Galactic Civilizations III v3.03

 

*** RELEASED 6/5/2018 ***

Balance

  • Increased the maximum habitable planets on all map sizes except insane
  • Rebalanced Asteroid frequency to be more balanced between the settings (rare, occasional, etc) in map setup
  • Rebalanced Resource frequency to be more balanced between the settings (rare, occasional, etc) in map setup
  • Increased planet frequency if abundant planets are selected in map setup
  • Increased habitable planet frequency if abundant habitable planets are selected in map setup
  • Increased PlayerStartSpacingWideMod to 1.00 and PlayerStartSpacingNarrowMod to 0.50 to get a more even distribution of ai players
  • Galactic Showcase no longer has a global effect
  • Shadow Temple Diplomacy bonus increased from 0.5 to 1 and it is now a player wonder
  • Advanced Colony Capital Now improves Morale 1 instead of reducing it by 1
  • XenoMedical Center growth bonus changed from flat 0.1 to 0.2
  • Fertility Center growth bonus changed from flat 0.1 to 0.2 and multiplier from 100 to 50
  • Replication Center growth bonus changed from flat 0.1 to 0.2 and multiplier changed from 150 to 100
  • Entertainment Network Morale 15% multiplier changed to a flat 2 (base game only, crusade already had this)
  • Entertainment Network level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
  • Stadium Morale 20% multiplier changed to a flat 3 (base game only, crusade already had this)
  • Stadium level up Morale bonus changed from 10% to 25% (base game only, crusade already had this)
  • Rebalanced some of the destroy planet crisis outcomes to be less catastrophic
  • Increased Research Motivator research level up bonus from 1% to 2.5% per level
  • Increased Research Extractor research level up bonus from 1% to 2.5% per level
  • Increased Research Amplifier research level up bonus from 1% to 2.5% per level
  • Krynn Consulate Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
  • Krynn Temple Influence increased from 0.2 to 1, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Mission Influence increased from 0.2 to 2, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Order Influence increased from 0.3 to 3, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Oracle Income increased from +10% to +25%, Influence increased from +10% to +25%, and level up bonus increased from 1% to a flat 1 per level
  • Krynniac Ministry Income increased from +15% to +25%, Influence increased from +15% to +25%, Tourism decreased from +2% to +1%, and level up bonus increased from 1% to a flat 1 per level
  • Increased Iridium Store Influence from 0.1 to 1
  • Increased Iridium Center Influence from 0.15 to 1
  • Increased Iridium World Influence from 0.5 to 2
  • Increased Galactic Showcase Influence from 0.5 to 3

Fixed

  • Fixed a crash when upgrading a Commander to a Privateer
  • Fixed an issue making the Black Market unbuildable
  • Fixed an issue making the Champion's Temple unbuildable
  • Fixed an issue keeping the Determined ability from applying its bonus
  • Fixed an issue where Thulium Moon wasn't providing Thulium
  • Fixed an issue where Durantium Cloud wasn't providing Durantium
  • Fixed an issue where Promethion Refinery wasn't proving Promethion

UI

  • Fixed a an incorrect description on the Mechanic citizen

421,158 views 91 replies
Reply #1 Top

For me you are a real hero!

I'am soooo happy to see that you are working on all the problems and bugs which were ignored for a long time and also on new things.

Thank you very very much :) 

Reply #2 Top

Yay, maybe soon I can play with all resources on abundant again without antimatter flooding the map.

Reply #3 Top

I've tried to go through the other posts here. But please let me know if there are other issues I should be checking out.

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Reply #4 Top

Should Steam be showing me a 3.03 opt-in beta release?

Reply #5 Top

Quoting Derek, reply 3

But please let me know if there are other issues I should be checking out.

