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Galactic Civilizations III - Beta 6

Galactic Civilizations III - Beta 6

–RELEASED 05/1/2015–


Galactic Civilizations III Beta 6 is now available! Read the huge patch notes list below for all the shiny details on massive AI and performance improvements, new resource-fueled colony buildings, the high dynamic range lighting update, and much more:

 

Features

Added a new lighting system (high dynamic ranges, bloom, strobe lights in Drengin discos, tone mapping).

Added the ability to Retire

Added new Improvements that require strategic resources (Durantium Refinery, Elerium Defense Shield, Promethion Pleasure Park, Thulium Data Archive, and a new Antimatter Power Plant)

Added engine support for engine effects fade in and out

 

Fixes

Fixed crashes

FIXED TEXT CLIPPING! (what a pain this was, so glad to have it fixed)

Fixes crashes and issues that were keeping the game from shutting down correctly

Fixed a crash when voting on a UP measure

Fixed a stuck turn issue when a survey ship visits a ship graveyard on auto-explore

Fixed the Explorers and Beacon ideology traits (they noe give the specified plant class instead of a random one)

Fixed an issue where planet rings weren't showing up in the battle viewer

Fixed an issue where Antimatter missiles weren't requires their resource

Fixed an issue where the population on shipyards was incorrect

Fixed an issue that kept mods from working if you have a space in your windows user name

Fixed lots of typos specifically in the Colonization and Galactic Events

Fixed bug that caused United Planets to look low res

Fixed an issue where an enemies ships can get stuck on a planet after that planet is captured

Fixed an issue where planet thumbnails would be lost after loading a game

Fixed the Farmers -2 ability so it now correctly applies a penalty instead of a bonus (shame on you for exploiting this!)

Fixed an issue where the Altarian Inherent Magic tech gave +1000% to Accuracy and Evasion instead of +10%

Fixed a big bug that would cause sounds to stop playing, especially on large maps

Fixed a problem where invasions were calculated incorrectly

Fixed an issue where planet icons would be lost when loading a game

Fixed an issue where ship icons would be lost when loading a game

Fixed the Slowdown Galactic Event to correctly impact the moves of ships

Fixed an issue keeping the accuracy bonus from the Ruthless Vision Ideological event from being applied

Fixed an issue keeping the sensor bonus from the Scout Ideological event form being applied

Fixed an issue where a single player had over 1,000 (yes that's one thousand!) separate fleets moving in one turn

Fixed an issue causing Goto and Details on your ships to become disabled if you ever selected an enemy ship

Fixed an issue where Opposing Ideologies was using the base ideology of that ai personality, not the active ideology

Fixed an issue keeping lines from not being destroyed when a starbase was destroyed

Fixed an issue with the Handy trait not correctly applying its ship maintenance modifer

Fixed an issue that could cause 2 icons to show up in some text strings

Fixed an issue where you could research into other tech ages even if you didn't have enough techs for that age

Fixed an issue where you could assign more than 5 sponsors to a shipyard

Fixed the crash in the diplomacy screen if you are playing with more than 40 players

Fixed an issue where treaty duration was broken when reloading a game

Fixed an issue where you might not see the sample ship on the custom faction screen if a game has already been played

 

Balance

Tech Specializations are now mutually exclusive (when you pick one specialization you can't pick the others) techs are rebalanced to support this

Rebalanced anomaly pirates (they are intended to be beatable by an undamaged Survey ship)

News now unlock more advanced UP resolutions

Rabalanced the Iconian tech tree

Added 4 new Iconian improvements

Added a new Precursor Defense System Component

Added/enabled Government techs for all factions

Updated balance to the game setups defs (number of minors)

Slightly fewer habitable planets on various map sedttings

Rebalanced planetary invasions, they were way to easy before

Rebalanced tech costs

Reduced the minimum requirement to win the up headquarters resolution to 0% (so the player with the most votes wins no matter what that percentage is)

