ring around the Approval Relic
Planetary defending fleets with zero attack power are no longer invulnerable to attack.
Set the default AI difficulties to Normal instead of Easy
Mega Events are now disabled in the Campaign and the Tutorial.
Tutorial and Campaign will no longer hang when loading if mods are enabled
Added a diplomacy modifier that calls out other races as warmongers when they declare war too often.
Changed the game so anyone with a transport can invade with conventional warfare if you don't have the tech yet. This solves a problem where a player who unlocked the "Malevolent - Dangerous " Ideology, received a transport, but couldn't use it to invade a planet because they hadn't researched the invasion tech.
When fleets merge they now attempt to take on whatever move directive is currently issued from the incoming fleet.
If an AI leader is busy with another player, it won't make a trade offer to a second player.
Fixed Fog of War bug where objects in a row that goes from visible to exposed were not hidden.
Added a Browse button to the Custom Faction Choose Picture Screen that will open an Explorer window directly to the location for copying images.
Map Editor: fixed problems with the preview thumbnails
Map Editor: Do longer allow players to set a "recommended players" count of more than 100 when saving their map
Loading a custom map screen now displays the selected map's size.
Fixed a crash that occurred when the map editor tried to access DLC ships.
Fixed a problem with that would cause planet icon tooltips to break and show invalid data
Fixed a couple game-within-game lobby crashes
Fix an issue where "Unlikable" trait causes you to actually be liked.
Address a problem with uploading custom factions to Steam.
Very disappointed with the attitude I see from some people. When people are working hard and, frankly, doing a really great job to get lots of cool stuff in, plus fixes, plus AI, etc. and they get basically a kick to the teeth in response, it makes my blood boil. The base 1.0 of this game was already good. . 1.1 and 1.2 made it even better. 1.3 was a rapid response to player feedback on things they wanted.
Full disclosure: I am not on the GalCiv III team but I designed GalCiv II and GalCiv I (and wrote the OS/2 versions) and wrote the AI on the previous GalCivs. I spend a weekend working on AI updates to 1.3 and WAS planning on working on AI for 1.4 (I doubt I will now).
It's clearly not a criticism of the effort, it is a criticism of the result. Of what you have here, none of us will experience or notice all of it, and many of us won't experience or notice much of it. Yet we all have to deal with the frustration of starbase and constructor management, and somehow it appears to be a pretty low priority given nothing has been done about it yet. How does generating 3D-print designs get done at least 2 patches before starbase micro improvements? Only one of those things has something to do with "is it fun?"
I work half as hard as you guys, and my results are good enough, whereas you guys are held to a standard of near perfection. It sucks, but it's true. Your job is hard, yet I hope you enjoy doing it because we reap the benefits of that joy. Do you have enough developers to meet gameplay requests AND work on DLC? From where I sit, Paul and his team are overloaded and cannot adequately devote time to both.
When I post I'm only speaking for myself. As you may already know (And others here know) I only work because I enjoy the community. I don't even get paid anymore and haven't in some years. So I tend to go where I think I'm wanted/needed.
I have a lot of criticisms of GalCiv III too. But what really irritates me is the lack of awareness by some in our community that their desires are not remotely universal.
Re micro management. Most people play on small galaxies. We're not talking about finished games, we're talking that >50% of people who start a game of GalCiv play at small or smaller. The constructor spam stuff isn't an issue on maps below large.
Re AI and galaxy sizesThe issues you mention in your review on Steam are ones I mostly agree with in principle but disagree with in practice. That is, the issues you bring up don't affect most people or matter. I have some familiarity with the planetary AI and it is more sophisticated than you seem to think. But it does the job decently. And for those who are better than it? They can raise the difficulty level. I know 1.4 is supposed to get a big overhaul on the planetary AI part of the game (the governors need better AI for instance). But most people won't care.
The bottom line is that we have to focus on the things that most people want. Sorting ships, governors, mega events, AI improvements, supporting German, Russian, French, etc. These affect a lot more people than those who have 180 star bases on a gigantic galaxy.
Re The 3D printing feature...was in during beta but just hadn't passed QA until recently, required almost no work to get that on.
Re DLCDLC requires zero engineering time. It's content. The Snathi is all art, scripts. Same for the mega events. It allows us to keep artists and scripture busy while other games or expansions go into production.
Re Starbase changesWhat's going to happen for star bases is that you will select them, choose what you want on them and its sponsor (A shipyard) will build and send a module ship to it (not a constructor). But that will require considerable engineering time (basically 2 engineering months -- UI, AI, a new type of game object for uncontrolled ships, etc.).
Re CriticismI don't mind criticism. I didn't mind your steam review. I mind someone poo-pooing a giant change log full of really good stuff (including some free new content like new music tracks). It certainly doesn't motivate me to want to work on the project and I don't have to.
My only motivation to work is you guys for good or bad.
Quick turn-around for the patch!
I'm used to patches taking forever with most my other games -- great stuff!
...
Very disappointed with the attitude I see from some people. When people are working hard and, frankly, doing a really great job to get lots of cool stuff in, plus fixes, plus AI, etc. and they get basically a kick to the teeth in response, it makes my blood boil. The base 1.0 of this game was already good. . 1.1 and 1.2 made it even better. 1.3 was a rapid response to player feedback on things they wanted.Full disclosure: I am not on the GalCiv III team but I designed GalCiv II and GalCiv I (and wrote the OS/2 versions) and wrote the AI on the previous GalCivs. I spend a weekend working on AI updates to 1.3 and WAS planning on working on AI for 1.4 (I doubt I will now).
