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Galactic Civilizations III - v1.3 Changelog

Galactic Civilizations III - v1.3 Changelog

v1.3 Changelog

***Released***

Overview

We are addressing issues with micromanagement of your growing empire. Here are some of the improvements we're providing:

  • Planetary Governors Choose Governors to rule planets in your place, freeing you focus on grander strategic goals. These Governors decide what Planetary Improvements to build.

  • Improved Ship and Fleet management We've introduced numerous UI enhancements to help manage large numbers of ships and fleets in your empire.

  • Improved Ship Destination Interface  A newly redesigned Ship Destination Interface will help you organize the movement of large fleets across the galaxy.


Please note that some of following changes are only enabled if you begin a new game.


Full Patch Notes

Visual / Audio Improvements

  • Added new background music track

  • Added new news robot animations

  • Added orbit and follow cameras to the Battle Viewer

Micromanagement Improvements

  • Governors

    • Governors build Colony Improvements for you. To choose a Governor, first research "Interstellar Governance".  Then choose a Colony and press the "Manage" button.  A list of available Governors appears on the right-hand side of the window.

    • You may remove a Governor and take back control of a Colony at any time.  

  • The Colony Window now allows you to sort the Colonies based on Name, Manufacturing, Research, Wealth, Population, Influence, and Approval.

  • Ships are now grouped into Fleets under the "Ships" tab instead of being listed out individually.  You can expand the Fleets to inspect individual ships within each Fleet stack.

  • Added a "Fleets" category to the Governs > Commands window.  This allows you to redirect large groups of ships all at once.

  • Redesigned the Ship Destination window to add tabs for each destination type and included a minimap.  

  • Shipyard and Starbases now have their own tabs to Main Game Window

Balance

  • Lowered the cost of larger hulls slightly

  • Fleets are more likely to dogpile on desirable targets.

  • Fleets will be less timid when picking targets.

  • Added a Game Settings option to disable the AI surrendering.

  • AI should build more Economic Starbases

  • Increased turn lifetime of strategies that were 5 turns to 10 turns

  • Eliminated the free stuff bonuses gifted AI was receiving due to improved overall AI improvements

  • Removed the free techs and free ideology points from Genius AI due to improved AI behavior generally

  • Made Incredible difficulty level get more goodies for those who want to be punished

  • Made Godlike AI difficulty get more goodies to punish the crazies

  • AI only updates tax policy fully when a new AI strategy is chosen (instead of every turn)

  • AI is more likely to use colony ships to explore unknown stars in the hopes of finding a planet

  • AI gradually adjusts its spending ratios per turn rather than trying to do it all in one turn to give time for other civilization-wide measures to have a chance.

  • Fixed bug that caused the AI to min and max its spending every other turn under certain AI strategies

  • AI puts more effort into keeping its people happier

  • AI does better dealing with ship maintenance and its effect on its economy

  • Planet project production is now capped at 100% now.

  • Changed all Planetary Projects to 5% from 10%

  • Removed Ultra Transformer improvement.

  • Remove all techs that give adjacency bonuses.

Bug Fixes

  • Fixed bug that caused the graphs to appear corrupted

  • Fixed broken progress bars for shipyards in colony screen

  • Fixed missing ship image and ship name in the upgrade window.

  • Game checks to see if Steam is online before allowing the user to register.

  • AI will now pursue more specialized/expensive techs than rather than always going for the cheaper tech.

  • If the network connection is slow, the game will no longer crash when trying to access the Hall of Fame.

  • Fix to a bug where AI would sometimes see a planet that was outside its vision if it was close enough to another planet

  • Fix to a bug (LONG overflow) that could cause the AI to not expand as quickly as it should

  • Fixed bug that caused the AI to sometimes zero out its research when it felt economically weak

  • The Colony Manufacturing and Influence sort buttons now sort the colony lists correctly

  • Increased turn lifetime of strategies from 5 turns to 10 turns

  • Adding fix to the slider code where the sliders would sometimes go negative.

  • Improved general stability of games with large numbers of AI players

  • Fixed a crash when assigning teams in games with a large number of AI opponents

  • Fixed a crash when checking and unchecking the "add random opponents" repeatedly.

  • Fixed a crash that would happen if you deleted a custom race and then immediately started a new game.

  • Fixed a crash for restoring multiplayer games

  • Resources at the top of the screen are no longer being trimmed

  • The tech tree specialization nodes were using the wrong square background.  