Galaxy United resolution reduced from 10% taxes to 3% and the Approval boost reduced from +25 to +10

Reduced Trade Route income

Reduced Tourism base income

Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues)

Weapons all significantly rebalanced

Pirates now spawn in unoccupied star systems instead of in nebula

Tweaked the falloff of influence

Invasions now grant some influence to keep the planet form flipping back to the original owners control

 

AI

AI will discuss diplomatic issues with players

Series of relation based conversations added

Gifted difficulty provides fewer AI bonuses

AI discussion system adjusts how often the player can be contacted based on the number of opponents (1 on 1 the player can esxpect to be contacted once every dozen turns, but with 8 opponents that changes to once every 3 turns for example)

AI less cranky about military ships being in its ZOC -- still cares about transports

Lots of changes to the AIStrategyDefs

All tech trees now have the tags for weapon and defense categories

AI tweaks to AIdefs

AI cares more about the expense of a tech now than before

AI balancing to make it more likely to surrender

Battle Rating modifier for determining power increased from 0.1% to 0.2%

Economic income power now uses the production modifier instead of the treasury modifier

Added AI tags for bigger hulls to the tech tree (some some players may pursue big ships while others prefer large fleets)

New AI modifier called "HumanPlayerhasInvasiontech" added

AI will focus a bit more on targets that are near and in his territory

Planets cry out for defense if they are undefended and nearby opponents have invasion tech

AI determines if targets in its influence area are more worthy to attack than others.

New AI evaluation to determine whether planets are under threat

AI will not determine a victory objective until after 100 turns have been played

If the number of defenders is less than the number of colonies, the AI is more likely to build defenders

Shipyards now have a separate queue threshold (1 instead of 3) than colonies so that they can react quicker.

AI reevaluates its weapon and defense preferences after it gets a new tech

AI does a better job calculationg intelligent weapons and defense techs based on who their primary enemy is

Updated the surrender eval to modify based on the number of major players in the game

AI makes a distinction between potential military might and actual military might

AI no longer uses starbases and shipyards as part of the military might calculation

Military power diplomatic evaluations now uses military power instead of faction power

Gifted difficulty nerfed slightly

Fixed AI bug where it was looking at ships instead of fleets

Fixed bug where AI would not attack defenseless ships if they had a stronger military

AI cares more about map distance now than previous when determining targets

AI will tend to prefer ships that it can hit that turn

The AI won't declare peace with you for 20 turns after war is declared (to keep people from exploiting the AI by declaring war, attacking and then paying for peace)

Military and culture starbases are more offensive to the AI

AI is better about managing its money

AI much better at forming attack fleets (it won't be so defensive)

Peace Treaty value to AI increased by 10X

AIs that don't like you are less inclined to make peace

Planet threat distance reduced from 20 to 10 to prevent AI from being overly concerned with ships

Added new flavor text for peace treaty negotiations

Various modifications to the AI spending strategies

AI will no longer consider a player "Weak" if they have relatively little military

Effect of diplomacy ability is reduced at the start of the game

AI makes a distinction between survey ships and actual assault ships when determining whether to be annoyed

Minor races no longer evaluate freighters and constructors and transports of its own (As it no longer will build them)

AI boosts freighter priority if it has no licenses in use and is at peace

AI now looks at a given tech's intrinsic value to that player based on that particular player's preferences (military vs. culture vs. trade techs for example)

AI just generally smarter at trading in the diplomacy screen

AI makes a distinction when making peace if that player is NOT their primary opponent

AI evaluates both the player's potential military power AND their actual military power for determining courses of action

The AI will no longer produce its biggest, best ships for planetary defense, those are for going out and fighting wars

Checkin from Brad reads "ai stuff" (I'm sure all sorts of evilness was done here)

 

UI

Added end game screens

Added a search feature on the tech screen

Added filters to the shipyard and ship designer so that you can filter on the base designs, or on your own ship designs

