Galactic Civilizations III Beta 4 Patch 1 now available

The Galactic Civilizations III Beta 4 Patch 1 is now available and users can now download the patch via Steam.  This is the same patch that was offered as an opt-in last week, but is now available to all players.

Beta 4 patch 1 changelog:

Fixes

  • Fixed a crash where the star system member list became corrupt (this was the most common crash we had reported and it was difficult to track down, thank you to everyone who submitted crash dumps to help us figure this out)

  • Fixed the Fog of War Miles crash (ie: the immense map crash)

  • Fixed a repeatable end of turn crash

  • Fixed a graphical anomaly when scrolling the mousewheel

  • Fixed an issue that could cause queued improvements not to update if you get the anomaly that finishes production on one of your planets

  • Fixed a crash in the planets summary window from string length on extreme planet bonuses

  • Fixed a bug where missiles could come from the origin (the 0,0,0 coordinate) instead of from star bases and shipyards

  • Fixed an issue where the Diplomacy tech may be unavailable on some tech paths

  • Fixed an issue where star bases don't heal over time

Updates

  • Removed the Yor Assembly project (now handled by the fixed duration projects)

  • Battles automatically starts when the battle viewer opens

  • Battles fast forward to just before the first shot is fired

AI

  • Improved Yor AI for building citizens
21,817 views 12 replies
Reply #1 Top

Great thank you!

Reply #2 Top

Thanks for the patch,

except. . .

Removed the Yor Assembly project (now handled by the fixed duration projects)

I guess I wasn't successful campaigning against this change. There is so much more micro for the Yor now and they effectively lose most of the bonuses from their most characteristic research line.

>:(

Ah well, guess I'll just have to mod Assembly Project back in when the game releases.

Reply #3 Top

Quoting peregrine23, reply 2

Thanks for the patch,

except. . .

Removed the Yor Assembly project (now handled by the fixed duration projects)



I guess I wasn't successful campaigning against this change. There is so much more micro for the Yor now and they effectively lose most of the bonuses from their most characteristic research line.

>:(

Ah well, guess I'll just have to mod Assembly Project back in when the game releases.

 

I hate the assembly project, but haven't tried the new way yet. 

Reply #4 Top

Quoting peregrine23, reply 2

Thanks for the patch,

except. . .

Removed the Yor Assembly project (now handled by the fixed duration projects)
I guess I wasn't successful campaigning against this change. There is so much more micro for the Yor now and they effectively lose most of the bonuses from their most characteristic research line.



Ah well, guess I'll just have to mod Assembly Project back in when the game releases.

i still think theres room to balance this and get it working the fact that the synthetic pop growth bonus's no longer work is definately an oversight that should be fixed soon

Reply #5 Top

Quoting charon2112, reply 3

Quoting peregrine23,

Thanks for the patch,

except. . .



Removed the Yor Assembly project (now handled by the fixed duration projects)



I guess I wasn't successful campaigning against this change. There is so much more micro for the Yor now and they effectively lose most of the bonuses from their most characteristic research line.

>:(

Ah well, guess I'll just have to mod Assembly Project back in when the game releases.



 

I hate the assembly project, but haven't tried the new way yet. 

 

 

 

 

 

The new way is odd & uses a Population rather thanGrowthYor as the old assembly project did.  Instead of being under planetaryprojectdefs, its in improvementdefs with a rather strange format that has target colony twice.  For some reason, I had a lot of trouble just understanding the XML that makes up that special improvement, without another special improvement to compare to, its difficult to untangle its unique format

Reply #6 Top

Without diving into the xml, how does it work in game?

Reply #7 Top

Quoting charon2112, reply 6

Without diving into the xml, how does it work in game?

Basically, it's a building that you don't have to place on the map. It costs 101 manufacturing and produces 5 Yor.

Quoting androshalforc, reply 4

i still think theres room to balance this and get it working the fact that the synthetic pop growth bonus's no longer work is definately an oversight that should be fixed soon

Yeah, I know these are bugs, but I just wish they would have left the project in until the bugs were fixed so there would be a way to play the Yor during this beta where their defining characteristic wasn't badly bugged. 0.7 had both the fast assembly and the assembly project and I just see no good reason why that should have changed.

Reply #8 Top

Quoting peregrine23, reply 7


Quoting charon2112,

Without diving into the xml, how does it work in game?



Basically, it's a building that you don't have to place on the map. It costs 101 manufacturing and produces 5 Yor.


Quoting androshalforc,

i still think theres room to balance this and get it working the fact that the synthetic pop growth bonus's no longer work is definately an oversight that should be fixed soon



Yeah, I know these are bugs, but I just wish they would have left the project in until the bugs were fixed so there would be a way to play the Yor during this beta where their defining characteristic wasn't badly bugged. 0.7 had both the fast assembly and the assembly project and I just see no good reason why that should have changed.



It was changed according to the dev stream because of issues with the queue and auto upgrades with yor assembly project.   Having both options in just muddies down the game with unnecessary gunk.   I believe this whole issue with the tech's not lining up will be resolved quite easily by altering the current growth techs  to give bonuses to the production of "fast assembly".  Drop the cost of fast assembly down, and have it only produce 2 yor, then have the techs increase the amount created.  This will preserve the quality of the tech tree, while resolving the auto upgrade issues. 

Reply #9 Top

Quoting peregrine23, reply 7

Basically, it's a building that you don't have to place on the map. It costs 101 manufacturing and produces 5 Yor.

 

Is that not better?  It seems at first glance that it would be.  I must admit I find the old way terrible, and crippling, at least in the early game.  If I want my planets to have any population at all, I have to not build anything, then I watch turn after turn tick by with horribly slow pop growth and no buildings.  The Yor were one of my favorite race's in GCII but I barely play them now.  :( 

Reply #10 Top

Quoting emmagine, reply 8

Having both options in just muddies down the game with unnecessary gunk.

It's not "unnecessary gunk" if it works differently and some players prefer it. Maybe Assembly Project isn't your cup of tea, but that's not a good enough reason to take it out of the game.

Quoting charon2112, reply 9

Is that not better?  It seems at first glance that it would be.  I must admit I find the old way terrible, and crippling, at least in the early game.  If I want my planets to have any population at all, I have to not build anything, then I watch turn after turn tick by with horribly slow pop growth and no buildings.  The Yor were one of my favorite race's in GCII but I barely play them now.   

The biggest problem with fast assembly is that forces you build 5 at a time which means if you want to stay at or near your morale cap you have to do a lot of fiddling around to get the right populations on the right worlds. This is MUCH more micro than going through and taking Assembly Project out of your queues every once in a while.

As for building population on new worlds, fast assembly is slower than .7 assembly project, which had been buffed to 5x the speed of the beta 3 version, because it doesn't build any population until it is finished. That means if you have a new planet with say, 8 manufacturing, you will have to wait 13 turns until you see ANY growth.

Fast assembly is better for people who don't want much planet management. For players who only want to check in every once in a while, and don't mind that they aren't being totally as efficient as the could possibly be it is an easier tool to work with. But for players like me, who are trying to run the most effective empire possible, already have auto-upgrade turned off and most turns at least check in with each of my planets anyway, assembly project is a much better way to grow Yor.

Reply #11 Top

After playing the Yor for a while I now definitely prefer the new system.  I haven't gotten into late game yet, maybe my mind will change then.  But for now, I find the new way much less tedious.

Reply #12 Top

Quoting charon2112, reply 11

After playing the Yor for a while I now definitely prefer the new system.  I haven't gotten into late game yet, maybe my mind will change then.  But for now, I find the new way much less tedious.

I very much agree.