  • Addressed a UI problem where some drop down lists were appearing behind buttons

  • Fixed minor text layout problem with Starbase Context Window

  • Fixed a number overflow problem with improvements with 0 manufacturing cost.

  • Updated appearance icons for custom races.  Removed some duplicate entries and updated colors for others.

  • Spaces are no longer allowed for save filenames where space was the only character.

  • Removed the white streaks in the Iconian faction leader movie when choosing it as your custom faction foreground movie.

  • Fixing a minor issue with the Terran colony and Terran constructor ships where hyperdrive modules weren't appearing on both sides

  • Removed the yellow hex ring around the Approval Relic

  • Planetary defending fleets with zero attack power are no longer invulnerable to attack.

  • Set the default AI difficulties to Normal instead of Easy

  • Mega Events are now disabled in the Campaign and the Tutorial.

  • Tutorial and Campaign will no longer hang when loading if mods are enabled

  • Added a diplomacy modifier that calls out other races as warmongers when they declare war too often.

  • Changed the game so anyone with a transport can invade with conventional warfare if you don't have the tech yet.  This solves a problem where a player who unlocked the "Malevolent - Dangerous " Ideology, received a transport, but couldn't use it to invade a planet because they hadn't researched the invasion tech.

  • When fleets merge they now attempt to take on whatever move directive is currently issued from the incoming fleet.

  • If an AI leader is busy with another player, it won't make a trade offer to a second player.

  • Fixed Fog of War bug where objects in a row that goes from visible to exposed were not hidden.

  • Added a Browse button to the Custom Faction Choose Picture Screen that will open an Explorer window directly to the location for copying images.

  • Map Editor: fixed problems with the preview thumbnails

  • Map Editor:  Do longer allow players to set a "recommended players" count of more than 100 when saving their map

  • Loading a custom map screen now displays the selected map's size.

  • Fixed a crash that occurred when the map editor tried to access DLC ships.

  • Fixed a problem with that would cause planet icon tooltips to break and show invalid data

  • Fixed a couple game-within-game lobby crashes

  • Fix an issue where "Unlikable" trait causes you to actually be liked.

  • Address a problem with uploading custom factions to Steam.

  • Fixed a crash when moving a fleet into shipyard at the end of turn
116,106 views 92 replies
Reply #51 Top

More music is always welcome. I was going to mention before that the current music was getting old, but most people would complain that music is the least of their worries. I'm still a bit annoyed that the music changes whenever I open a different window. Sometimes continuity is better. (I'll try to find an example). At least it's not as bad as in GCII where the same track repeated itself whenever you pressed end turn (thankfully it was sorted out in a patch)

 

 

EDIT: the examples I promised: Playing the game in main map a certain piece will play: open the designer, then suddenly different music. Go back to the map, back to the old piece. Press escape to save, yet another piece. If you do this in a fast sequence you get a headache.. :P

Reply #52 Top

Quoting Achronous, reply 51

More music is always welcome.

 

Agreed.

 

I know many of my posts in the last couple of days have been harshly critical, and I do want to point out that I like this game a lot, and stuff like this is why :P Seemingly unimportant things like keeping the score fresh is the kind of neat attention to detail that kept a game alive and make GC3 worth arguing about. It shows that, for the devs, this is a labour of love. 

Reply #53 Top

Have a work around for the governors that allows me to play 1.3 the way I would like.

GalCiv3GlobalDefs.xml, <PlanetGovernLockTech> changed to TranslatorTech allows the Govern Button to become usable when Universal Translator is discovered allowing access to the Auto Upgrade Improvements button before any other improvements discovered.

GovernorDefs.xml. Removing from the appropriate governors all improvements, bar one, allows the governors to be used effecting the sliders only and ensuring at least one building is built. (To remove all improvements from the governor prevents the governor buttons from showing up as does removing  <AIOnly>false</AIOnly> from the governor.)

I am now able to have full control of what buildings get built and when they get upgraded from the start of a game. Whilst, tagging my colonies that are to be used for specialization and having the sliders governed for me.

Reply #54 Top

Another update that's not on this:

Spent this weekend working on the AI.  Lots and LOTS of improvements. Should hopefully be pretty noticeable.

