Galactic Civilizations III: v3.01 patch (Released 5/2)

Hello,

v3.0 was a pretty massive change and some bugs snuck in.  Here are some fixes:

Base Game

  • Paxton's Emporium (what is sold here btw? Hair products?) is no longer a colony wonder (it is already a galactic wonder)
  • The tutorial starts now with additional ships.
  • Typo fixes
  • Various crash and stability fixes
  • Fixed crash caused by having a unit in transit to a planet, and then the planet is destroyed via event
  • Fixed crash in civ builder if you try to create a civ before starting a skirmish
  • Fixed issue where the "cannot build close to starbase" error message was showing %d instead of the actual distance when loading a save game
  • Fixed issue where exporting a ship design from the title screen would export a cube instead of the actual model
  • Fixed text coloring issue on the "Traits & Abilities" tab button on the civ builder
  • Fix to a broken first contact message 
  • Added a new advisor popup when its past turn 20, the player has more than 1000 credits and hasn't rushed anything yet.
  • Prevented a case where after AI#1 would surrender to AI#2, the AI #2 would surrender as well.  Confused?  Me too.  
  • Synthetic life factions will no longer get the high morale events.  Robots are neither happy or sad.
  • Fixed crash caused by AI trying to change the fleet composition of an invasion fleet while an invasion is finishing up
  • Fixed error where galaxy sizes were being disabled whenever the user's machine had the exact required amount of RAM
  • The Shopping Center is again buildable
  • Shopping Center now gives +30% gross income, +1 adjacency bonus to Approval and +1 adjacency bonus to population
  • Fixed an issue where High Yield Farming was showing up as Intensive Farming
  • Fixed an issue that made the Galactic Intelligence Agency unbuildable if you built an embassy or other diplomatic improvements in your empire
  • Switched some "Planetary Defense" references in the tech tree to "Resistance"
  • The AI will no longer eject colony ships with no population.  
  • Fixed several UI clipping issues when the UI scale is set to "Large"
  • Social/military tooltip breakdowns now shows the base value for manufacturing even if Crusade is not owned.  
  • Reloading a save game with trade routes multiple times will no longer crash
  • Fixed several other crashes
  • "Missing DLC" dialog now shows the correct strings
  • The galaxy preview  movie now shows even if  particles are turned off
  • Fixed a problem where some factions couldn't be selected for MP
  • Timing out when restoring a multiplayer game no longer crashes
  • Planet generation system will no longer place an Arable land and a trade resource on the same tile.

Crusade

  • Ships with citizens on them can no longer be scavenged (prevents a stuck turn)
  • Custom maps made prior to 3.0 now start arable land
  • Fixed an issue where Espionage Specialization said it grants a free spy when it actually increases spy levels

Intrigue

  • Added the ability to disable Crises to game options
  • Fixed issue where switching from a government with fewer cabinet member slots, to a government with more cabinet slots, would cause there to be an entry filled with a cabinet member to be grayed out
  • Commonwealths are now enabled for multiplayer
  • Newly created Commonwealth factions will properly use inherited trade ships.  
  • Fixed crashes related to creating commonwealths with factions that award bonus mercenaries
109,244 views 19 replies
Reply #1 Top


[Crusade and Intrigue only] Custom maps made prior to 3.0 now start arable land

How does it work, random planets get random amount of arable land (based on planet quality)? I'm currently editing Six Pillars to bring it up to date (missing resources). If I add arable land to planets manually, will it get another arable land on this patch? Or since I'm editing this map on v3.0 patch, it wouldn't have any arable land unless I add it manually?

Btw it's a shame that Map Pack DLC lost it's value once Crusade was released and you didn't updated it to reflect changes in needs for particular resources/trade goods.

EDIT #2: Also how can I add more than one arable land tile to a planet in map editor?

Reply #2 Top

Yet again nothing on the fact the AI is breaking the Range caps, and has been for close to a year.  Wonders why.

Reply #3 Top

Quoting liqo_CZ, reply 1



[Crusade and Intrigue only] Custom maps made prior to 3.0 now start arable land



How does it work, random planets get random amount of arable land (based on planet quality)? I'm currently editing Six Pillars to bring it up to date (missing resources). If I add arable land to planets manually, will it get another arable land on this patch? Or since I'm editing this map on v3.0 patch, it wouldn't have any arable land unless I add it manually?