There was a discussion on the forums not too long ago about the starting positions of the races in the galaxy when playing with fewer than the recommended number.  For example, in a huge galaxy with tight clusters and 6 AI opponents, I was pretty consistently seeing 2 to 4 AI opponent's home worlds in the same cluster where I started, with completely empty clusters on the other side of the map.  Someone, and I apologize for forgetting who, made these changes to GalCiv2MapDefs.xml:

    <PlayerStartSpacingWideMod>0.20</PlayerStartSpacingWideMod>
    <PlayerStartSpacingNarrowMod>0.10</PlayerStartSpacingNarrowMod>

to:

    <PlayerStartSpacingWideMod>1.00</PlayerStartSpacingWideMod>
    <PlayerStartSpacingNarrowMod>0.50</PlayerStartSpacingNarrowMod>

and that nicely spread the AIs out across all clusters.

Is that something you might consider changing?  I have to admit I don't know the ramifications it might have for games with large numbers of home worlds.

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Reply #6 Top

Mr Paxton you are amazing and that support team of yours is above mediocre as well! 

 

:O :O  :O  :O  

Reply #7 Top

Thank you for your efforts.

Quoting Derek, reply 3

I've tried to go through the other posts here. But please let me know if there are other issues I should be checking out.


I'd have some easy-to-fix .xml bugs that myself and others have found out about in the course of my racial abilities thread on the steam forums (https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/):

  •  Champions Temple improvement is only buildable if race is both Certain and Ancient. Since Certain owns the parent tech, it's clear that this is a bug (Solution: ImprovementDefs.xml, line 8483, must be changed to CertainAbility).
  • Black Market improvement is only buildable if race is both Unrelenting and Slavers (credit goes to Gwyrddu). Since Unrelenting owns the parent tech, it's clear that this is a bug (Solution: ImprovementDefs.xml, line 7994, must be changed to UnrelentingAbility).
  • Mechanic citizen does not get the +1% to Research stated in the description (credit goes to Horemvore). Description states +1% to Research per lvl, but since Mechanic cannot gain levels (global pool only), the 'per level' is most probably just an error in the description (Solution: UnitGlobalStatDefs.xml, line 93ff, insert EffectType for +1% to Research and UnitSpecializationText.xml, line 95, delete the 'per level').
  • Determined racial ability does not give the +5 to Ship Range (credits go to Red Earth and Horemvore). According to Horemvore, solution is: AbilityDefs.xml, line 550, TargetType must be changed from 'Faction' to 'Ship'.
  • Galactic Showcase improvement bonuses to Influence, Gross Income and Gross Income per lvl are actually civ-wide, which contradicts the description. I assume the civ-wide bonus is intentional, so solution would be: ImprovementText.xml, line 1265, specify that it affects all worlds.

 

Some things that work but are extremely unbalanced and thus are most probably based upon oversights:

  • Recovery tech gives +1.0 to Mining. Since all other increases to Mining in the game are +0.1, this should probably also be +0.1. Location: folder DLC3_Snathi, SnathiTechDefs.xml, line 3724.
  • Shadow Temple gives +0.5 to Diplomacy which is just insane for a one-per-planet improvement. Location: ImprovementDefs.xml, line 9751.
Reply #8 Top

Quoting Publius, reply 4

Should Steam be showing me a 3.03 opt-in beta release?

No, I haven't released an optin yet. I just put the post up so you guys can see what's coming.

Reply #9 Top

Here's an issue that may not have ever been reported.  I don't remember doing it, and I don't remember seeing it anywhere.

ShipComponentDefs.xml has costs for prototype Elerium, Antimatter and Durantium weapons.

The Elerium weapon costs 1 Elerium.
The Antimatter weapon costs 2 Antimatter.

In the base game the Durantium weapon costs 1 Durantium.  In Crusade it costs 12 Durantium.  It looks like someone accidentally pressed the 1 and the 2 to get 12.  This makes some ships using kinetic weapons very costly in Durantium.

Reply #10 Top

some more XML-Bugs from the latest google doc:

 

The ColonyCapitalUpgrade2 (Advanced Colony Capital) downgrades the morale from the 3 for Upgraded Colony Capital to 2.  Should either go up to 4 or at least remain at 3. (Publius of NV)

 

Ship-Component-Maintance doesnt work, because its set to <BonusType>OneTime</BonusType> instead of <BonusType>Flat</BonusType>(mortili)

 

YorMainFrame and YorResourceExtractor are indestructible(mortili)

 

ManufacturingYor gives a Flat 0.01 MaxManufacturing per level instead of a Multiplier like its upgrades(mortili)

Reply #11 Top

Thanks for all the support, Derek. We really appreciate it!

