DerekPaxton DerekPaxton

Galactic Civilizations III - Patch 1.10

Galactic Civilizations III - Patch 1.10

*** RELEASED 7/9/2015 ***


Features

Added Steam Workshop support for uploading and downloading ship templates

Added Steam Workshop support for uploading and downloading custom factions

Added 2 new difficulty levels: Easy and Incredible (much like my wife)

Added custom map support for multiplayer games

Enabled Pirates in multiplayer

Added a "No Tech Brokering" game setup option (setting this blocks trading of techs unless you discovered it, ie: you can't trade a tech you got in a trade)

 

Fixes

Fixed a multiplayer desync when asking for peace

Fixed a multiplayer desync from some battles

Fixed a multiplayer desync when sending a constructor to a rally point

Fixed a crash when two systems both attempted to add notifications at the same time

Fixed a multiplayer crash when being awarded a constructor from an anomoly

Fixed an issue with missing movement trails on some ships

Fixed a crash when updating steam stats

Updated the miles version to fix sound issues and sound memory leaks

Fixed a bug/exploit where if you asked for enough from the AI it would overflow and forget its value, giving you everything it has for free

Fixed an issue where you can offer more credits per turn to the AI than you can actually pay

Fixed game within a game crashes in the ship designer

Fixed an issue where players could use rally points to ignore range limitations

Fixed an issue where ships couldnt explore if you didnt have a home planet (like at the begining of the tutorial or campaign)

Fixed an issue where ship desings would be broken if they were saved with a decimal in the name

Fixed an issue where sometimes game reports wouldn't be submitted to the universe

Fixed a desync when humans were traidng with each other in multiplayer

Fixed an issue where ship movement forecasting times were inaccurate

Fixed an issue where custom race homeworld doesn't display correctly in diplomacy report screen

Fixed crashes

Fixed an issue where the AI wouldn't take over if a human left a multiplayer game

Fixed a crash in the crash reporting tool (this is just a joke, don't send in letters)

Fixed crash if a multiplayer game was abandoned while there were multiple popups in the popup queue for the game about to be destroyed, which would crash once they were unhidden

Fixed several crashes, hangs, and missing UI when a peer would disconnect during a multiplayer game setup

Fixed a crash when loading a save game if a corrupt fleet exists

Fixed crash in race trait tooltip caused by a user making an insanely long list of modifiers in a trait mod, which the fixed string used for formatting the tooltip couldn't handle

Moved awarding the ship until after the battle when encountering pirates at an anomoly

Fixed the Mega Resort for the Drengin

Fixed an issue where the UP chairperson could be listed twice if the chairbeing defies the UP

Fixed ship definitions for missing ships

Fixed a desync when the AI considered requesting peace

Fixed Ranfer, Destroyer and Battleship blueprints

Fixed some issues with the Krynniac Jihad specializations

Fixed a bug with Food Distribution that made it unbuildable

Fixed an issue where you could get blank images after downloading content from Steam Workshop

Fixing a crash if your ship design list changes before you open the ship designer for the first time, like if you are playing a multiplayer game with a custom faction that isn't your own, with custom ship designs that aren't your own

Fixed an issue where the race trait that gives first improvement free was able to incorrectly award an ongoing project as the item to be awarded. Since this is impossible it prevents the item from ever clearing, and it also prevents any other manufacturing from happening. This basically locks out the planet from ever being usable to the AI.

Fixed an issue where restored session custom faction data was getting improperly culled or overwritten

Fixed an issue where govern wheel sliders (player, colony) were not being sent over the wire and saved for non-HOST players in MP sessions

Added 'isLocalPlayer' check to prevent 'you have insufficient resource and cannot build that thing' notification from showing up on other player's notification lists

Fixed a stuck turn after a human planet is invaded by the AI

Fixed a crash merging large groups of ships

Fixed a crash that can happen when encountering pirates in anomollies

Fixed crash in which the AI was able to find a way to get a certain improvement type hub without any neighbor improvements unlocked

Fixed the Merchants ideology trait

The Mutations colonization event is no longer global

Fixed bug with the lobby window where custom faction icons from one player do not appear to other players

 

Balance

You cannot select food and growth modifiers as a custom faction if you are playing a synthetic race anymore

Rush costs are now modified by the turns remaining

You can no long stack Yor assembly projects beyond your population cap

Request Constructor Button currently builds a basic constructor instead of latest constructor

 

AI

The AI is now better at building hub improvements in good spots

AI will now make use of preferred defense type when researching and when building ship blueprints.