Btw it's a shame that Map Pack DLC lost it's value once Crusade was released and you didn't updated it to reflect changes in needs for particular resources/trade goods.

EDIT #2: Also how can I add more than one arable land tile to a planet in map editor?

If the game doesn't find any arable tiles in the galaxy, it places the just like you were starting new map. 

I believe the map editor only allows  the placement of one improvement (arable tile or otherwise).  I'll take a look.  

Reply #4 Top

The AI will no longer eject colony ships with no population.

I started a game on a tiny galaxy against the Yor to see how they handled this.  They always launched many empty colony ships before this patch.  With this patch they built two colony ships with two population each and sent them to colonize planets.  This reduced the population of the home planet to one, so they shouldn't be able to put any population on any colony ship they built.  They built one anyway but couldn't launch it, so this works.  I could see it in orbit around their shipyard.  It would be better if they didn't waste their time building a ship they couldn't use.

A possible problem is that they never built another colony ship despite there being colonizable planets available that they knew about.  One was in the star system with the last planet they colonized, and one was in the star system next to that one.  Their first two colonies had two population each, so they had planets where they could build and launch colony ships.

This may not really be a problem because I wasn't trying to colonize anything, so I was just building military ships.  I also was able to capture the space monster, and that really increased my military strength.  This probably worried the Yor as they started building a lot of military ships and hiring military mercenaries.  They may have decided that building military ships was better than building colony ships.  I'll play normally in a larger galaxy and see how they do there.

Reply #5 Top

Opt-in updated:

Updates 4/24

Base Game

  • Typo fixes
  • Various crash and stability fixes
  • Fixed crash caused by having a unit in transit to a planet, and then the planet is destroyed via event
  • Fixed crash in civ builder if you try to create a civ before starting a skirmish
  • fixed issue where the "cannot build close to starbase" error message was showing %d instead of the actual distance when loading a save game
  • Fixed issue where exporting a ship design from the title screen would export a cube instead of the actual model
  • Fixed text coloring issue on the "Traits & Abilities" tab button on the civ builder

Crusade

Ships with citizens on them can no longer be scavenged (prevents a stuck turn)

Intrigue

  • Added the ability to disable Crises to game options
  • Fixed issue where switching from a government with fewer cabinet member slots, to a government with more cabinet slots, would cause there to be an entry filled with a cabinet member to be grayed out
Reply #6 Top

Quoting Horemvore, reply 2

Yet again nothing on the fact the AI is breaking the Range caps, and has been for close to a year.  Wonders why.

Thanks for the feedback, Horemvore, but could you elaborate on what you are seeing - how we may see it as well (perhaps in a save)?

Again, thanks.

Reply #7 Top

I don't see the issue with the Extravaganza removing the Port of Call from the build list.   has this been fixed?

Reply #8 Top

Quoting sdRohan, reply 6


Quoting Horemvore,

Yet again nothing on the fact the AI is breaking the Range caps, and has been for close to a year.  Wonders why.



Thanks for the feedback, Horemvore, but could you elaborate on what you are seeing - how we may see it as well (perhaps in a save)?

Again, thanks.

https://forums.galciv3.com/488404/fix-the-buggedcheating-ai-range-issue-updated-with-new-information

Thats the most recent one, posted by myself. There are plenty of other posts/discussions regarding this issue, here, Steam and on Discord.

Reply #9 Top

Here is an unmodded save with Crusade 3.0, I just booted the game, removed all mods from mod folder, to get this, Terran freighter 91 range and has already passed 100 tiles to thier nearest planet. Its quite easy to replicate, just boot the game play on a large map with 4-6 AI, sit back and wait for them to reach you (i use fow cheat to actually watch them).

https://www.dropbox.com/s/8vh37diwzm4vxv0/AI%20Breaking%20Range%20Cap%20no%20mods.GC3Crusade?dl=1

Screenshot:

Reply #10 Top

Quoting Horemvore, reply 8

Thats the most recent one, posted by myself. There are plenty of other posts/discussions regarding this issue, here, Steam and on Discord.

Ty, Horemvore; Ill make sure it gets seen by the devs.

