Galactic Civilization III v2.7 Patch (Released 12/14)

Hello,

Based on feedback from our fans (you!), we've been working on an update.  In addition to the usual balance and bug fixes, we've also increased the number of farms, enabled the oft-requested option to switch between the date and the turn counter, and improved startup times.  Please read below for full details.

Important!

We've removed the need for bat files in the game to compile data. Data is now compiled by the EXE. The big upside is that updates won't be flagged by AV software as suspicious. A bonus side-effect is that it also improves the startup time.  

Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.

Gameplay

  • AI increases the odds of building farm improvements if it is running low on food
  • AI more aggressive in terraforming tiles.
  • AI more aggressive in building up planets before switching to durational 
  • General AI improvements to what citizen type it will choose based on galactic conditions
  • Minor balance pass on Crusade tech tree costs based on recent changes on benefit from improvements.
  • Made many of the planetary improvements destructible again based on player feedback
  • Removed Megapolis improvement as it is now redundant
  • Balance pass on costs based on community feedback
  • Increased the money/power cap to 1 million
  • Updated the Entertainment Center to use the same stats as Crusade
  • Administration Centers now provide the correct additional administration
  • The AI no longer queues starbase modules it can't afford
  • A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).
  • Farm level ups increased food production by 0.1 per level
  • Biomass Replicator food production bonus reduced from 50% to 25%
  • Recruit Citizen now requires Star Federation technology rather than Galactic Governance.

UI

  • Added game option to show Turn as a date. Can also click on the date/turn string to toggle between them.
  • Fixed issue where you couldn't use the mouse wheel to scroll the startup popup unless the mouse was over the scrollbar itself
  • Fixed sorting issue for ship designer functional components
  • The UI is now more responsive while doing stuff with the Steam overlay.

Bugs

  • Fixed issue where asteroid system was checking for ownership changes constantly, instead of at the beginning of each turn This was producing false alerts for asteroid bases culture flipping
  • Fixed crash at the end of the game. On large maps and/or long games, the game was still processing turn stuff in the background while it was trying to upload game results.  
  • Fixed issue where global modifiers were not being applied to the player (eg. Galactic Events like Blood Lust)
  • MP: Fixed a desync that happened around turn 200.
  • MP: Fixed a desync related to mining bases and influence areas.  
  • Fixed a few crashes related to the game to access hidden screens
  • Fixed a problem where if the notification list had multiple entries on one turn and then only one on the next turn, the area under the notifications wasn't clickable
253,289 views 53 replies
Reply #1 Top


Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.

I started a new game in Crusade with this opt-in.  Mods did not show up in the game.  While in the game I checked Options, and it showed that mods were enabled.  I had mods in the Crusade mods folder.

I moved all the mods to the base mods folder and checked the prefs.ini file in the base directory to be sure mods were enabled and tried again.  Mods also did not show up in this game, and Options showed mods were enabled.

I copied the mods back into the Crusade mods folder to have the same mods in both folders and started a new game.  Again, mods did not show up in the game.

Reply #2 Top

We're looking into it.

Reply #3 Top

I didn't see the part where you fixed the 'Battle Viewer' when it comes to just showing kinetic effects with custom races.

Reply #4 Top

Quoting Old-Spider, reply 1



Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.



I started a new game in Crusade with this opt-in.  Mods did not show up in the game.  While in the game I checked Options, and it showed that mods were enabled.  I had mods in the Crusade mods folder.

I moved all the mods to the base mods folder and checked the prefs.ini file in the base directory to be sure mods were enabled and tried again.  Mods also did not show up in this game, and Options showed mods were enabled.

I copied the mods back into the Crusade mods folder to have the same mods in both folders and started a new game.  Again, mods did not show up in the game.

What mods are you using? I just made a quick mod and it worked fine for me. 

 

Reply #5 Top

    • AI more aggressive in building up planets before switching to durational

 

Could you elaborate any more on this? What are you referring to by durational?

Reply #6 Top

Quoting pshaw, reply 4


Quoting Old-Spider,





Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder.



I started a new game in Crusade with this opt-in.  Mods did not show up in the game.  While in the game I checked Options, and it showed that mods were enabled.  I had mods in the Crusade mods folder.

I moved all the mods to the base mods folder and checked the prefs.ini file in the base directory to be sure mods were enabled and tried again.  Mods also did not show up in this game, and Options showed mods were enabled.

I copied the mods back into the Crusade mods folder to have the same mods in both folders and started a new game.  Again, mods did not show up in the game.



What mods are you using? I just made a quick mod and it worked fine for me. 

 

 

I found the cause of the problem.  I am using mods that I have made.  They have long, descriptive names so I know for sure which version I am using.  All of them have 2.61 in the name to show that they are fully updated for 2.61.  After a lot of trial and error, I found that the decimal point in 2.61 is the problem.  When I changed the 2.61 to 261, the mods showed up in the game.

Something changed in the update to cause the decimal point to be a problem.

Now all I have to do is make sure the mods have been updated for 2.7 (and leave out the decimal point).

Reply #7 Top

Quoting PalaceGuardian, reply 5


Quoting ,




      • AI more aggressive in building up planets before switching to durational






 

Could you elaborate any more on this? What are you referring to by durational?

Durationals are ongoing projects like "Aid research" or "Aid economy".

+1 Loading…
Reply #8 Top

Thank you for the update! Looking forward to giving it a whirl.

