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1.7 Patch Change Log (Release 4/21)

1.7 Patch Change Log (Release 4/21)

The long awaited Starbase update is here!

The new Constructor queuing system means you'll never need to track upgrade modules again. We've also completely reworked the Shipyard ship list to make it easier to find the right ship for the right job. Also, we've added the ability to inspect an enemy fleet and get prediction of the fight's outcome. The ship component system is getting balancing change. Finally, we've improved the diplomacy trading system.

Please check out our Dev Journal to learn more about the 1.7 update.


https://forums.galciv3.com/477007/page/1/#3632209


Overview

Reduced Starbase micromanagement
Starbases now queue upgrade modules directly from Shipyards. Ordered Constructors automatically travel to the Starbase and upgrade it. Constructors are ordered from the Shipyard that can deliver the upgrade in the shortest amount of time.


Improved Ship List
Introducing new Ship List sorting and grouping options to make it easier to find the ships you want. Mark your "favorite" ships to make them easy to find in every game.


Improved Starbase Window
We've updated the Starbase Window to better present information about the installed modules and the Starbase's effects. The window also displays more detailed Starbase statistics. These changes will aid you in managing the Starbase and empire.


Battle Assessment
Know what you are getting into! Hovering over an enemy fleet now displays an estimation of whether or not your fleet will be victorious. This same information is displayed prior to starting a battle.


Ship Component Mass Changes
Component mass now scales based on the ship's hull size (e.g. you need bigger engines to move a bigger ship). The changes shouldn't affect average players but are important to address some late-game exploits. Although this change won't impact the standard ship designs, existing custom ship designs may need to be revised to work with the new system.


Diplomacy Updates
Your friends are more likely to give you a better deal! Diplomacy trade values now scale based on your relationship with other factions and the game difficulty.


Planetary Alert System
Planetary growth stalled? We added new alerts on the planet window to warn you if your influence, population, or approval are holding back your colony from its full potential.


Third Party App Block Option
We added a game option that blocks 3rd party applications from hooking into the game's graphics process and crashing the game. Blocking is enabled by default. If you'd like to capture in game video, you will have to disable this game option.


Change Log

Starbases

  • Starbases can now queue multiple upgrade modules directly from Shipyards. Once built, Constructor modules automatically travel to the Starbase & upgrade it.
  • Starbases have Shipyard sponsors. As modules are added to the Starbase queue, Constructors are added to the Shipyard's queue that can deliver the module in the shortest amount of time. By default, all Shipyards sponsor all Starbases. This can be changed on the "Sponsor" screen.
  • Starbases can handle constructors with multiple modules.
  • Players can choose what Constructor blueprints to use on the "Sponsor" screen.
  • Selecting a Starbase on the Galaxy map will draw connection lines to the Starbase's sponsor Shipyards.
  • Queued Constructors are treated the same as other Constructors while en route. Diverted, destroyed, or traded Constructors will be re-queued automatically.
  • Players can enable Starbases to automatically order available upgrade modules.
  • The Shipyard manufacturing queue displays the Constructor's destination and upgrade module type.
  • Starbases can still be upgraded by manually built Constructors and specific Mercenaries.
  • Queued Constructors have a custom ship design for each faction.
  • Added maintenance cost to all starbase modules for all difficulty levels except beginner and normal difficulties.

 

Ship List Screen

  • Ships are organized by type and role.
  • New sorting options: size, attack, version and resource cost.
  • You can add ships to a "favorites" list that is saved when you exit the Ship List screen. These "favorites" available even if you start a new game.
  • Added a prioritize button to move selected ships to the top of the build queue
  • Added reverse sorting to the ship design list.
  • Newly designed ships (including auto-upgraded ones) are marked as "new" so they are easy to find.


Starbase Screen

  • Added more detailed Starbase statistics.
  • Modules and their effects are now both visible simultaneously on the main screen.
  • Added a build queue for ordering new modules. Build queue items include an estimated time of arrival.
  • Added a Sponsor screen to manage what Starbases are building Constructors for that particular Starbase. By default, all Shipyards are sponsoring each Starbase.
  • Sponsor screen has a "Set as default Constructor" option which makes the currently selected Constructor the new default Constructor for future Starbases.


Battle Assessment

Hovering over an enemy fleet displays an estimation of whether or not your currently selected fleet will be victorious. This same information is displayed prior to starting a battle.


Shipyard Auto-Idle

Added Shipyard auto-idle function that replaces the old "shutdown". If the Automatic Idle checkbox is selected, the Shipyard will shutdown if it has no ships to produce. Adding a ship will automatically resume production.


