DerekPaxton DerekPaxton

Galactic Civilizations III - Patch 1.03

Galactic Civilizations III - Patch 1.03


*** Released 6/8/2015 ***


Features

Game now remembers MP map and galaxy settings like single player

You can now add random opponents to play against

You can now edit user created ship designs

You can now edit custom factions

Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)

Added 2 new cosmetic ship pieces for designing your own ships

 

Fixes

Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over

Rewrite of the turn state machine to fix numerous stuck turn issues

Fixed a bad iridium prereq for the starbase influence hub

Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash

Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner

Fixed a crash if the player builds more than 32 improvements on a colony

Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet wnd while the queue list was updating from a previous queue order change being async processed by making the planet wnd execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)

Fixed an issue where you could click the rush button in the planet context wnd multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn

Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all

Fixed a crash when the AI wants to give away a ship but doesn't have any

Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context wnd, caused by being able to click the button in between update ticks that disable/enable the button.

Fixed missing economic improvements int he Yor tech tree

Fixed missing Krynn support modules

Fixed an issue keeping resistance bonuses from some techs from working

Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn

Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor

Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game

Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar

Fixed a crash caused by too many fleets being ctrl+click selected

Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start

Fixed issues caused by having large fleet mass exceed expected maximums

Fixed issues cause by having the battle ranking for large fleets exceed expected maximums

Fixed an issue causing a stuck turn when creating a trade route

Fixed a crash after razing a colony caused by not cleaning up trade routes

Fixed a crash caused by a lingering selection after razing a colony

Fixed a crash reading relations in diplomacy

Fixed a multiplayer crash when automatic upgrades were happening in colony queues

Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")

Fixed typos

Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)

Fixed an issue where the game could run out of text handles late in the game

Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory

Fix that can cause some games from being reported to the Metaverse

Fix to allow the game to load if you have non-ascii characters in your user name

Foxed an issue where ship upgrade in multiplayer were free

Fixed an issue defying the UP in multiplayer could cause the game to get out of sync

Fix scope issues with Planetary defense and resistance in tech trees

 

Balance

Rebalance of the mass of Sensor systems

Updated the Spiral galaxy map to look more organic

Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16

 

UI

Decreased the range line intensity so that the line would always be visible but not too bright

Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs

Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect

Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)

 

Performance

Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)

 

435,827 views 113 replies
Reply #76 Top

Heelidar sent me his file and we reproduced it here at Stardock. We will be updating the optin later tonight with the following fixes:

1. Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory.

2. Fix that can cause some games from being reported to the Metaverse.

3. Fix to allow the game to load if you have non-ascii characters in your user name (this was Heelidar's issue).

4. We reverted some mass changes (sensors, drives, life support) to 1.2 values to keep from breaking player ships.

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Reply #77 Top

How about reverting the base planet amounts back to 1.01? Go on you know you want to! ;)

Reply #78 Top

 

We are also fixing an issue where you can't request constructors on 1.03 if you started the game on a prior version.

Reply #79 Top

Quoting Derek, reply 78

We are also fixing an issue where you can't request constructors on 1.03 if you started the game on a prior version.

   Prior default constructors probably too big to build with mass changes.

 

Reply #80 Top

So, uh can we continue to play our current game which in my case was pre 1.03 with the opt in still working as 1.03?

 

Will it break the game?

Reply #81 Top

Quoting Larsenex, reply 80

So, uh can we continue to play our current game which in my case was pre 1.03 with the opt in still working as 1.03?

 

Will it break the game?

 

I was automatically opted in since I opted in on the last one. For the first time in many patches my game started to crash. Having invested over 100 hours and 566 turns into this one I went back to 1.02 official so I can finish it. YMMV.

Reply #82 Top

I just want to say, I LOVE the new map script for spiral galaxies! Insane spirals are 200 times better now!

Reply #83 Top

Latest update to 1.03 on Friday night seems to have broken the Mods folder. Placing the files in the game directory still works.

Reply #84 Top

That's because the game now seems to look for *.gc3wsdata files. May be related to Workshop (ws?)?