Reply #9 Top

Looking forward to it as soon as I finish up my current game

Luceo Non Uro

Reply #10 Top



AI increases the odds of building farm improvements if it is running low on food

 

I'm confused-- hadn't it been established that the 2.6.1 AI never built food? Have I missed a patch notes?

Removed Megapolis improvement as it is now redundant

It's not described elsewhere in the patch notes what makes the megapolis (did we mean "megalopolis?") redundant. Could you elaborate?

Reply #11 Top

Quoting 5myosin, reply 10




AI increases the odds of building farm improvements if it is running low on food



 

I'm confused-- hadn't it been established that the 2.6.1 AI never built food? Have I missed a patch notes?


Removed Megapolis improvement as it is now redundant



It's not described elsewhere in the patch notes what makes the megapolis (did we mean "megalopolis?") redundant. Could you elaborate?

according to Brad the ai build farms, according to other players not very often. According to Patrick that frequency has been increased. What has been established all other patches goes to Crusades.

Reply #12 Top

The change to the Space Elevator makes it not worth building anymore. +1 construction/maintenance and less than .1 for adjacency bonus?? Level 7 only shows .2 as its bonus. Should this change have been to a multiplier?

Reply #13 Top

Quoting pheonixstorm, reply 12

The change to the Space Elevator makes it not worth building anymore. +1 construction/maintenance and less than .1 for adjacency bonus?? Level 7 only shows .2 as its bonus. Should this change have been to a multiplier?

Are you on 2.61 or 2.7?  In 2.7 it looks like it's a flat .5 per level.

Reply #15 Top

This is at level 7 for me. Below is what is listed in improvementdefs.

Code: xml
  1. MaxManufacturing Colony Multiplier 0.05

Reply #16 Top

My ImprovementDefs.xml has the following for the Space Elevator:

    <LevelEffectStats>
      <EffectType>MaxManufacturing</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.5</Value>
    </LevelEffectStats>

Reply #17 Top

Now that is strange.. why do we have two different values?

Files validated, no issues

opt in update 2.7 preview

ImpDefs still show .05

Reply #18 Top

and to top it all off, I was looking at the wrong impdefs file.. the one in the crusade directory shows .025, which is worse.

     <LevelEffectStats>
      <EffectType>MaxManufacturing</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.025</Value>
    </LevelEffectStats>

Reply #19 Top

Oh good grief, you're right, I validated my files and it's 0.025 like you say.  That's horrible.

Reply #20 Top

Yep, and other data related bugs don't seem to be fixed either as far as I can tell. Hope they do get fixed though once the main changes are tested.

Reply #21 Top

Update 12/12

  • A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).
  • Farm level ups increased food production by 0.1 per level
  • Biomass Replicator food production bonus reduced from 50% to 25%
  • Recruit Citizen now requires Star Federation technology rather than Galactic Governance
Reply #22 Top

We'll be fixing the space elevator before we release 2.7

Reply #23 Top

I think its weird, that Aquatics only get access to food two techs after being able to build cities. That should be changed in my opinion.

Reply #24 Top

OK I have modded the game beyond alot of what you have done, I have modded to the point where it will build space elevator, shipyard,deepcore,and then factories around it, research and wealth.... then it will build adequate population and food. It will almost never build the higher order manufacturing hubs like fusion reactor or central mine. I instead changed the value of Space Elevator to 2 and +1 every level now I have the planets on par, which is pretty amazing.

I changed colony capital cap to 5 and fortified colony from population mod to 8, civilization capital is now changed to 12 (why wouldnt a civilization capital have more to start?) Giving this space to the ai allows it to build powerful colonies.

I changed the military academy to produce available legions when produced. this is necessary as the ai doesnt produce enough legions to invade. I used pop balance mod garrison features on fortified colonies and capitals but changed the amount of legions available to 1 and allowed it to produce 4 garrisons which makes the ai far more challenging.

I cant find the xml which controls civilization targets when at war, here is the only problem left I have with producing a truly competitive ai. When  the civs are at war ai fleets will simply  hover on planets...they do not go after shipyards or starbases, well starbases sometimes but not nearly enough. The ai fleets should prioritize shipyards in order to cripple manufacturing, I cant find the xml to adjust priority.  Civ priorities should be shipyards, fleets, planets and starbases....I have had ai fleets simply go by all three and simply hover on my planets without crippling me. I have modded everything else to competitive but this last thing is the most important. If I can adjust the priorities of the ai to include all 3 it will be truly challenging.

The ai has trouble building good fleets, is there a fleet xml which can be constructed as such:  an xml that breaksdown types of fleets construction by logistic points  pairing that with the types of ships and and hulls available eg civilization has 20 logistics, can you make an xml which breaks down what should fill that 20 like 2 medium capital,6 tiny assault, 2 small escorts etc and this might be called an assault fleet and then there could be a different fleet labeled defense fleet and it could have a different break down.  Also the ai never produces support vessels/ command vessels with a bunch of fleet supporting stuff. I am going to change the ship defs and this might do it. It could break it down by creating a rally point for every 5 shipyards where ships can converge for fleet construction.

also you destroyed the slave path, the slave camps are too weak to produce a viable  civilization so I changed alot of the slave mill, pit stuff back to version 2.0 levels.

 

Just some thought, I am passionate about this game because it has the potential to be the best strategy game of all time.

Reply #25 Top

Quoting pshaw, reply 21

A planet's maximum population, even with sufficient cities, cannot exceed the usable planet class. (this won't really affect anyone other than potential exploits).
 

Correct me if I'm wrong, but wouldn't you exceed that cap with two cities on most homeworlds?