Diplomacy

We have improved the balance of the diplomacy system to make it more fun and less exploitable.  

  • Item trade costs are adjusted based on relations and difficulty.
  • Culture treaties can no longer be stacked with same faction.
  • Added Diplomatic Office and Diplomatic Outpost Starbase modules.
  • Updated AI Strategies and Diplomatic Modifiers to better balance AI aggressiveness.

Planetary Alert System

Added alerts added to influence, population, and approval statistics if one of these attributes is at risk. The Alert tooltip includes information on how to address the problem.


Gameplay Changes

  • Lowered cost of Celestial Tourism for Krynn to be closer to the average cost.
  • Ship component mass now scales based on the ship's hull size.
  • Sensors now have a "sensor power" statistic that controls the area scanned.  Sensor power has a diminishing returns effect on overall sensor range.  Sensor tooltips provide additional feedback on this new system.
  • Changed the default Planet Frequency from Abundant to Common
  • Increased the Sensor Power of higher level Ship Components and Starbase Modules.
  • Limited some ship components to be one player, including the Bane and special Precursor components.  
  • The Scout ideological Event now uses Sensor % bonus instead of a flat range bonus.

Interface

  • Added a "None" option for Govern/Command window for a ship/fleet's destination
  • Added "eject all" button for stationed ships in a shipyard, starbase, or planet.
  • You can now (again) choose Medium UI scale for 1920x1080 screens.
  • Custom scout ship will no longer appear with the Survey Ship icon
  • The content of the Mined Resources tooltip will no longer escape its frame.
  • Created a new Sensor Range tooltip that shows the Sensor Power, what is affecting the Sensor Power, and how much Sensor Power is required to upgrade the Sensor Range.
  • The "Saving Game... Please Wait.." message should no longer get stuck on the screen.
  • Fix stretching artifact in the up and down combo box arrows.
  • Updated the Ship Designer's resource bar to be vertical to match the strategic map and shipyard.  This will also address problems with text in that control from being clipped.
  • Updated the Sort order arrows on the Shipyard List
  • Fixed a  bug that was turning all Status Bars to the Highlight color in Large UI
  • The "now building" text now correctly shows the build module for starbase modules in the shipyard context area, the shipyard tooltip, and the shipyard list item in the main game Shipyards list on the right side.
  • Fixed an occasional problem with selecting ships when the player had negative resources
  • MP: The start button no longer appears over the "Mega Events" drop down menu
  • MP:  The "Mega Events" listbox is disabled as Mega Events are not allowed in MP.
  • MP: Human players now always appear on top in the lobby, whether they are ready, pending, or unclaimed (for restored games).


Bug Fixes

  • Outbreak Ideology event now provides the proper research bonus
  • Fixed a crash when attempting to loading an old save game pre-Mercenaries and then using the fog-of-war cheat after buying Mercenaries.
  • Fixed typos in the Mercenary ship descriptions
  • Mercenary ships can no longer be upgraded by stationing them in planets, shipyards, or starbases.
  • Fixed lighting issues in the Yor faction leader animation.
  • High-end Prototype ship blueprints are now marked as "-R" designs
  • Fixed some weird starting perspectives in Battle Viewer
  • Fixing a CTD caused by destroying planets.
  • Updated the campaigns with text fixes.
  • Fixed issue with Gravity Field Generator star base module that was speeding up enemy ships rather than slowing them.
  • Fixed bad data on the Precursor Satellite world that was causing the associated events to not work as intended.
  • Add new Heavy Survey blueprint to all races
  • Fixed numerous crashes on game exit.
  • Fighters are no longer missing in Battle Viewer
  • Interceptor fighters will no longer appear in the Shipyard List.
  • Disabled Colonizing event on the Iconian secondary world to so that the Iconian's system is consistent with other faction starting systems.
  • Fixed a case that would cause the starting Battle Viewer camera to be pointing in the wrong direction.
  • A faction's power will no longer wrap to zero if the ship power ratings were too high. This was causing really powerful factions to surrender.  
  • Fixed a problem with Mods with custom ship styles that were causing an infinite loop and crash.  
  • Fixed a stuck turn when a command tells a ship to eject to the shipyard it's being built at.
  • Fixed an issue where a shipyard can station too many ships.  This was the source of multiple problems including crashes and odd gameplay behaviors (e.g. creating stacks of mixed player ships and enemies).
  • Fixed an issue where ships can eject onto anomalies and nebula when a free tile was available
  • Fixed an infinite loop when there are no Shipyards in the empire that can supply module orders.
  • Fixed stale battle log data that was causing fighters to be incorrectly spawning either in the battle viewer or on the game map.
  • Fixed planets that were turning invisible after fighting off an invasion.
  • If a ship joins a fleet on "Guard", the fleet will stay on on "Guard"
198,591 views 74 replies
Reply #51 Top

Fantastic improvements and fixes, thanks Stardock!

