Hello,Welcome to Galactic Civilization III v3.2. We have increased the effects civilization's personality traits on diplomacy, conversations, and what ships to build. The Intrigue AI has also hired an accountant to better manage its taxes.
Change Log NotesBase Game
CrusadeDiplomacy ability bonus to relations reduced from 2 to 1.
Intrigue
Heroes of Star Control
Sigh, the synthetics get only O.1 population for 1 Durantium again. These wild swings instead of incremental adjustments makes it difficult to assess balance issues. My observation is that 0.1 pop for 1D puts synthetic races at too much of a disadvantage. On the flip side, +1 pop for 1D and 1P does the exact opposite.
My gut feeling is that +0.3-0.4 pop per 1 D might be closer to a good balance.
The cost of the Hydroponic Farm is zero again. Is this intended?
Neither of those values should have changed. I'll investigate.
Does the game say 3.2 when you start? I wonder if steam is pulling an older opt-in for you (its happened before).
I verified my files and got the usual .bin and .dat files. I started a new game and saw 3.2 at the lower right. I went straight to the tech to get hydroponic farm. It still costs nothing.
I checked the ImprovementDefs.xml in the Crusade directory. There is no <Value> line for the <BonusType> for the hydroponic farm.
The values for ManufactureLife are what Moser_Alchemist reported.
Yes it said 3.2. However, based on your response, I went back to Steam and validated my game. I got that 5 files reacquired message, that I haven't seen for awhile. I'm sort of surprised that steam doesn't automatically check files after an update. I'm still seeing the same values.
Ok, we just pushed an update to fix this. Re-start steam to get the fix. Sorry about that.
500 Construction points for the new universal Hydroponic Farm seems a bit over the top for 1 food. One to many 0's
Shameless re-post from the 3.04 thread, which I will continue to re-post every patch until I get a dev response of "thanks we'll think about it" or "thanks but no thanks, we like it the way it is".
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Can you please put in some code that destroys all (or all but 1) existing pop when a planet is conquered by an incompatible civ?
I would define "compatible" as Carbon/Aquatic with Carbon/Aquatic. Synthetic only with Synthetic, and Silica only with Silica.
It is slightly rediculous, immersion breaking, and game-breaking that a race that spends so much time and resource to build more pop gets unlimited instant free pop conversion if they take over a meat planet. It is only slightly less rediculous (but more amusing) that when a meat race takes over a synthetic planet, the robots all start having babies.
(I almost want to say, "for £5 I will not interrupt this patch!")
Speaking for my fellow robots: we'll take what we can get, immersion or not. It's so hard for a robot to make it in today's galaxy.
Weird bug: when i try to add commander in a fleet, it ends up being a constructor. It has the model and name of constructor but also has some description of commander. When I decomission it, I get free administrator point and I can then reassing the commander, get a constructor and decomission again. This way I can get infinite amount of administration points but I can't have any more commanders.
This happened all of sudden. I already had some commanders made and assigned to fleets but all of sudden this happened when I added a commander in a fleet.
In addition, decomissioning the ship also gives money equal to the ship's price, few coins but it's still infinite.
After making a new game, the issue replicated. After assigning 5 commanders, the sixth becomes a constructor and the aforementioned bug takes place.
Also I noticed that my carrier type privateer commander spawns 4 ships with huge hulls that have 400 hp while the carrier itself is large ship type and I haven't even unlocked huge hull tech.
So I guess there is unofficial way to beat the game and it's called: Find exploitable bugs and conquer the galaxy.
Thanks for the report, we'll look into it.
We don't have plans to change at the moment.
Thanks for the reply pshaw! I'll keep advocating for it but it's nice to get a response. In the meantime my synthetic factions will simply have other races continue grow pop for them.
Are you using any mods? I can't add more than one commander to a fleet here, and the command ship and its description look fine.
I'm not talking about adding more than one commanders to a single fleet but what happens after adding specific amount of commanders overall in others fleets. Also including commanders which have been upgraded to privateers.
Maybe related to the problem i post here on top https://forums.galciv3.com/492136/problem-i-have-found-to-date-version-actual-31-intrigue
You can ( at 3.10) still "transfer" commanders that upgraded and have "special" ships ...
Dare I ask - how far away are we from the next DLC or possible expansion?I know we just had heroes of star control, which helped raised the level of (canon I guess) races but I am hoping you guys have more gameplay and features up your sleeves (as I haven't seen the roadmap posted in ruddy ages).Many thanks.
Patch is now live!
Thx Stardock
I got some time to play GCIII during the next weeks
I'm just getting a 200+ MB DL from steam. Would be nice to know what it is
edit: ok, scratch that. It said 200 MB to dl, but once it started to update it jumped to 0 and completed instantly. Strange.
Hey. Odd bug. Playing with a modified (through the game screens) faction - alternate humans - with the religious tech add that allows Coordination Temple. This is supposed to give +2 bumps to a bunch of stats. Built several of them and on no planet does it change any stats.
Hopefully, someone at Stardock can get addressed. Big disadvantage.
Hmmmm. Perhaps I was premature about the Coordination Temple. Is it that the 'bumps' are only delivered to hexes that surround the Temple? e.g. if the Temple is next to a city, you get +2 pop. If next to a Research Facility, +2 to that, and so on. It is looking that way to me now.
Can anyone confirm or offer a counter explanation?
Thanks!
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