Reply #12 Top

Quoting Publius, reply 5

There was a discussion on the forums not too long ago about the starting positions of the races in the galaxy when playing with fewer than the recommended number.  For example, in a huge galaxy with tight clusters and 6 AI opponents, I was pretty consistently seeing 2 to 4 AI opponent's home worlds in the same cluster where I started, with completely empty clusters on the other side of the map.  Someone, and I apologize for forgetting who, made these changes to GalCiv2MapDefs.xml:

    0.20
    0.10

to:

    1.00
    0.50

and that nicely spread the AIs out across all clusters.

Is that something you might consider changing?  I have to admit I don't know the ramifications it might have for games with large numbers of home worlds.

Im playing with this now, it does seem to be a better distribution. I'm going to keep trying it out, but for now its in.

Reply #13 Top

Quoting Croc411, reply 7

I'd have some easy-to-fix .xml bugs that myself and others have found out about in the course of my racial abilities thread on the steam forums (https://steamcommunity.com/app/226860/discussions/1/1696046342872548776/):
 Champions Temple improvement is only buildable if race is both Certain and Ancient. Since Certain owns the parent tech, it's clear that this is a bug (Solution: ImprovementDefs.xml, line 8483, must be changed to CertainAbility).
Black Market improvement is only buildable if race is both Unrelenting and Slavers (credit goes to Gwyrddu). Since Unrelenting owns the parent tech, it's clear that this is a bug (Solution: ImprovementDefs.xml, line 7994, must be changed to UnrelentingAbility).
Mechanic citizen does not get the +1% to Research stated in the description (credit goes to Horemvore). Description states +1% to Research per lvl, but since Mechanic cannot gain levels (global pool only), the 'per level' is most probably just an error in the description (Solution: UnitGlobalStatDefs.xml, line 93ff, insert EffectType for +1% to Research and UnitSpecializationText.xml, line 95, delete the 'per level').
Determined racial ability does not give the +5 to Ship Range (credits go to Red Earth and Horemvore). According to Horemvore, solution is: AbilityDefs.xml, line 550, TargetType must be changed from 'Faction' to 'Ship'.
Galactic Showcase improvement bonuses to Influence, Gross Income and Gross Income per lvl are actually civ-wide, which contradicts the description. I assume the civ-wide bonus is intentional, so solution would be: ImprovementText.xml, line 1265, specify that it affects all worlds.
 

Some things that work but are extremely unbalanced and thus are most probably based upon oversights:

Recovery tech gives +1.0 to Mining. Since all other increases to Mining in the game are +0.1, this should probably also be +0.1. Location: folder DLC3_Snathi, SnathiTechDefs.xml, line 3724.
Shadow Temple gives +0.5 to Diplomacy which is just insane for a one-per-planet improvement. Location: ImprovementDefs.xml, line 9751.

These will all be in 3.03. Thank you for the bugs, and thank you even more for the fixes!!!

Reply #14 Top

Wow, thanks for the quick changes!  Here's another one that might need to be fixed. 

The Colonial Hospital has a flat +0.2 to growth.  Its upgrade, the Xeno Medical Center, has a flat +0.1 and a multiplier of .25.  For most planets, the change from a flat +0.2 to +0.1 is a downgrade, even with the additional 25% multiplier.

For my own games I have "fixed" this by changing the Colonial Hospital to have a +0.1 flat growth, the same as the Xeno Medical Center, so that the latter is a true upgrade of the former.

Reply #15 Top

Quoting Derek, reply 8

No, I haven't released an optin yet. I just put the post up so you guys can see what's coming.

Thanks, I appreciate it. :grin:  

Reply #16 Top

Any chance of adding invert camera/mouse option, even as just an xml config file toggle?

Reply #17 Top

Any chance of removing the hard locks on the map sizes? I love to play on immense/insane maps and I don't care about the chug. I will eventually upgrade (computer needs a full upgrade not just a RAM upgrade) my computer but it will be awhile.

