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 #101 Top

When might mods be able to add their own GFX?

Reply #102 Top

As things stand I believe we can add custom particle systems for weapons and such, custom materials for ship parts, I know folks are working on how to model custom ship parts. I also believe it should be possible to add custom planet textures and improvement icons.

Reply #103 Top

The restrictions on taking food and growth modifiers with a synthetic race as listed in the patch notes are not functional.

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Reply #104 Top

Quoting dansiegel30, reply 90

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

 

I'm going to second this - at least give new additions to the opt-in a * or some kind of symbol that they've been changed in a later iteration of the pre-release patch so we can figure out what we can be looking for to test :)

Reply #105 Top

I really like the raw production UI additions and the return of detailed approval bonuses/penalties. Disabling tech brokering is also much appreciated; it is now a standard in my games. Though for one reason or another, I cannot activate the console, no matter what key I set it to activate with.

Reply #106 Top


 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

Along the same lines if you trade away resources like harmony crystals and precursor nanites (not that anyone would trade those specific ones) you shouldn't be able to destroy it and build on that tile until the trade has expired.

Reply #107 Top

Is anyone else unable to opt-in. Restarted steam and still can't get the option to appear, really confused...

Reply #108 Top

Quoting KarlBar99, reply 107

Is anyone else unable to opt-in. Restarted steam and still can't get the option to appear, really confused...

 

Please re-read the OP, there is a password you need to input into the appropriate area in order to access the opt in this time around.

Reply #109 Top

Wondering if the Ultra terraformer ability has been altered/balanced as well, it suddenly seems less powerful and there are fewer tiles available for it...

Reply #110 Top

Well the major value of the ultra terraformer is that it has unlimited re use it does only work on .4 and up value tiles which is pretty much the weakest terraforming in the game.

It may be that it would previously work on worse tiles but I cant say for certain as I don't have a copy of the older source files.

Reply #111 Top

Derek, when we will have the next 1.1 optin, and will it have the release notes?

Reply #112 Top

When creating or using a star base or ship yard the start out stats are always the same.  Why are only star bases able to be updated for weapons/defenses and not ship yards.  If they can, how?  If not, is there any plans to do so.  Thanks.

Reply #113 Top

Shipyards have no upgrade system, personally I think this is a needed feature and would add alot to the game even including shipyard specific modules that would allow specialization maybe.

Reply #114 Top

Quoting Lavo_2, reply 105

I really like the raw production UI additions and the return of detailed approval bonuses/penalties. Disabling tech brokering is also much appreciated; it is now a standard in my games. Though for one reason or another, I cannot activate the console, no matter what key I set it to activate with.

The console was disabled by default in 1.1. However, you can re-enable it by typing -cheat in Launch Options.

Reply #115 Top

Request to aid modding:

 

It's really nice that designs in the My Documents\My Games\GalCiv3\Designs folder can be used in ship blueprints! But there's still one exception, the game doesn't recognize a \My Documents\My Games\GalCiv3\Designs\Startup folder in the same was as \SteamGames\SteamApps\common\Galactic Civilizations III\Designs\Startup. This folder includes ship template .objgfxcfg files for the starter survey ship, which is normally displayed when you're designing a faction and choosing a ship style. This means that custom ship styles can't display their own ships in the Ship Style selector in the faction editor unless you add files to the base game folder, which is of course undesirable. 

Could that be remedied please? :)

Reply #116 Top

Quoting TurielD, reply 115

Request to aid modding:

 

It's really nice that designs in the My Documents\My Games\GalCiv3\Designs folder can be used in ship blueprints! But there's still one exception, the game doesn't recognize a \My Documents\My Games\GalCiv3\Designs\Startup folder in the same was as \SteamGames\SteamApps\common\Galactic Civilizations III\Designs\Startup. This folder includes ship template .objgfxcfg files for the starter survey ship, which is normally displayed when you're designing a faction and choosing a ship style. This means that custom ship styles can't display their own ships in the Ship Style selector in the faction editor unless you add files to the base game folder, which is of course undesirable. 

Could that be remedied please? :)

Great post, you may want to even make a new thread just for that, just so there is less chance to miss it.

Reply #117 Top

Quoting BlackSmokeDMax, reply 116

Great post, you may want to even make a new thread just for that, just so there is less chance to miss it.

 

I'm honestly not sure that works better :P

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Reply #118 Top

Just wanted to report an unexpected crash while playing the opt-in 1.1 patch.  Got to around turn 50 and then everything locked up.  Had to use  Task Manager to quit the application.  Wan't doing anything out of the ordinary, just processing a turn I think.  

Thanks Devs,

Frank

Reply #119 Top

Apologies for not having time to review the whole thread in case my Q is answered above, but do the devs want us to submit crash dumps via email (or some other means) to help with the shakedown for 1.1?

As has been my GalCiv tradition, the rig I'm starting to play on is barely there sysreqs-wise. I got some stable play out of 1.03 by restarting Win 8.1 and letting GC3 have as much of the machine as it could grab after all the teeming resource piglets got running in the background. My lay impression is that it likes first crack at the virtual memory and sort of warms up for a stretch, then hums along nicely as long as I don't try to run anything else or start a new game.

So when I tried out 1.1, I followed the same protocol for a while, and things seemed a bit perkier. This led me to rashly try firing up 1.1 after I'd started and closed several different things, including Legendary Heroes. I got a new game going, played nearly a hundred turns on an Immense map with 7 other majors, and then remembered I'd forgotten to switch from No Tech Trading to No Brokering.

I backed out to the main menu, started a new game with only that Tech Brokering setting changed, and performance started getting stuttery after only a few tens of turns. Thought I should close the game and try again after a system restart, but as I was waiting for the game to put itself away it spit out a crash dump.

p.s. Not at all to my surprise, when given the mild coddling of being the first post-boot program started manually and allowed to settle into virtual memory, GC3 runs beautifully on my crappy little computer. I've ordered a humble 'real gamer' rig for the first time in my life in anticipation of getting to play below the strategic map and watch all the pretty stuff!

Reply #120 Top

I believe crash data is automatically submitted, which I believe was added with 1.03 IIRC?

Reply #121 Top

Incorrect math operator in CultureTraitDefs.xml

Line 1076:       <BonusType>Flat</BonusType>

This is for the DiplomaticTradeOfferValueMult, I believe the operator should be Multiplier not Flat.

Reply #122 Top

Any idea when the issues with the battle viewer will be fixed?

 

Currently the battle viewer does not always show what is actually happening and does not reflect the correct "actual" outcome.

 

This is most noticeable when using support ships and guardians. Though not limited to them.

Reply #123 Top

Still no multiplayer maps bigger than huge. Any word on when this will be enabled? What is holding it back?

Reply #124 Top

Is anyone else getting a bug where some ship parts will change their size when you build the ship in a shipyard? It just started happening to me yesterday.