Reply #85 Top

What are the *.gc3wsdata files like? A fancy zip folder or something?

Reply #86 Top

Quoting Vidszhite, reply 83

Latest update to 1.03 on Friday night seems to have broken the Mods folder. Placing the files in the game directory still works.


Man WTH...just tested the Bucks map mod. It is indeed broken. Immense Map generation now only gives me a few hundred planets....*sigh*.

Reply #87 Top

Quoting Sorentoft, reply 85

What are the *.gc3wsdata files like? A fancy zip folder or something?

 

Don't know. Just saw it in the debug.err file; the mod folders are being checked for files with the gc3wsdata extension.

Reply #88 Top

Ok so I have a lot of stuff in the 'My documents, My games, > Gal Civ III Folder. If this is NOT working now how can we go about fixing it?

 

I have two drives. My C drive is my SSD where I keep Windows, primary games and Steam Library on. It has the GCIII game installed on this drive. 

 

I have a D drive which is a 1 terrabyte platter drive where I keep 'My documents', My Games', 'My pictures', My Favorites, My downloads and all kinds of data stuff.

This is where my mod folder is. I am happy to start over or rename or remap as needed but need information on how if needed. Will the new pointer fix this or is there something I need to do like Uninstall GCIII and reinstall?

I can do so if really needed. I am having a grand time in my current game but its pretty much a done deal for me with end game fleets tooling around wiping out 15 ship Drengin mass driver based fleets.

Reply #89 Top

I don't know if it was already mentioned, but 1.03 ignores idle ships if you end a turn. The "turn button" switches to a greyed out "idle ship" button but it just continues with the other factions. Lost a few ships that way ;)

Reply #90 Top

Is the issue where Elerium won't seed in certain situations if resource frequency is uncommon fixed?

Reply #91 Top

To save me just making a new post ill ask it here, If I have old posts with "Future Ideas" before the addition of the appropriate sub forum. Should I change my old posts to be added into this forum or leave them as is?


On that note, maybe the Devs should add a pinned post there briefly explaining the best possible layout for posts to make it easier for them to read, understand and things like that.

 

Cheers! :)

Reply #92 Top

Patch 1.03 on Windows 8.1 doesnt fully kill the Galactic Civilizations game process upon quit. I have to go into the task manager and kill it manually. Other than that, plays just fine. d('-' ) 

Reply #93 Top

Quoting Derek, reply 57

It's one of the new ship components that comes with this patch. So you can add it to any of your custom ships, or make a ship that is just a giant flying skull. I'm glad you like it!


Where can I find those exactly in the builder? Tried finding them in the creator now to add my faction logo to my ships and can't find it. I even checked the blank boxes that don't actually show a item. Made sure I had use all pieces checked in options. I'm sure I'm just missing it somewhere.

Reply #94 Top

Quoting Gauntlet03, reply 65

While many have suggested diminishing returns for sensors, and I'm generally all for that... if they are looking for a "dumb as nails" simple solution, increasing the mass like this isn't a great way to do it, because every ship the AI uses with sensors now suffers tremendously by wasting space.

 

I agree with this.

 

Currently, sensor range/mass is 1/8 -> 2/9 -> 3/10 -> 4/12 -> 5/14. The cost goes 13-23-41-71-123, meaning the cost increases by a factor of ~ 1.75 for each upgrade. This means higher-tech sensors are giving a far smaller boost/mass and boost/cost (not to mention boost/research investment) over their predecessors: the first sensor tech doubles your sensor range/unit for only 1 extra mass, but the final upgrade only improves your range/mass ratio marginally, while providing considerably less range/cost.

 

Personally, I have not bothered researching past range 3 sensors in a serious game. I don't see how it can be a cost-effective use of research or build capacity. 

 

 

How about this two-part solution:

 

First: sensors not limited to 1 per ship, but each sensor past the first only has 50% effectiveness (that is, 100% then 50% and 50% and 50%; not 100% then 50% then 25%). 

Secondly, make upgraded individual sensors more worthwhile - weapons double in effectiveness at each upgrade, why not sensors? Drastically increase sensor range at each level, and raise mass by 50%. 