Reply #18 Top

Kael - I posted an issue on Discord (5/13) that I had with the Sylne when I tried to play 3.02 that I had never seen.  They were so overpowered that they were 10x more powerful than anyone else right at the start of the game.  When I started a game without them all was back to normal.  I didn't see anyone else commenting that they were seeing this, but since I was able to replicate the behavior in a 2nd game  I thought it may be some change in their code for 3.02.

Reply #19 Top

Quoting mortili, reply 10

Ship-Component-Maintance doesnt work, because its set to OneTime instead of Flat

This fix has had a huge effect on my economics, as large fleets now cost quite a bit to maintain. Same for AI. A real game changer, good catch.

While not a simple XML edit, any chance we can get the AI to use counter-spies to nullify a player's spies when used to disable improvements?

(Or if that's not possible, can we change Intrigue's two nefarious characters flanking Akari Malara to a couple of kittens.)

Reply #20 Top

Quoting laws2150, reply 19


Quoting mortili,

Ship-Component-Maintance doesnt work, because its set to OneTime instead of Flat



This fix has had a huge effect on my economics, as large fleets now cost quite a bit to maintain. Same for AI. A real game changer, good catch.

 

I guess this fix would hurt the human player more early-game, but later would drastically hamper the AI (when the human player has Tourism buildings and economic starbases up he won't care anymore).

They should be careful with fixing that, it might require additional balancing efforts.

Reply #21 Top

Fleet management screen still doesn’t work correctly when fleet contains a commander that increases logistics points. It displays increased logistics but refuses to let you make a fleet past the normal limit. We have to resort to moving the ships around individually on the map in a very specific order to take advantage of the logistics bonus. This has been a bug since 2.0 / Crusade was launched.

on that note, it would also be nice if promoted commanders did not lose this bonus. Currently, they are mostly a downgrade.

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Reply #22 Top

When 3.03 will release you really should give this patch a very important name like "3.03 Rebirth" or something like that. 

AND

You should promote it very aggressive at Facebook, steam, discord and so on! 

WHY? 

Because its a very important patch and a more important signal to the fans of the game that their whishes are important and its a big chance to get players back who's gone in the past! 

Many thanks!!! :) 

 

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Reply #23 Top

Quoting Publius, reply 14

Wow, thanks for the quick changes!  Here's another one that might need to be fixed. 

The Colonial Hospital has a flat +0.2 to growth.  Its upgrade, the Xeno Medical Center, has a flat +0.1 and a multiplier of .25.  For most planets, the change from a flat +0.2 to +0.1 is a downgrade, even with the additional 25% multiplier.

For my own games I have "fixed" this by changing the Colonial Hospital to have a +0.1 flat growth, the same as the Xeno Medical Center, so that the latter is a true upgrade of the former.

 

I see this same issue with Entertainment Centers in the base game, where upgrades are actually downgrades. Entertainment Centers give a flat +1 with +1/level adjacency bonus, but its upgrades, Entertainment Network and Stadium, only gives 20% and 25% respectively, with an adjacency bonus of +0.1/level. This is basically a massive downgrade.

Reply #24 Top

Quoting Publius, reply 14

Wow, thanks for the quick changes!  Here's another one that might need to be fixed. 

The Colonial Hospital has a flat +0.2 to growth.  Its upgrade, the Xeno Medical Center, has a flat +0.1 and a multiplier of .25.  For most planets, the change from a flat +0.2 to +0.1 is a downgrade, even with the additional 25% multiplier.

For my own games I have "fixed" this by changing the Colonial Hospital to have a +0.1 flat growth, the same as the Xeno Medical Center, so that the latter is a true upgrade of the former.

Fixed, thank you.

Reply #25 Top

Quoting Nilfiry, reply 23
 
I see this same issue with Entertainment Centers in the base game, where upgrades are actually downgrades. Entertainment Centers give a flat +1 with +1/level adjacency bonus, but its upgrades, Entertainment Network and Stadium, only gives 20% and 25% respectively, with an adjacency bonus of +0.1/level. This is basically a massive downgrade.

Fixed, thanks.

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