Reply #11 Top

Possible bug... I had a war start by a treasure hunt ship being attacked no formal war declaration popup.  Might have been collision error?  

Reply #12 Top

Quoting sdRohan, reply 10
Quoting Horemvore,


Thats the most recent one, posted by myself. There are plenty of other posts/discussions regarding this issue, here, Steam and on Discord.


Ty, Horemvore; Ill make sure it gets seen by the devs.

Please have them look at Ticket # BKL-489-10361 that I submitted in December about this and a problem with AI ships ignoring movement costs.  In comment #8 of this post Horemvore provided a link to a post that includes a comment where I included a link to this post.  That post contains a lot of information about the AI ignoring range limits and movement costs.

I should also note that the third item in that post is partially fixed.  The synthetic AI no longer build and launch empty colony ships; they still build them but leave them in orbit at the shipyard.  In one game I was able to zoom in and see 5 in orbit at a shipyard.  This is only a very slight improvement over what it was.

Reply #13 Top

Quoting MacsenLP, reply 11

Possible bug... I had a war start by a treasure hunt ship being attacked no formal war declaration popup.  Might have been collision error?  

I also have had that happen.  Even worse, before turn 10 I had the starting and armed survey ship of another race attack and destroy my first colony ship while it was going to a planet.  This has never happened so early in the game before 3.01.  My first thought for both of these was that there was a collision error introduced in 3.01.

Reply #14 Top

Quoting pshaw, reply 5

Intrigue

Added the ability to disable Crises to game options

It's missing a label to show what it is for.

Ignore this.  I was using a mod that changed UIText.xml and wasn't using the version in the latest update.:blush:  

Reply #15 Top

Quoting Old-Spider, reply 13


Quoting MacsenLP,

Possible bug... I had a war start by a treasure hunt ship being attacked no formal war declaration popup.  Might have been collision error?  



I also have had that happen.  Even worse, before turn 10 I had the starting and armed survey ship of another race attack and destroy my first colony ship while it was going to a planet.  This has never happened so early in the game before 3.01.  My first thought for both of these was that there was a collision error introduced in 3.01.

I don't know specifically about the treasure hunt ship, but the AI was changed in 3.0 to attack colony ships.  

Reply #16 Top

We were not at war before this happened.  I got the declaration of war just before the attack occurred.  If this is the intended behavior, it works.  It is also a dirty, rotten, sneaky, terrible thing to do, so congratulations there.

I'm not sure it matters, but the race that did the surprise attack was the Snathi Revenge.  It does seem normal for them.

I may have to start escorting my colony ships.

Reply #17 Top

Quoting pshaw, reply 15

I don't know specifically about the treasure hunt ship, but the AI was changed in 3.0 to attack colony ships. 

I probably should have mentioned a few more details.  I don't know if it is a bug but there are are reasons to believe it was.  All war declarations should really start with a popup in my opinion (perhaps they are supposed to?) this did not.

My treasure hunt automated ship was near to a terran alliance planet they had just wiped out the Slyne and had 200-300 ships swarming over the huge map playing Godlike at average 20-30 movement.  I had very good relations with them +7/10 and still rising.  So in theory it could have been them continuing their galactic conquest but I'd have expected a popup first not just a very random battle then war.  The surrounding circumstances definitely made it feel like it was a bug.  Should an AI on that good terms even declare war?  A very human thing to do.  Possibly their ships were trying to enter their planets orbit and my ship was in the way.   

Reply #18 Top

Crusade

Ships with citizens on them can no longer be scavenged (prevents a stuck turn)


 

Thank you

Reply #19 Top

I don't know if this is an old or a new bug, and steam won't update to 3.1 yet, so I'm stuck in 3.0 for the moment. I found a lvl 25 planet, which I can't recall finding one pristine before so this may be an older bug or it may be intentional. Essentially, the first two terraforming techs are useless on it as there's no plots available to terraform.  If intentional fine, but it came as a surprise to me that a planet would have zero tiles still to be changed.

 

I'm also curious, why is it that my first interaction with new species is sometimes an accusation that I killed their ambassador. Shouldn't I actually have met them before they accuse me?

 

And lastly, why is the number of planets governments can manage so low? Maybe on a tiny map or even a medium map they make sense. On ludicrous however...