Added lots of new race logos

Added lots of new icons

Shipyard tooltip now shows total manufacturing per turn

Placing a component in the ship designer doesn't deselect that component anymore (making it easier if you want to place multiple copies of it)

Added a conversation popup from your science advisor when an AI player is defeated (so you are notified)

Delete key now removes the selected ship from the queue on the shipyard screen

Tech screen mode now remembers your last setting

Added Military Power to graphs

Now showing the number of turns you have been at war with a player on the diplomacy report window

We continue to play with the relic and Strategic Resource icons

Adjusted all the starting battle distance so that the ships are little specks (you would be amazed at the tech going into the detail of those little specks) so it looks better now

Added descriptions for all of the ship roles to better to describe how that sort of ship will act in battle

Minimap overhaul to be more clear and functional

Added the strategic resources to the top of the shipyard screen (so you can see how many you have available when you are picking what ships to build)

Added the strategic resource bar to the ship designer

Added hit points to the shipyard tooltip

Removed "Beam Weapon 1" and "Missile Weapon 1", etc stats on all the tooltips (they are internal stats used for tracking what modifiers apply to what)

Added Military Power to graphs

Additional info added to the ship, ship design and fleet tooltips

Fleet context window now has a tooltip for fleet size control

Faction tooltip added when you mouse over the faction logo

Planet class tooltip added if you mouseover the planet class

New minor faction color (the dark brown was really hard to read against the darkness of space)

Added a tooltip showing a players influence on any tile

Added an entry to planet tooltip stating if they are immune to culture flipping

Battle viewer doesn't reset you playback speed or camera selection if you replay anymore

Added scroll bars to the ship designer and desginer landing page inventory listboxes, so you have better mouse scroll behavior and you know when the list is full

Added a date display when your turn starts

 

Performance

Performance optimizations to eliminate evaluations if the player does not have relations with target player

Improved performance when scanning across the map, previously you could experience stuttering

Significant memory optimizations

 

398,583 views 127 replies
Reply #102 Top

Quoting garyc_sr, reply 101

STILL TOO MANY CRASHES!!!!!!!

Open support tickets for each one.

Reply #104 Top

Quoting Publius, reply 102


Quoting garyc_sr,

STILL TOO MANY CRASHES!!!!!!!



Open support tickets for each one.

1 million times this, we have 0 open crash cases right now. I would love to see any crash anyone has for us. Developers are having to fix pretty obscure things at this point and I'd love to have them on crashes instead.

Reply #105 Top

Quoting Derek, reply 104

1 million times this, we have 0 open crash cases right now. I would love to see any crash anyone has for us. Developers are having to fix pretty obscure things at this point and I'd love to have them on crashes instead.

I haven't had any :) I will pass it along if I run into any...

Reply #106 Top







 

I tried this and it asked me for a code to download a beta, what?

Tech Specializations are now mutually exclusive (when you pick one specialization you can't pick the others) techs are rebalanced to support this

[/quote]

I like the idea of tech specialization.

Added/enabled Government techs for all factions

[/quote]

The Yor inspired me of this. Can't different civilizations have different governments of differing abilities.

Updated balance to the game setups defs (number of minors)

[/quote] hopefully you didn't remove the 10,000 you had.

Slightly fewer habitable planets on various map sedttings

[/quote]

hopefully that doesn't mean abundant.

Rebalanced tech costs

[/quote]

Hopefully that still means slow.

Ideology improvements now all grant points per turn instead of a flat amount when built (which created some exploit issues)

[/quote]

hopefully we can only pick one idealogy

Tweaked the falloff of influence

[/quote]

wouldn't want influence to be to easy.

AI

AI cares more about the expense of the tech than before.

[/quote]

I also would like to see a Ai. not trade for techs that don't do anything, or ones for creating units that are either more expensive, or weaker than it already have. If it is not cheaper or stronger than what it has why is it trading for it, also; it still would want flat civilization wide bonuses, or a tech it wont use.