I especially love the detailed tooltip on the Sensors - it even works in the fleet window! Sadly none of the other ship stat tooltips do. Could they also be enabled in the fleet window, just for consistency?

 

Also, the Tactical Speed tooltip still says "Missing Info". Could this tooltip get an overhauled detailed one like the new Sensors tooltip, explaining what it does and giving numbers?

 

Reply #52 Top

I asked about the one per player thing a week ago and saw it was a possibility to come in 1.7, so I am very pleased to see that it made it into this 3rd update.  It was even added in the manner I was planning to use it!  I was really just looking at doing it to the Bane and while that makes sense I don't think the same can be said for the other components.  They could do with a change, maybe make them a fleet buff or add a fleet buff to them as well.  Currently they are of questionable value as they are.

Not sure if this is in the pipeline, but can we get the ability to see full ship details when in the fleet details screen?  Currently you can only hover over images and see a tooltip with general info.  It would be useful to be able to click on a ship and see that specific ship's details and what is on it.  It is annoying having to eject ships out of a fleet to just to see what is on it. 

Reply #53 Top

Seems the ability Ancient is not giving research per relic and is only giving a global 10%. Is this working as intended?

Let me retract this. Its working, Just not on research relics. 


Reply #54 Top

Suggestion:  Now that you have multiple constructors working properly, how about updating the definition of the "Basic Constructor"?

Something like this:

<ShipBlueprint>
<InternalName>BasicConstructorBlueprint</InternalName>
<ShipHullType>Cargo</ShipHullType>
<Role>Support</Role>
<ShipGroup>Constructor</ShipGroup>
<CanBeBuilt>false</CanBeBuilt>
<RequiredComponentType>ConstructionModule</RequiredComponentType>
<ComponentType>InterstellarDrive</ComponentType>
<FillerComponentType>ConstructionModule</FillerComponentType>
<FillerComponentType>InterstellarDrive</FillerComponentType>
<FillerComponentType>ConstructionModule</FillerComponentType>
Reply #55 Top

Playing a new game where I found a ship graveyard which gave +25% sensor range to my ships. But it doesn't give +25% to all ships it only gave the bonus to the ship that found it all other existing ships didn't get it. (I already had the race ability which gives +25% to all ships as a side note)

Reply #56 Top

The point of the Basic Constructor is that it is “The cheapest possible Constructor” so putting drives on it would be kind of contrary to its purpose in life.

This is why we have we give the option to set the constructor to any valid constructor type, and as of 1.7 you can even globally assign that constructor to all your starbases.  Hopefully that will meet your needs.

Thanks for the suggestion.

Reply #57 Top

Quoting airayn, reply 55

Playing a new game where I found a ship graveyard which gave +25% sensor range to my ships. But it doesn't give +25% to all ships it only gave the bonus to the ship that found it all other existing ships didn't get it. (I already had the race ability which gives +25% to all ships as a side note)

 

^^^ The Ship graveyard events affect ONLY the ship (and any ships in that fleet with it). Thus if you got a 'Breath of Fresh Air' and it was only your Survey ship than only it would benefit. 

 

However if for whatever reason 10 capitals were in fleet WITH your survey ship when it got this event then all the ships in that fleet would benefit. 

 

Only events that are global are Precoursor relic and Precoursor World events (+10% to all ships dmg, +5% to armor, ect), and maybe some Galactic events. 

Reply #58 Top

Quoting Larsenex, reply 57

However if for whatever reason 10 capitals were in fleet WITH your survey ship when it got this event then all the ships in that fleet would benefit. 

 

if you were to upgrade said ships later, do they keep this bonus?

Reply #59 Top

Hello everyone!

 

I have just decided to give a try to the 1.7 up-in 3, and I have find some things to correct with the UI. Please note that I play with the french version of galIII (even if this version is now half french and half english now, but that is another story).

 

1- When I open the window to select the window for the gestion of the shipware, I am missing a lot of information, look:

(http://imgur.com/ZHaeUsA)

gestion-base

 

And by the way can you change the "Terminé" by "Terminer" (so you will use the rigth verb tense).

 

2- Also another bug when I open the windows to upgrade a ship:

(http://imgur.com/Oo6Hc6t)

maj-vaisseau

 

Can you change the name of the "concevez un vaisseau" (that mean: go to the ship editor) by "terminer" (it will indicate close the window)

 

Have a nice day! Eridalafar

 

PS Do you have any idea when the full regionals languages translation will be avallaible for the expac part for this greath game?