 

UI

New cinematic camera system for watching battles, the Michael Bay edition (in that every time a ship explodes I imagine that Michael Bay is on it)

Added a new Medium UI size

Added a new Normal UI size

In the error popups that come up when you fail to colonize a planet or declare war on another player, it now says why you cannot do these things (e.g. UP resolution prohibits this, this player is immune to war, etc.)

You can now get to the Manual from the games main page

You can now get to the Wiki from the games main page

Added the ability to review the game

Added an option to show design that are over mass (for modders to fix their ship designs if we change mass values)

Updated the text in the popup when changing the galaxy difficulty to be more clear

Redid the turn count victory condition to be more clear and have it based on more relevant information (faction power)

Enter/Esc key now closes the shipyard screen like it does for other screens

Added Raw Production entry and breakdown to the planet wnd

Yor colonies show Synthetic Pop Cap instead of Food in the planet wnd

If you don't have resources required for a ship it still shows up in your shipyard, but it is greyed out

If tech trading is disallowed by a UP resolution, the tech category entry will still show up in the interaction wnd, but disabled and with a tooltip saying which UP resolution is preventing tech trading.

While a galactic event is active, the notifications list on the side of the main game wnd will show the name of the active event and how long it will be active for (if applicable). Mousing over the entry will show the bonuses granted by that event

Fleet tooltips tell you how many moves they have remaining

Updated planet textures

When attempting to load a map, it now shows the proper text in the title and delete prompt

Added a new ambient music track

 

 

611,085 views 156 replies
Reply #51 Top

Quoting Nastytang, reply 46

you do it like you did in GC 2 add cheat to the ,exe !

Thanks  :S

Reply #52 Top

There are also spaces in the following files, I checked and these all fail to match corresponding entries and are undoubtedly causing issues.

StarbaseModuleDefs.xml
Line 1040: <InternalName>CounterMeasureModule </InternalName>
Line 1110: <UpgradesFrom>CounterMeasureModule </UpgradesFrom>
Line 3550: <Option>Interstellar Tourism</Option>

DrenginTechDefs.xml
Line 1846: <InternalName>DrenginProtein Resequencing</InternalName>
Line 1847: <GenericName>Protein Resequencing</GenericName>

ImprovementDefs.xml
Line 13532: <InternalName>Universal Soil Adapter</InternalName>
Line 13532: <InternalName>Universal Soil Adapter</InternalName>
Line 13674: <Improvement>Xeno Anthropology Center</Improvement>
Line 13675: <Improvement>Universal Outreach Center</Improvement>
Line 13676: <Improvement>Future Studies Center</Improvement>

StaticShipBlueprintDefs.xml
Line 638: <ShipComponents>AssaultCarrier Module</ShipComponents>
Line 639: <ShipComponents>AssaultCarrier Module</ShipComponents>

 Ticket #RVF-106-50035

Reply #53 Top

Derek, when will we get the map editor, and will we get an in-game tech and ship editor like the ones in Gal Civ 2? As a non-modder I found those editors to be absolutely delightful and would like them in Gal Civ 3. (Along with a starbase editor, which was annoying in Gal Civ 2 when creating custom techs and being unable to create and link starbase modules to them).

Reply #54 Top

Quoting corgatag, reply 50

In ImprovementDefs.xml line 2555, there is a space after XenoIrrigantion's internal name.  I believe this is preventing players from building the next stage (BiomassResequencer) and allowing players to build an additional copy of the previous stage (FoodDistribution)

  <Improvement>
    <InternalName>XenoIrrigation </InternalName>
    <DisplayName>XenoIrrigation _Name</DisplayName>

 

Ticket #HGV-613-56274

 

Excellent find.  I corrected the problem on my game, re-launched, and it didnt add it.  Then I thought about the race I was playing (Alterian).  I tried another race (terran), and it worked.  But, I put the space back in the file, re-launched, and now I can't reproduce the initial defect :)  Is ImprovementDefs.xml written to another location on game launch?  

 

I was wondering why XenoIrrigation seemed to be the max food tech.  For Alterian I suppose it makes sense, as they are the approval masters, and can get higher happy pop, hence they shouldnt get the BiomassResequencer.  No idea why I cant go back to the original bug.  I'll wait for the next patch on Tuesday :) 

Reply #55 Top

Well I'm assuming you edited the file in a mod and not in your base game files, in which case you just remove the file from your mod folder if you dont want the change anymore.

