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

 

 

611,117 views 156 replies
Reply #76 Top

Quoting TurielD, reply 75

Quoting ArelMCII,

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

 

It`s been mention in the streams !!! maybe when 1.1 goes live or soon after!!!! 

Reply #77 Top

In_stasis I'm tyring to figure out what you mean by "tech brokering" do you mean buying techs from the AI for credits?

If so that is nothing new you could already do that and its controlled by the tech trading setting which controls all tech transfer between factions.

If you mean something else then its something I've not seen because I always play with tech trading disabled and thus again it is clearly prevented by the tech trading setting at game start.

Reply #78 Top

 

"No Tech Brokering" is a new game option in 1.1 that keeps players form being able to trade techs unless they discovered them (ie: i can't trade a tech from you and then trade it to someone else).

It's possible that the AI isn't able to trade a tech because they didn't discover it and thats causing it to never be tradeable. Though it's supposed to not show the tech in the lists when that happens. If you have a save I can check it out.

 

Reply #79 Top

Quoting In_stasis, reply 73

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.

There is a separate thread on this issue in the forums. The brief summary is:

Quoting PackmanX, reply 8

Pretty sure the issue is that the game is checking the wrong faction to ensure they have enough credits.  I noticed this issue trading with the Drengin, who had 11 credits in their treasury.  I could add up to 11 credits on my side of the trade without issue.  12 or more triggered 'I don't think your coffers can support what you're offering' .

Reply #80 Top

Peteincary2 you are absolutely right, We will fix that in the next patch.

Reply #81 Top

Ahh ok since I always leave tech trading disabled I hadn't even looked at the Customize Gameplay screen in 1.10

Reply #82 Top

Shame I don't see any fixes for the continued problem that I've had since custom factions were enabled for multiplayer, and that is being unable to use them at all in multiplayer.

Reply #83 Top

When is the next 1.1 option patch? I thought it was Tuesday???

Reply #84 Top

well we got a patch tuesday though I havent done a compare on it yet so not certain what it modified

Reply #85 Top

Quoting peteincary2, reply 79


Quoting In_stasis,

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.



There is a separate thread on this issue in the forums. The brief summary is:


Quoting PackmanX,

Pretty sure the issue is that the game is checking the wrong faction to ensure they have enough credits.  I noticed this issue trading with the Drengin, who had 11 credits in their treasury.  I could add up to 11 credits on my side of the trade without issue.  12 or more triggered 'I don't think your coffers can support what you're offering' .



Quoting Derek, reply 78

 

"No Tech Brokering" is a new game option in 1.1 that keeps players form being able to trade techs unless they discovered them (ie: i can't trade a tech from you and then trade it to someone else).

It's possible that the AI isn't able to trade a tech because they didn't discover it and thats causing it to never be tradeable. Though it's supposed to not show the tech in the lists when that happens. If you have a save I can check it out.

 
Quoting Derek, reply 80

Peteincary2 you are absolutely right, We will fix that in the next patch.

Ok! That's cool, looks like the problem been sorted.

I can see the tech brokering option there now. Not sure why I didn't have it there before, but its there now.

Reply #86 Top

If we got a new patch Tuesday, where are the updated patch notes?

Reply #87 Top

I seem to have gotten a new patch just now.  Any patch notes for that?

Reply #88 Top

I don't know all the details but I just did a file compare and update for my own modding files and it mostly looks like it fixes some of the errors I and others have found and reported regarding extraneous spaces in internal names in various game files.  Dunno what else might be included.

Reply #89 Top

Also fixed the diplomacy money error, but now several high end economic starbase modules are no longer being unlocked after their techs have been research. The spaces fix is the likely culprit.

Reply #90 Top

stardock, PLEASE give us the patch notes and naming convention for the patch delivered 2 days ago.

Reply #91 Top

umm they never change the naming for an optin until it goes to release.

The minor update patches like we got tuesday and yesterday don't get patch notes usually.

 

Reply #92 Top

Oh and no the changes to the spaces in names wouldnt break anything as there were no matching related entries with those same spaces in them so thats not the culprit.  Additionally none of the reported name spacing fixes related to economic modules.

Reply #93 Top

Well, FFS.  I guess I need to go into the debug log and look at the build number at the top of the file.  HTH am I supposed to know which opt-in patch I'm using, to verify their "latest" fixes?  Kinda defeats the whole purpose of the opt-in.    This should take someone at stardock 10 minutes to do, to send an update thread, and a list of the fixes put in over the last few days.

Reply #94 Top

Can we get a balance pass on tech trees? pretty please?

Reply #95 Top

Is there any easy way in the XMLs to filter out the race specific techs?  It seems that each race has a tech file, but they have all of the common techs lumped in there as well.

Reply #96 Top

you could do a compare of the internal names on the TechTree.xml and each races tech tree, afaik the Base Tech Tree has all the generic techs. Keep in mind however not every race has all the "base" techs some like the solar power plant appear in the base tree but not all racial trees.

Reply #97 Top

Quoting CenturionsofRome, reply 89

Also fixed the diplomacy money error, but now several high end economic starbase modules are no longer being unlocked after their techs have been research. The spaces fix is the likely culprit.

Centurion - did they change the number of constructor modules needed to build those high end modules? (Check on the starbase screen to see if more than one is required.)

Reply #98 Top

Negative, after further testing I found that the problem is localized to my computer-the game appeared to have "misplaced" the files. Reboot cleared the problem.

Reply #99 Top

Speaking of rush costs, if you build, say, a farm then a factory, on a new colony, then reorder the queue, the farm will still be rushed, even though it is now after the factory in the queue.

Also, how come in Chrome I have to click the bottom right corner of the "quick reply" editor on this forum to activate the editor?

Reply #100 Top

That is the normal way rush works, it doenst rush the top item in the queue it rushes the selected item, you can rush the very last item in queue or anything in between.  Changing the order in which they appear does nothing to change what is rushed.

As far as the problem with chrome, dunno I am running chrome with autoupdates turned on and have no such issue so either its a versioning problem or you have a plugin installed that is causing issues.