Reply #60 Top

Thanks for that FYI

Reply #61 Top

Could you guys fix "defying the vote" in the UP? When one is playing with 20+ civs (I am playing with 88), someone defies every vote that happens and therefore no vote ever actually happens. This doesn't really make any sense. The vote should still happen regardless if someone leaves because of it or not. It doesn't apply to the person who leaves anyway. In the past three games that I have played, the UP chief is chosen and then not a single vote carries through after that.

Reply #62 Top

With the Diplomacy work being done, will the AI see the multiple trade resources trade (3) snuggler colonies as (3) and not (1)?  I haven't seen this being mentioned in the improved diplomacy work as well as I've noticed they still don't care on the amount in which they are trading?

Reply #63 Top

Thought I'd let you folks know that it looks like none of the adjustments made to all of the tech trees regarding the Diplomacy nerfs made it into any of the Campaigns.  All of the tech trees in all of the Campagins still show the 1.7 opt-in 3 tech tree values for DiplomacyTech, InterstellarAlliances, EminenceTech, and MajestyTech.

Just a heads up that you will probably want to fix those as well before going live. :)

Reply #64 Top

Amazing work, pshaw!

Just quick question regarding diplomacy: I do not seem to be able to ask my allies to Declare war/Embargo other civ. The option is alltogether missing in the diplo screen. Strangely, it is still there with civs I have bad relationship with (Furious, Hostile etc.).

It is bug or an intented change? After all, it surely undermines diplomatic efforts ;)

Reply #65 Top

As of opt-in 4, the Military Starbase ring now has no additional range bonus:

<Stats>
<EffectType>StarbaseRange</EffectType>
<Target>
<TargetType>Starbase</TargetType>
</Target>
<BonusType>Flat</BonusType>
</Stats>

Is this intentional or a bug?

Reply #66 Top

Got a bug where only one ship with the precursor modules can be built. If that's how the gameplay is supposed to be than please update the descriptions.

Reply #67 Top

Quoting trekkie02, reply 66

Got a bug where only one ship with the precursor modules can be built. If that's how the gameplay is supposed to be than please update the descriptions.

After a suggestion made here (https://forums.galciv3.com/476612) that is now working as intended.  As you say, the description might need to be updated.

Reply #68 Top

RE: Missing Offers option in the diplomacy screen - see picture bellow. Any idea why it is missing with my allies and not the foes?

http://ulozto.cz/xAA92Wi7/diplo-jpg

 

Reply #69 Top

Will we be seeing the revamped planetary-invasion and diplomacy systems in 1.8? While this has been an excellent update in terms of QOL and automation of mundane tasks, I would like to be able to make planetary invasion far more in-depth, involving moving of troops to capture/defend strategic areas, evacuation of civilians, orbital bombardment, scorched-earth tactics, etc.

Reply #70 Top

Noticed a bunch of balance changes to + Diplomacy buildings and starbase modules.  Not mentioned in the notes, but look like a good idea given how easy it was to make everyone really REALLY like you.

Patch looks good overall.  TY for your efforts.

Reply #71 Top

not sure if it was posted but i noticed a bug with the new constructor queing.

when selecting a module to build (requesting a constructor) it does not look at banked production points in a shipyard 

so if i have a shipyard with

  • 1000 points stored production 
  • receiving 1 point per turn
  • nothing currently in que

and another nearby with

  • 0 points in banked production
  • receiving 100 points per turn
  • and 3 ships (100 points each) in que

the system will ask for a constructor from the second shipyard since it thinks it will finish in 4 turns vs 100 turns from the first.

wheras in reality it would finish in 1 turn from the first shipyard

Reply #72 Top

can we have a way to update all starbases to use a certain type of constructor rather then having to set each one individually

Reply #73 Top

If a starbase request a constructor from far enough away. The autopilot doesn't work, and the constructor just sits there (and requeues another one).

Seems to be related to the can't set a course longer than 500(?) hexes issue.

 

Playing on an Insane map, scattered, (highly) reduced star count. I only have 11 shipyards, so it doesn't have alot of options to pull from.

 

If there isn't a max range on the call constructor, their probably should be one.

Reply #74 Top

I feel really unhappy when finished researching all techs in late games.Any chance we can have  some "repeating techs" that can be researched over and over again in next patch?

A Repeating tech provides some bonus on economy or military every time it is researched and you can start researching it over again to gain more bonus. I don't mind if they are crazy expensive because I can always have one more turn. B)

I think it is important to make people keep playing the late game even after all current techs are researched.