AI no longer uses starbases and shipyards as part of the military might calculation

[/quote]

Why? your starbases help determine threat potential

The AI won't declare peace with you for 20 turns after war is declared (to keep people from exploiting the AI by declaring war, attacking and then paying for peace)

[/quote]

I think the reverse is also a good idea where it wont declare war until at least 20 turns it declares peace to.

AI will no longer consider a player "Weak" if they have relatively little military

[/quote]

this one actually makes sense. What doesn't make sense is when the Ai. has defenseless ships, and thinks you are weaker. I think economy, and production should also be taken into account.

Minor races no longer evaluate freighters and constructors and transports of its own (As it no longer will build them)

[/quote]

Why? it needs all the help it can get. Have you fixed the Jagged knife, and the others like it. Where they can manage their empire, and the Ai wants to carve them up to.

 

Reduced 24%
Original 2331 x 1315


[/quote]

Reply #107 Top

Quoting econundrum1, reply 75


Quoting Plasma_Wolf_4X,

When I read about the game, I decided to buy it because you can choose whatever you like to choose. I'm not buying a game so I can stress over things. I can't make mods (well, I probably can but I simply do not have time time, really not), so I'm looking for a mod before I play with this stupid lock-out system



If you consider that stress you've been very lucky to lead a life devoid of real stress. If this is your reason for not buying the game sounds like you don't want to play it very badly to start with.

You misread my post: I looked for this game to have a nice calm time, to get rid of stress. That's really a LOT different than "I don't want any stress in game because I have no stress in real life". Again, if I knew that this would happen, I would not have bought it but looked somewhere else, or I'd wait until this aspect is modded out.

What bugs me most is still the hypocrisy in the restriction. Ideology isn't restricted, the planet development isn't restricted, but this is...

Quoting androshalforc, reply 69


Quoting Plasma_Wolf_4X,

SO MAKE IT AN OPTION



man if they granted options for everything that was asked for an option they would need to change the name of the game to

OPTION SIMULATOR 2000 
make it an option to have the economy slider
make it an option to have multiple starbases
make it an option to have hot seat
make it an option to have shipyards on/off planet
make it an option to use old/new assembly project
make it an option to disable ideology tree
make it an option.....
make it an option.....

.....

.....

.....

 


the first 3 hours of the game would be customizing options id want an option to turn options off 

The reason as to why I'm in favour of having the specializations being an option, is because of its impact. I think it's too much to remove the ability to choose a research item because of another chosen research item. I certainly don't think that it's too much to increase the cost of certain research items because of earlier developments.

 

EDIT: just found a mod on the matter, so I'm off testing it as soon as the game is updated.

Reply #108 Top

Quoting Spark026, reply 6


But I still want the old Armor back. I haven't forgotten!:pout:

Yeah i liked the dread lords to. It would be nice to have a scenario with a equevalent to.

Quoting Seilore, reply 4



Slightly fewer habitable planets on various map sedttings



Don't like this unless it's on rare or un-common...  

Typo lol

Agree i like to have an abundant number of planets to. The more the merrier.

Quoting Stohrm, reply 8

Two out of three in the "Specializations" would work for me; but what I would suggest is making that set of selections researchable up to three times.  Thus, if you truly want to specialize in one out of the three you have truly done so.  If you want to specialize in one more than another, then that's an option as well; and if you choose not to truly specialize in any of them you do have all three (but at a third each of what could've been).

Anyway, that's how I would've approached this.

 

SK

Well i like the idea of specialisation. It gives you something to research for. It also makes things different if you replay a civilization. It is obvious not everyone likes to be able to mold your tech choices to your play style.

Reply #109 Top

Plasma_Wolf_4X I really don't understand how anyone could find this so stressful, or indeed at all stressful, seems a really odd thing to get stressed out about. There are plenty of other choices you have to make in the game like when you settle a planet does that get you massively stressed? After all you can't go back and choose the other two moral choices again for the same planet you have to choose.