I hope you will not be put off by the negative comments. I was a little disappointed with the state of the game at its release, but the improvements are coming fast and are tangible. The more and the faster they come, the more people will acknowledge the huge work that is being done.
I am very confident in the future progress and cannot wait for 1.4, where I hope to see many of the community suggestions implemented. KUTGW
With that response the feelings mutual...
There was a significant improvement around Beta 5 and 6 but the Base game 1.0 wasn't great. Look Gal Civ 3 is an ok game but it could be so much better, it's 5 months since release and the game has micromanagement issues, AI issues, diplomacy issues, Economy problems, constructor spam and more, that the patches released since have barely put a dent in, despite the arguably long patch list. It's simply not that big an improvement to 1.0. imo.Your steam user review is 76% is that what Stardock qualifies as good, it's pretty average imo? I doubt it would be that high if Stardock hadn't encouraged people to write positive reviews, yours is the first game I've ever had try to get me write a review, would you have done that if it was 90%? Parts of this community have genuine concerns about the games progress or lack of. Perhaps we are asking too much and should just shut up but I'd rather give you feedback whether than makes your blood boil or not. 1.3 was neither rapid or much of a response to the feedback left on these forums which you've been receiving since alpha not just 1.0. and yes 1.4 and 1.5 supposedly will work a lot on areas that people have complained about but I really feel that you've failed to prioritize fixing the key issues that your game currently has. $5 DLC seems to be more important.
Speaking of full disclosure how many people are currently working on the game? How many full time? Perhaps they are doing a great job but there's not enough of them doing it. Your efforts on the AI have been noticeable but the game has so many flaws in other areas it's no longer fun to play once you become aware of them. I've been playing Gal Civ since Gal Civ 1 and bought Gal Civ 1 and 2 both on release they were great games I hope that Gal Civ 3 will be too.
Most people play on small galaxies. We're not talking about finished games, we're talking that >50% of people who start a game of GalCiv play at small or smaller. The constructor spam stuff isn't an issue on maps below large. Re AI and galaxy sizesThe issues you mention in your review on Steam are ones I mostly agree with in principle but disagree with in practice. That is, the issues you bring up don't affect most people or matter. I have some familiarity with the planetary AI and it is more sophisticated than you seem to think. But it does the job decently. And for those who are better than it? They can raise the difficulty level. I know 1.4 is supposed to get a big overhaul on the planetary AI part of the game (the governors need better AI for instance). But most people won't care.
It makes sense that you focus on the most pressing issues, but i disagree that most people won't care. And while many may be playing on small maps, sooner or later they will either drop the game, or move to larger ones. MHO.
Regardless, larger maps were marketed as one of the cool features of the game, and are definitely something your hardcore base care about
I like what i read on the SBs! Thanks for the spoiler
Fair enough and well reasoned. I applaud your efforts to keep improving the game experience in the ways you deem most beneficial to your primary player base. I hope you can understand that at times I do not feel I fall into that category, and I base my reviews and feature requests on my personal gameplay experience, not that of the primary player base.
FYI the AI section of my review was written back in 1.0, and I have not played he game enough since due to the other issues to post an update on the AI. Trust me, when the game reaches the fun stage for me, I will completely rewrite my review.
I have never, nor have I seen the company ask people to write 'positive' reviews, and I have been lurking around here and following news quite cloesly. What I do know is that Stardock want people to write reviews for the purposes of feedback, and that is what they have been getting. I'm not going to argue over your other points, even if I disagree that we haven't seen some good improvements since launch, but that statement I think is really unfair.
Much of the marketing for the game mentioned the fact that you can have immense galaxies with hundreds of planets and over a hundred civilizations. You shouldn't be surprised if people who bought the game for that reason currently have a problem, Most of the map sizes suffer from significant micromanagement issues. A certain amount of people might be playing on smaller maps than they otherwise would because of micromanagement issues. I haven't played a map larger than huge personally.
Would be great if the sorting of ships in the shipyard list had been updated after three patches. There was mention of 600 ships causing a bug where some are lost/deleted in one of the streams. Currently sorting through 20 ships is a pain let alone 600. How many people actually play a campaign? I doubt talking squirrel campaigns are what most people want, perhaps that got in to keep Paul happy
Whether or not certain things like DLC/3D printing have small engineering times (can it really be zero?) can you really be surprised that people might take issue with certain things still not being fixed/improved 5 months after release? Many of the criticisms you've received effect every player not just a select few who play certain settings or in a certain way. There's 554 negative reviews on Steam for a reason.
Perhaps you're right to feel harshly judged, but when I compare Stardock's Beta to the Pillars of Eternity Beta and how they responded to feedback or the patches and DLC that Paradox have released for EUIV, for whatever reason they've done a much better job imo. Perhaps they are unfair comparisons, but many people will hold you to the standards other companies reach with their games, when evaluating your game and making criticisms.
I had a popup in the game trying to take me I presume to the Steam review page I chose the temporary decline option (this was 1.3 opt in) They have asked via their Friday streams numerous times as well. Perhaps they have never specifically asked for "Positive" reviews but I think by definition asking for people to write reviews infers this, don't you think?
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