If you edited the source file 8C  DONT DO THAT! never ever edit your source files, just not good modding policy.  If you did however, just have steam verify file integrity and it'll fix it.  :grin:

Reply #56 Top

Multiplayer with custom factions that has custom pics doesn't work. Still stuck at 'Loading Custom Factions' notice. It does work with custom faction with no custom pics, but when the game is saved and is loaded, the other players cant join the restored multiplayer game. Still no fix for this?

Reply #57 Top

Multiplayer with custom factions that has custom pics doesn't work. Still stuck at 'Loading Custom Factions' notice. It does work with custom faction with no custom pics, but when the game is saved and is loaded, the other players cant join the restored multiplayer game. Still no fix for this?

Reply #58 Top

Quoting dansiegel30, reply 54

Quoting corgatag,

In ImprovementDefs.xml line 2555, there is a space after XenoIrrigantion's internal name.  I believe this is preventing players from building the next stage (BiomassResequencer) and allowing players to build an additional copy of the previous stage (FoodDistribution)

  <Improvement>
    <InternalName>XenoIrrigation </InternalName>
    <DisplayName>XenoIrrigation _Name</DisplayName>

 

Ticket #HGV-613-56274



 

Excellent find.  I corrected the problem on my game, re-launched, and it didnt add it.  Then I thought about the race I was playing (Alterian).  I tried another race (terran), and it worked.  But, I put the space back in the file, re-launched, and now I can't reproduce the initial defect :)  Is ImprovementDefs.xml written to another location on game launch?  

 

I was wondering why XenoIrrigation seemed to be the max food tech.  For Alterian I suppose it makes sense, as they are the approval masters, and can get higher happy pop, hence they shouldnt get the BiomassResequencer.  No idea why I cant go back to the original bug.  I'll wait for the next patch on Tuesday :)  

 

No it`s in the cache  if you wan to try it put that file in a mod folder to see if that work if not it would mean you would have to uninstall delete every thing and it`s just not eorth that! 

Reply #59 Top

@corgatag @Deathwynd,

I have created an internal ticket for each.

Thanks for the feedback. 

 

Reply #60 Top

We have fixed Corgatag's XenoIrrigation issue. The fix will be in the next optin update. Thanks for posting!

 

+1 Loading…
Reply #61 Top

Derek, when will we get the map editor, and will we get an in-game tech and ship editor like the ones in Gal Civ 2? As a non-modder I found those editors to be absolutely delightful and would like them in Gal Civ 3. (Along with a starbase editor, which was annoying in Gal Civ 2 when creating custom techs and being unable to create and link starbase modules to them).

Reply #62 Top


Added 2 new difficulty levels: Easy and Incredible (much like my wife)

 

errr,,,which one?

 

j/k

Reply #63 Top

When per chance will ships created in the designer section actually show up in the queue?

Reply #64 Top

Quoting takanis1, reply 63

When per chance will ships created in the designer section actually show up in the queue?

They do for me, so there might be a bug?!

Reply #65 Top

Quoting Franco, reply 51


Quoting Nastytang,

you do it like you did in GC 2 add cheat to the ,exe !



Thanks  :S

 

I guess I don't remember how to do this. I went to the .exe file in the Steamapps/Common folder. When I select properties, there is no way for me to enter in the /cheat command.

Perhaps someone would be kind enough to provide more information for Window 8.1 users? 

Reply #66 Top

Can you please fix the Yor tech tree duplication...


   

As you can see, after I have already researched Xeno Commerce, 2 techs later I have to research Economic Efficiency which lets me build Market Centers that Xeno Commerce already enabled me to build.

Thanks!

 

Reply #67 Top

I found some instructions for the old programs, just change the names for the new Galciv3.exe to enable the command console

  1. Use Windows Explorer to find GalCiv2.exe, or right-click the game in Stardock Central and select Open Folder
  2. Right click on GalCiv2.exe (not GC2Launch.exe) and choose create shortcut
  3. Right click on the shortcut and choose properties
  4. Click in the target field and hit end, then hit space followed by the word CHEAT (no switch marks necessary), it may have an error like mine.

For example:

"C:\Program Files\Stardock\TotalGaming\GalCiv2\galciv2.exe" cheat

For Dark Avatar, the shortcut should be:

"C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\GC2DarkAvatar.exe" cheat

For Twilight of the Arnor:

"C:\Program Files\Stardock\TotalGaming\GalCiv2\Twilight\GC2TwilightOfTheArnor.exe" cheat
Reply #68 Top

Okay now to my sad problem. I used the console command to give myself some cash while I play with some higher level AI's (I like to see what they do and I have just been tinkering with them mainly, haven't finished a game yet). 