My point really is that if you can get stressed about making a decision in a strategy game I find it hard to imagine you coping with really stressful situations in life without having a complete breakdown.  I think you need to learn to dial your stress levels down and not get so concerned about the little things, I say that in the spirit of genuine advice for your own good.

As to the ideology system and the fact you can progress all three trees and get the bonuses, I disagree with that design decision personally, but I'm over it and don't get stressed about it every time I play.

 

Reply #110 Top

Quoting Plasma_Wolf_4X, reply 107

EDIT: just found a mod on the matter, so I'm off testing it as soon as the game is updated.

cool someone's done it already so people can calm down hopefully. It was always easy to mod this, if a little time consuming, but report back if the mod works ok them someone can post it everyone who doesn't like the idea of specializations being a meaningful choice can down load it and the drama is over.

 

Reply #111 Top

My mod works, but badly. It adds a duplicate set of specialization techs, made un-specialized. This makes a whole host of problems when trading - if you trade for a specialization tech after you've researched one yourself, you could then research all three extra, and still trade for the third normal one. It was the only way I could get it to work.

Reply #112 Top

This latest updated messed up the colors on my game.  The colors were fine prior to the update, now when you zoom out, almost all of the things in space turned to a dark grey or black color.  Very hard to see on the dark background of space. 

 

If there is a better place to post this, please let me know.  I've tried to search for a bug reporting thread but didn't have any luck. 

Reply #113 Top

Quoting MrDeity, reply 112

This latest updated messed up the colors on my game.  The colors were fine prior to the update, now when you zoom out, almost all of the things in space turned to a dark grey or black color.  Very hard to see on the dark background of space. 

 

If there is a better place to post this, please let me know.  I've tried to search for a bug reporting thread but didn't have any luck. 

 

The update changed some of the lighting systems. Make sure to start a new game. If the issue persists, report a bug to stardock: https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/496/161/general-galactic-civilizations-iii-troubleshooting

 

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Reply #114 Top

Thanks for the tip and the link.  The problems are on an existing game so I'll try a new game and see if things improve. 

Reply #115 Top

Plenty of planets to colonize, plenty of choices to make and develop in all ideology trees. All choices have a direct effect on the planet affinity (pragmatic? Now you're a shopping centre planet, not a research planet). For the tech tree, you make a choice and that's it.

Quoting econundrum1, reply 109

My point really is that if you can get stressed about making a decision in a strategy game I find it hard to imagine you coping with really stressful situations in life without having a complete breakdown.  I think you need to learn to dial your stress levels down and not get so concerned about the little things, I say that in the spirit of genuine advice for your own good.

In the spirit of a genuine answer: you don't know who I am, how I live, how much stress I have to deal with or how I deal with it. Therefore you have no say in what I should do and what is best for my own good.

The reason why I answer like this: I live a fairly calm and stress-free life and I know very well how to deal with it. However, I don't take kindly to people who think they've figured it all out for me when they in fact have no idea whatsoever. The reason why I phrased "I don't want to deal with the stress of that choice", is because of the phrase used earlier:

Quoting Derek, reply 16

1. It makes the selection of which branch you are taking much more important. We like decisions that players stress over, you want A and you want B, which will you pick?

Had I known that the resulting debate would spill into something no one on this forum but me has any knowledge over (my life), then I'd certainly have phrased it differently: "I don't want to deal with a choice that doesn't make sense, in a game where everything is possible."

With that, I hope we can close the case of stress-levels. (In a friendlier tone: don't worry about me, I'm fine)

Reply #116 Top

AH! Reduced number of habitable planets! I've been playing the insane map size and don't plan to EVER go back to another map size, and that's JUST what it needed. I hated when I put the habitable planets on rare I would still find a SHIT TON. It just slows the game down to a crawl as you have to sped a ridiculous amount of time colonizing new planets before you got into the meat of the game. Keep up the large map balance, I'll fire up a new game and see how it's improved. The Yor have been giving me problems in my current game anyway XD

Reply #117 Top

Can someone please explain how the government system works then? Is it like in Gal Civ 2? If so, I cannot find the screen to change Government Type/Select Party? Or is it you just gain bonuses on researching political techs?