+1 Loading…
Reply #55 Top

[8:14:33 PM] Brad Wardell: + Fix to bug where AI would sometimes see a planet that was outside its vision if it was close enough to another planet
[8:15:01 PM] Brad Wardell: + Fix to bug (LONG overflow) that could cause the AI to not expand as quickly as it should

[7:07:44 PM] Brad Wardell: + Increased turnlifetime of strategies that were 5 turns to 10 turns
[7:08:12 PM] Brad Wardell: + Eliminated the free stuff bonuses gifted AI was receiving due to improved overall AI improvements
[7:08:46 PM] Brad Wardell: + Removed the fre techs and free ideology points from Genius AI due to improved AI behavior generally
[7:09:20 PM] Brad Wardell: + Made Incredible difficulty level get more goodies for those who want to be punished
[7:09:38 PM] Brad Wardell: + Made Godlike AI difficulty get more goodies to punish the crazies
[7:10:09 PM] Brad Wardell: + AI only updates tax policy fully when a new AI strategy is chosen (instead of every turn)
[7:10:43 PM] Brad Wardell: + AI is more likely to use colony ships to explore unknown stars in the hopes of finding a planet
[7:11:12 PM] Brad Wardell: + Fixed bug that caused the graphs to appear corrupted
[7:11:28 PM] Brad Wardell: + Fixed bug that caused the AI to sometimes zero out its research when it felt economically weak
[7:12:02 PM] Brad Wardell: + AI gradually adjusts its spending ratios per turn rather than trying to do it all in one turn to give time for other civilization wide measures to have a chance.
[7:12:35 PM] Brad Wardell: + Fixed bug that caused the AI to min and max its spending every other turn under certain AI strategies
[7:12:51 PM] Brad Wardell: + AI puts more effort into keeping its people happier
[7:13:18 PM] Brad Wardell: + AI does better dealing with ship maintainence and its effect on its economy

+1 Loading…
Reply #56 Top

I tried to use a governer once but the game wouldn't let me advance saying idle colony so I just play the game as normal, once you've done gonvernence research it's the same really

Reply #57 Top

Quoting Frogboy, reply 55

[8:14:33 PM] Brad Wardell: + Fix to bug where AI would sometimes see a planet that was outside its vision if it was close enough to another planet
[8:15:01 PM] Brad Wardell: + Fix to bug (LONG overflow) that could cause the AI to not expand as quickly as it should

[7:07:44 PM] Brad Wardell: + Increased turnlifetime of strategies that were 5 turns to 10 turns
[7:08:12 PM] Brad Wardell: + Eliminated the free stuff bonuses gifted AI was receiving due to improved overall AI improvements
[7:08:46 PM] Brad Wardell: + Removed the fre techs and free ideology points from Genius AI due to improved AI behavior generally
[7:09:20 PM] Brad Wardell: + Made Incredible difficulty level get more goodies for those who want to be punished
[7:09:38 PM] Brad Wardell: + Made Godlike AI difficulty get more goodies to punish the crazies
[7:10:09 PM] Brad Wardell: + AI only updates tax policy fully when a new AI strategy is chosen (instead of every turn)
[7:10:43 PM] Brad Wardell: + AI is more likely to use colony ships to explore unknown stars in the hopes of finding a planet
[7:11:12 PM] Brad Wardell: + Fixed bug that caused the graphs to appear corrupted
[7:11:28 PM] Brad Wardell: + Fixed bug that caused the AI to sometimes zero out its research when it felt economically weak
[7:12:02 PM] Brad Wardell: + AI gradually adjusts its spending ratios per turn rather than trying to do it all in one turn to give time for other civilization wide measures to have a chance.
[7:12:35 PM] Brad Wardell: + Fixed bug that caused the AI to min and max its spending every other turn under certain AI strategies
[7:12:51 PM] Brad Wardell: + AI puts more effort into keeping its people happier
[7:13:18 PM] Brad Wardell: + AI does better dealing with ship maintainence and its effect on its economy

 

Any chance that the wheel will be available again from the beginning (yeah, I mean any chance u will remove this terrible "feature" from the patch before release)? If not, can I mod the game to have it and play with this option in MP? Because my whole group have not been playing for a long time now due to this, everybody wants the wheel from the beginning.

Thanks!

ps: I know i can jsut opt-out, but it was more of a question for the future

Reply #58 Top
  • Remove all techs that give adjacency bonuses.

Oh, how come?

Reply #59 Top

Nice work on pushing out update#2.

 

Frogboy, great job on Ai fixes. I will run them tonight. 

Reply #60 Top

Quoting Achronous, reply 58

Oh, how come?

