The long awaited Starbase update is here!
The new Constructor queuing system means you'll never need to track upgrade modules again. We've also completely reworked the Shipyard ship list to make it easier to find the right ship for the right job. Also, we've added the ability to inspect an enemy fleet and get prediction of the fight's outcome. The ship component system is getting balancing change. Finally, we've improved the diplomacy trading system.
Please check out our Dev Journal to learn more about the 1.7 update.
https://forums.galciv3.com/477007/page/1/#3632209
Overview
Reduced Starbase micromanagementStarbases now queue upgrade modules directly from Shipyards. Ordered Constructors automatically travel to the Starbase and upgrade it. Constructors are ordered from the Shipyard that can deliver the upgrade in the shortest amount of time.
Improved Ship ListIntroducing new Ship List sorting and grouping options to make it easier to find the ships you want. Mark your "favorite" ships to make them easy to find in every game.
Improved Starbase WindowWe've updated the Starbase Window to better present information about the installed modules and the Starbase's effects. The window also displays more detailed Starbase statistics. These changes will aid you in managing the Starbase and empire.
Battle AssessmentKnow what you are getting into! Hovering over an enemy fleet now displays an estimation of whether or not your fleet will be victorious. This same information is displayed prior to starting a battle.
Ship Component Mass ChangesComponent mass now scales based on the ship's hull size (e.g. you need bigger engines to move a bigger ship). The changes shouldn't affect average players but are important to address some late-game exploits. Although this change won't impact the standard ship designs, existing custom ship designs may need to be revised to work with the new system.
Diplomacy UpdatesYour friends are more likely to give you a better deal! Diplomacy trade values now scale based on your relationship with other factions and the game difficulty.
Planetary Alert SystemPlanetary growth stalled? We added new alerts on the planet window to warn you if your influence, population, or approval are holding back your colony from its full potential.
Third Party App Block OptionWe added a game option that blocks 3rd party applications from hooking into the game's graphics process and crashing the game. Blocking is enabled by default. If you'd like to capture in game video, you will have to disable this game option.
Change Log
Starbases
Ship List Screen
Starbase Screen
Battle Assessment
Hovering over an enemy fleet displays an estimation of whether or not your currently selected fleet will be victorious. This same information is displayed prior to starting a battle.
Shipyard Auto-Idle
Added Shipyard auto-idle function that replaces the old "shutdown". If the Automatic Idle checkbox is selected, the Shipyard will shutdown if it has no ships to produce. Adding a ship will automatically resume production.
Diplomacy
We have improved the balance of the diplomacy system to make it more fun and less exploitable.
Planetary Alert System
Added alerts added to influence, population, and approval statistics if one of these attributes is at risk. The Alert tooltip includes information on how to address the problem.
Gameplay Changes
Interface
Bug Fixes
Woot!
This is a big improvement to the gameplay mechanics. Much needed, great job
WoW, this is a HUGE FORWARD step.
Thanks Stardock!
Great work Guys!
Unfortunately I can't seem to start the game with a custom race. Turned off mods, trashed my old designs. Trashed my old race design and recreated it. Every time I start with a custom race I get a random core game race instead. Currently deleted my install and am downloading the whole thing fresh, just in case.
I played yesterday afternoon with a custom race so there must be something specific with that faction. Can you submit a ticket with the custom race and we'll take a look.
https://esupport.stardock.com/index.php?/Tickets/Submit
+1 on the components scaling to hull size. As someone enjoys stacking things, that is more than an acceptable compromise in my book.
<pause>
Maybe because it's what I was used to in GC II, but that's a side point at best.
Hey, thanks for the component/hull size changes. Something I've been hoping to see for a long time.
Sounds promising, will give it a try tonight. Thanks for allowing us to try the beta.
This is a huge improvement in starbase management. Good job!
There is however one UI annoyance remaining, the "Idle Shipyard" prompt that prevents you from clicking "next turn". With this new system I would like to leave my Shipyards idle some of the time and waiting to produce constructors as they are requested by starbases. I don't want to have to shut down the shipyard manually and then resume it later when I want to order more constructors, and I also don't want to have to build ships I don't need just to be able to advance to the next turn.