 

Thanks.

Reply #118 Top

Quoting Nuukov, reply 117

Can someone please explain how the government system works then? Is it like in Gal Civ 2? If so, I cannot find the screen to change Government Type/Select Party? Or is it you just gain bonuses on researching political techs?

There are only the bonuses from political techs.

Reply #119 Top

Quoting Crocell44, reply 118


Quoting Nuukov,

Can someone please explain how the government system works then? Is it like in Gal Civ 2? If so, I cannot find the screen to change Government Type/Select Party? Or is it you just gain bonuses on researching political techs?



There are only the bonuses from political techs.

 

That kind of sucks. I would like to have a similar system to Gal Civ 2, where you can choose your government type and then ruling party.

 

Ohwell, thanks for replying.

Reply #120 Top

Give it time. They'll add to the game over the course of the year and beyond.

Reply #121 Top

Brad has explicitly statee their intentions to support GC3 for a few years via DLC and full blown expansions. Political parties and much, much more are basically a guarantee!

Reply #122 Top

Quoting DARCA1213, reply 27

Tech Specializations are now mutually exclusive (when you pick one specialization you can't pick the others) techs are rebalanced to support this
i personally like the idea of having to decide between different techs that i wont have some later for a more interesting game when you reset later.

Quoting Derek, reply 29

 

Yes you can trade for the specializations you didn't research (assuming the AI is willing to trade it). Which is nice since it puts some power in the diplomacy system.

See you cqn still have the techs you wanted. You will just have to prioritise where to spend money like the real world.

Quoting PickeringJ, reply 30

Awww, its tradeable? I prefered the idea that the specializations are unique - rather than allowing us to trade to all being the exact same, which we will all of course do. So... this is sort of a non-change?

They will probably do what they did last game making some techs non tradeable or stealable

Quoting Ex, reply 49


Quoting Frogboy,

Probably not this week. I've asked them to hold it as I want to do a bit more AI work on it first.



   Not even a bug fix patch?  

 

i think that not balancing doesn't include fixing bugs. I do agree on the importance of the ai.

 

If we can only once again (steal) techs after invading someones planets........(see espionage via GC II)
[/quote]

I like this ability too.

Reply #123 Top

Quoting scifi1950, reply 99


Quoting AlLanMandragoran,

Is it too late to ask for squares instead of hexes?



I think that boat has sailed.

 

Yes, indeed that boat has sailed and was sunk with extreme vengeance by a rampaging band of Snathi. 

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Reply #124 Top

Quoting Larsenex, reply 50

Seilore, I have 5 or 6 extra AI that i created for the Larger maps. I cant imagine playing with 30 on anything smaller than Excessive. I see now why you are having performance issues. 

 

I am closing in on turn 200 last night. When I found some things that help prevent crashes. When I get ready to hit the turn button I center the map on where i want to look, this can be anywhere. I then hit 'turn' and as long as I have not 'idle' ships or shipyards it will 'process' data. I dont touch anything and it will take its sweet time using all four cores which are pumped up to 4.2 ghz as fast as it can. This is now taking a bit of time, last night with all factions and minors revealed and my ships all over the map, it took nearly 50 seconds before it clicked over to turn 198. Once the turn counter changes I can do whatever I want. I have seen issues where I will have multiple battle viewer fights with Pirates via survey ships. This will sometimes bug on me and Ill get a 'blank viewer'. 

In these cases I have been saving ever turn and again prior to hitting turn. I just reload and keep going. No hard crashes so far. The AI itself seems to be doing very well with diplomo and defending itself so far. 

This sounds like something you should write up if this builddon't fix this.n

Reply #125 Top

Well it's off to mod all the specializations out of the tech tree I guess :thumbsdown: