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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 #151 Top

Can someone please fix the Yor tech tree? As it stands you cannot, repeat CANNOT, access the top two economic starbase modules, starting with Starbase Promenade, after researching the appropriate tech (the third one in the economic specific tech line).  

Reply #152 Top

Quoting Deathwynd, reply 150

"Culling Project" e
Quoting Deathwynd, reply 150

1. yes approval and morale are the same things
2. you cannot build higher level buildings directly they are only upgrades, always has been that way.
3. Never seen a "Culling Project" ever and the code doesn't actually reference it.
4. the UP result is always in green after the vote.
5. the UP list isnt sorted at all.

  1. So just rationalize those bad boys - always think hichert principles can't go wrong with them for the next decade :) Just read the Unity principle: "Things which are the same should look the same and things that are different should not look the same. Unambiguous design rules facilitate production and comprehension" e.g.: Moral is always green (while no other KPI is green) and referenced that way in every dashboard and report
  2. Fair enough and could make sense within the game concept to invest time and money on higher level buildings
  3. Simply read the effects description in capital white under: Ideology\Malevolent\Motivation\Unforgiving (if it does not exist it has no place there leading the user into a false hope of getting something for a whole bunch of ideology points)
  4. Will take a longer stare on this next time otherwise the same as with morale: go for hichert
  5. Same as 4 and 1
Reply #153 Top

Came across the missing resolution result behavior again (it is not common - maybe only for this specific resolution type though cannot confirm this):

<Removed picture as it could not be resolved by the browser only when in edit mode - please let me know if I should uploaded it somewhere>

Please also note that troublesome read of the result for a user when displayed in text. We see that two of the civs have defied the UP - since I am in a lucky position to have created those two and have a small number of civs on this map I know which one it is referring to but consider a player with 100 civs which were mostly downloaded from the Workshop (which will likely be the case for most instead of creating civs for days) - In such cases there is a high probability that the player will simply wave off the report as convoluted and ignore this aspect

 

A suggestion for example would be to put a bright colorful status stamp on each race profile on the bottom or lower half saying:

- Yes (in green)

- No (in red)

- Defied UP (Grey)

This way you can see how each of the races voted with a glance and do not need to read through texts and find the referenced races individually

Displaying the results in a graphical representation or at least the total percentages just like in every parliament today would also go a long way to sell this part

 

 

Reply #154 Top

Two things I noticed with UP:

1. When selecting an ideology preventing other civs to declare war on the player for X turns - it is not visible on the UP resolutions screen nor elsewhere so how does the player see the rule and how long it will continue to apply? By handling this as a resolution the player could track it though it would also be limited by UP rules so if a civ defied the UP it can still declare war on the player (not a bad thing but something to keep in mind)

2. The Galactic Peace resolution ending and preventing wars between UP members only seems to be valid for major civs and does not seem to effect minor ones. As minor races are also members of the UP and can even vote on the resolution if would make sense that all resolutions effect them as well (I have a screen of this as well if needed)

Reply #155 Top

- Thalan Hive building upgrade tech is not refracted when selecting the Hive building (adjacency bonus needs to increase). It does take affect on adjacent buildings visible when these are selected but the Hive building prescription and tool tip does not display it correctly only the default +1

- AI is still taunting the user because of shared border even though the Ideology perk is active that removes the penalty

- Planetary spending slider adjustment does not update the building times right away, only after the user has left the planet management screen and goes back to it

 

Reply #156 Top

Luxury trade route does not seem to be applied anywhere after unlocking the ideology - worth checking each ideology point if they are working correctly like the "Culling Project" one - or updating the descriptions if these rewards have been removed during development (probably not the case in case of Luxury trade routes as it is the only benefit described for the ideology point)