One way to work around this would be to have a new button in the shipyard interface "wait for requests" that would shut down the shipyard until there are any constructors requested.
Ideally, in the colony screen it would also be possible to queue a different social project after "military subsidies" that would receive any production while the shipyard is idle.
When I want to idle all of my shipyards at once, I set my global production slider to be 100% social and 0% military. Of course, you still need something in the queue, but it doesn't stop you every turn.
I'll mention your comment to the team.
Seconded, even thought I'm still in the wait queue for the update.
Also, Ten Thousand Huzzahs for the logistics and info upgrades.
that might be practical for very late game, when I have enough ships and all my starbases are upgraded, but if you reach a point, mid-game, where the starbases around a few shipyards are all upgraded but you need a couple shipyard producing ships&transports while you are still researching tech that would lead to starbases upgrades, it is not practical to adjust the slider that way.
I just had a break from work so I ran into the house and started up the game, after downloading the patch of course. I selected my own custom race that I have played with since we've had that ability in the alpha and the game CTD each time I hit the button to start after selecting all my options... No saves to send in unfortunately.
Do you have any mods? Can you submit a ticket with the custom race and we'll take a look.
The only mod I have was the one that toned down the nebula backgrounds, even if that is still active. I've also used several various D/Led custom races and use Gauntlet's custom races also. As I have 14 races selected to be random, I don't know which ones, other than my own that I play with, might be causing it. I guess when I"m done working, I can deselect the random races and only choose stock ones and then try using my own race to see if that's the issue. WIll report back once I'm done with work/dinner and have a chance to try out what I just suggested.
I am using Gauntlets Race mod. Hopefully his mod will not break the game.
Well, I couldn't wait any longer. Ducked out helping the wife with dinner and tested a little more... It's not any custom mod causing it. I disabled mods and did not select any custom races and it still CTD upon building the map. I'm verifying files as I type and will reboot and try again. First time this has happened to me ever with this game with any iteration. It was due to happen sometime I guess.
EDIT: Did as I said above and then tried a new game with the same settings except only using 4 stock races. Started no problem. Turned mods on and tried the exact same setup. Started without issue. Then tried using my custom race and the 4 stock races. CTD. My own race uses only stock items, too. Will submit a ticket.
EDIT #2: Tried to submit a ticket but each time I enter the CAPTCHA Verification code it fails...
Yeah, I am having the same problem. The game CTD when I try to start the match.
I'll arrange a ticket.
EDIT: Now, the only thing I can think of at the top of my head is that the new starbase management system is not jiving with the custom ship-set I have.
Edit 2: After looking through the design folder, I can see that there are, for the other base factions, two types of constructor ships. A 'basic', and another model. I never noticed the basic one before -- is this new to 1.7? If so, this could be the cause of the crash as I only have my generic model that upgrades via blueprint standard, or with me fiddling with it in the designer to get what I need.
Edit 3: Switching my custom shipset style from my own to the base set I used (that being the Drengin) in the custom race creator, and then generating the map has led to no CTD. I'm going to have a look in the shipclass def, and look for a new constructor entry.
Ticket: #TAT-547-94284
EDIT 4:
Looks like the problem has been found. I think I'm sorted currently, as I am playing with no problems now. Solution down below:
When constructors upgrage (Deep Root M1 -> M2) the constructor assigned in Sponsor Settings defaults back to basic. Please have it set to the new model.
Or have a master assign option someplace (Govern>Commands would work)
Changes look great - these were much awaited
Going forward to the second phase of 1.7, please make the AI use alliances (treaties and win condition) when fixing diplomacy
We noticed that yesterday and are working on a fix.
Thanks for the information everyone. I've updated the patch notes and we'll address this in our next beta update.
Does anyone find himself unable to edit their old ship designs? I wanted to reuse my models&name, simply remove a few weapons to bring them back from over-capacity with the new changes, but I just can't click on my old ship design in the designer. Anyone else?
with the new mass change, once the ship is over-mass you can edit... kind of a catch-22. What I did is to unload all my mass in 1.6 before updating to 1.7
We have other issues in shipyard we are discussing in steam right now.
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