It seems there is some kind of cap on how much money the AI thinks you should have, regardless of the amount you actually have. I had 90,000 credits. I tried to make a deal with the Thalens for a complete purchase (NOT money per turn) of approximately 26,000 credits. 

The AI insisted my coffers didn't have sufficient cash for the amount I had entered. After double checking that I had NOT entered payment over time, it still gave the error. 

After trial and error I could only get the AI to accept amounts under 5,000 credits. So, it would take a payment, but only a very small payment. 

Unsure if this is intended, an error due to using the console now (which had not been happening before), or just exactly what is going on. 

 

Side note the Thalen AI was set to Godlike. 

Reply #69 Top

Actually, let me update this.  Sometimes they show in the area where I would choose a new design when I go to create a new design, sometimes they don't save to my queue when the tech they are/were created with is well within my capabilities.

Reply #70 Top

Quoting RevTKS, reply 68

Okay now to my sad problem. I used the console command to give myself some cash while I play with some higher level AI's (I like to see what they do and I have just been tinkering with them mainly, haven't finished a game yet). 

It seems there is some kind of cap on how much money the AI thinks you should have, regardless of the amount you actually have. I had 90,000 credits. I tried to make a deal with the Thalens for a complete purchase (NOT money per turn) of approximately 26,000 credits. 

The AI insisted my coffers didn't have sufficient cash for the amount I had entered. After double checking that I had NOT entered payment over time, it still gave the error. 

After trial and error I could only get the AI to accept amounts under 5,000 credits. So, it would take a payment, but only a very small payment. 

Unsure if this is intended, an error due to using the console now (which had not been happening before), or just exactly what is going on. 

 

Side note the Thalen AI was set to Godlike. 

 

There is or was a bug with this not sure if 2 days update fix it yet.!!

 

Reply #71 Top

Quoting Nastytang, reply 46

Quoting Franco fx,




Quoting Derek Paxton,











Quoting dansiegel30,







Is the debug console locked in the test patch?  The ` key is not bringing it up.




Yes, the debug console is disable unless you enter /cheat on the command console.




How do you pull up the command console?



 

you do it like you did in GC 2 add cheat to the ,exe !

 

Alternatively you can add it to the launch options on Steam.

Reply #72 Top

Quoting Nastytang, reply 70


Quoting RevTKS,

Okay now to my sad problem. I used the console command to give myself some cash while I play with some higher level AI's (I like to see what they do and I have just been tinkering with them mainly, haven't finished a game yet). 

It seems there is some kind of cap on how much money the AI thinks you should have, regardless of the amount you actually have. I had 90,000 credits. I tried to make a deal with the Thalens for a complete purchase (NOT money per turn) of approximately 26,000 credits. 

The AI insisted my coffers didn't have sufficient cash for the amount I had entered. After double checking that I had NOT entered payment over time, it still gave the error. 

After trial and error I could only get the AI to accept amounts under 5,000 credits. So, it would take a payment, but only a very small payment. 

Unsure if this is intended, an error due to using the console now (which had not been happening before), or just exactly what is going on. 

 

Side note the Thalen AI was set to Godlike. 



 

There is or was a bug with this not sure if 2 days update fix it yet.!!

 

Ah, thank you. Did not catch it in the posts, and i had just downloaded the new patch today. Long story short, rolled the game back to previous version, while forgetting to back up my custom faction and graphics. No biggie on that, originals are intact, just not installed. Lol. 

 

Reply #73 Top

Buying tech's with credits is not working for some reason for me. The faction I trade with is always saying "I don't think you have the funding for this" or something similar. Yet I have more than enough.

Could this be a bug? or have I set something wrong with the new tech brokering.

BTW is there supposed to be an option like the "enable/disable tech trading" game play option for tech brokering? I only have the tech trading 1 there.

Reply #74 Top

I remember hearing awhile back about the possibility of getting modder-friendly versions of some of the design spreadsheets for things like tech trees with the official release of 1.1. Any news on whether or not this is actually happening?

Reply #75 Top

Quoting ArelMCII, reply 74

I remember hearing awhile back about the possibility of getting modder-friendly versions of some of the design spreadsheets for things like tech trees with the official release of 1.1. Any news on whether or not this is actually happening?

 

I dont know if there's anything official coming, but I've been looking at building a more user-friendly tech-tree modding tool with Visual Studio - will have a go at that next week