 

Adjacency is way OP, and a pretty major contributor to massive overproduction. 

Reply #61 Top

 

    • Removed Ultra Transformer improvement.

 


    • Remove all techs that give adjacency bonuses.

 

Why?  I know the AI can't compete with a human on this, but isn't it a cop-out?  You artificially handicapp a player because the AI will never be able to make wise choices?

Reply #62 Top

Quoting naselus, reply 60


Quoting Achronous,


Oh, how come?




 

Adjacency is way OP, and a pretty major contributor to massive overproduction. 

OK fair enough. I suppose it can also reduce micromanagement somewhat if I stop worrying so much if I'm using adjacency efficiently. 

Reply #63 Top

I'm a bit confused. Patch notes for Opt-in #2 say governors now control building improvements. They were doing it in Opt-in #1. In fact they were blowing away my already built improvements. And they were being extremely dumb about it, not attempting to use adjacency bonuses or tile bonuses, and wrecking approval in the process. I see something about approval, but did the rest of improvement-building get fixed?

UPDATE: No, it didn't. I cannot wait to offer feedback on the stupidity of the AI improvement-building. Also, the governor now ONLY controls improvement building, it does not edge production in any particular direction, just uses the global governor. Even GalCiv II allowed you to nudge production in a particular direction on a per-planet basis. Clearly a step back, but hopefully in preparation of two steps forward with better governors in 1.4. To be continued...

Reply #64 Top

Removed the Ultra Transformer improvement.

Um.  Not a fan. :(

 

 

 

 

Might be time to plug my "Enhanced Terraforming" mod, though. :p

Reply #65 Top

is it on Steam Workshop?  :)  (your mod)

Reply #66 Top

I followed the instructions above but the game is not updating. Is anyone having this problem? As far as I can tell it won't even download.

Reply #67 Top

Quoting rynebrandon, reply 66

I followed the instructions above but the game is not updating. Is anyone having this problem? As far as I can tell it won't even download.

You might need to do the Steam Fix.

https://esupport.stardock.com/index.php?/default_import/Knowledgebase/Article/View/531/104/steam-fix-for-opt-in-not-downloading

Hint:  You might need to do it twice like I did.  The first time, it let an opt-in download, but I couldn't deselect opt-ins.  The 1.3 opt-in automatically downloaded on me without my wanting it at the time.  After running through the fix the second time, I was able to select or deselect the opt-ins at will.

 

Reply #69 Top

Quoting redviper37, reply 65

is it on Steam Workshop?  :)   (your mod)

Mods aren't on Steam Workshop yet. ;)

Don't want to hijack the thread, so I will simply direct you to the mod I am talking about: https://forums.galciv3.com/469459

(WARNING:  To try to keep things a little in check, I crafted it so it would take the TEMPORARY use of strategic resources to upgrade a tile.  But as long as resources are set to Common, it seems to be good to go)

With that warning made, probably should keep any detailed discussion about it over in that thread. :)

 
Reply #70 Top

Thanks, I will try a game non-modded, see how it goes and give your mod a try.  I'll post further comments in the dedicated thread once I've played :)

Reply #71 Top

  • Colonies are sortable by name

Thanks a lot for this. This may seem like a minor thing, but for me it is a huge matter of convenience!

 

... but please don't stop there, every list needs a sort by alphabet option.

Reply #72 Top

Quoting BuckGodot, reply 64

Quoting ,
Removed the Ultra Transformer improvement.



Um.  Not a fan. :(

 ...

I am. Planetquality was more or less irrelevant as soon as you get the UT tech.

Now it matters even in late game.

Great Change IMHO.

Reply #73 Top

Quoting redviper37, reply 61


Quoting ,


 




      • Removed Ultra Transformer improvement.






 





    • Remove all techs that give adjacency bonuses.






 

Why?  I know the AI can't compete with a human on this, but isn't it a cop-out?  You artificially handicapp a player because the AI will never be able to make wise choices?

 

Was done because yku could totally break the economic balance with level 12+ buildings. 

Reply #74 Top

No answer to my question i guess. And here comes another game I will play maybe with mods. great.

Reply #75 Top

Quoting Walhallawalhalla, reply 74

No answer to my question i guess. And here comes another game I will play maybe with mods. great.

*checks question*

As of 1.3 opt-in 2, the Planetary Wheel is available at the very beginning of the game.

 

 

 

 

 

Enjoy it while it lasts. ;P