Suggested progression range/mass: 1/7 -> 2/10 -> 4/15 -> 7/23 -> 13/34.

 

 

It wouldn't totally gimp sensor boats, but would make them considerably less effective for their cost - especially as the things can hardly move. The 'Eye of Sauron' with its 12 2-range sensors would not have its current 12x2 = 24 sensor range (+its base and bonuses) but instead a far more managable 2+11x1 = 13 (+ extras). Still a lot, but not quite so absurd.

That will mean the first sensor (before diminishing returns kicks in) is far more valuable than the current ever-more-marginal upgrades make individual sensors.

 

Anyone who invests the tech in advanced sensors will have *great* sensor coverage. Just like anyone who invests weapons tech can melt fleets really well. Let them - it'll be expensive but perhaps worth it.

 

 

Reply #95 Top

Quoting TurielD, reply 94

Currently, sensor range/mass is 1/8 -> 2/9 -> 3/10 -> 4/12 -> 5/14. The cost goes 13-23-41-71-123, meaning the cost increases by a factor of ~ 1.75 for each upgrade.

Personally, I have not bothered researching past range 3 sensors in a serious game. I don't see how it can be a cost-effective use of research or build capacity.

I don't think the numbers are too bad, maybe a little too high in the later end. But ultimately the sensor ships are now useful but not crazy...not an automatic exploit, but a strategic decision.

 

Reply #96 Top

Quoting Stalker0, reply 95


I don't think the numbers are too bad, maybe a little too high in the later end. But ultimately the sensor ships are now useful but not crazy...not an automatic exploit, but a strategic decision.

 

 

It's not that the numbers are terrible, but think of it this way: the sensor-power/mass goes from 0.125 -> 0.222 -> 0.3 -> 0.333 -> 0.357. Those last 2 upgrades are a 10% increase and a 7% increase in mass-efficiency. It costs you 670 research points for the privilege of paying ~2x as much per sensor range point. 

Is the ability to use your sensors in nebulae worth that much?

Reply #97 Top

Quoting The_Gear, reply 12


Quoting TurielD,

I just noticed the Pirate tech tree has full descriptions included too - playable pirates? :D

 

 

On other news, there's a bug causing Medium Missile ships not to appear in the shipyard/shipdesigner when they should because of a wrong blueprint issue: https://forums.galciv3.com/466761/page/1/ 

It's just a wrong blueprint reference in 27 lines of ShipClassDefs.xml; every Ranger design points to a Destroyer blueprint by mistake.

 

Fixed code is here: https://dl.dropboxusercontent.com/u/45479330/GalCiv3%20Ranger%20PatchMod/000_MediumMissileBoatFix/Game/ShipClassDefs.xml

 should be able to use that directly unless any of the current fixes affect ShipClassDefs.XML



Sent to the developers, thank you!!

 

Hey Gear, I just found another one:

Every BattleShipD variant (Large enhanced kinetic ships) refers to a DestroyerD blueprint (Large enhanced missile ships) - even pirates. 

 

Should I submit a new ticket?

 

Reply #98 Top

The 1.03 is now live and the opt-in is no longer available.

Reply #99 Top

Foxed an issue where ship upgrade in multiplayer were free

 

Foxy!

 

Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)

My concern with this is that for those of us who mod the game, we often deal with game crashes, repeatedly, because of our own modding errors which we take time to fix.  You might get a ton of automatic info that really has nothing to do with the dev side of things...

Reply #100 Top

Quoting Dumhed, reply 99

 

Foxed an issue where ship upgrade in multiplayer were free



Foxy!


Noticed that, wanted to save the embarrassment of pointing it out...


Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)




My concern with this is that for those of us who mod the game, we often deal with game crashes, repeatedly, because of our own modding errors which we take time to fix.  You might get a ton of automatic info that really has nothing to do with the dev side of things...

 

 

Indeed - I was getting a whole bunch of un-debug.err-messaged crashes before I figured out custom ship static blueprints cause a crash on game creation.