DerekPaxton DerekPaxton

Galactic Civilizations III v3.04

Galactic Civilizations III v3.04

*** RELEASED 6/26/2018 ***

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Balance

  • Increased the max players on Tiny maps from 4 to 6.
  • Increased the max players on Small maps from 6 to 9.
  • Increased the max players on Medium maps from 12 to 18.
  • Increased the max players on Large maps from 16 to 24.
  • Increased the max players on Huge maps from 24 to 36.
  • Increased the max players on Gigantic maps from 32 to 48.
  • Increased the max players on Immense maps from 48 to 64.
  • Increased the max players on Excessive maps from 64 to 100.
  • Reduced memory requirements on Large maps from 8Gb to 6Gb.
  • Reduced memory requirements on Immense maps from 16Gb to 12Gb.
  • Added a /NoMinSpec command line parameter that allows you to bypass minimum requirements for map sizes and player counts. Please beware that using this to bypass recommended minimums will lead to poor performance and a bad game experience.

Fixes

  • Fixed an issue where the Hyperion Shipyard level up bonus wasn't boosting ship points (base and crusade).
297,308 views 53 replies
Reply #51 Top

Hmm.. while you're looking at planet takeover,  can you please put in some code that destroys all (or all but 1) existing pop when a planet is conquered by an incompatible civ?

I would define "compatible" as Carbon/Aquatic with Carbon/Aquatic.   Synthetic only with Synthetic,  and Silica only with Silica.

It is slightly rediculous,  immersion breaking,  and game-breaking that a race that spends so much time and resource to build more pop gets unlimited instant free pop conversion if they take over a meat planet.    It is only slightly less rediculous (but more amusing) that when a meat race takes over a synthetic planet,  the robots all start having babies.

One other thing I think is very silly is that conquering a planet that has an Capital City keeps the Capital City.   This is also nonsensical - if I can have multiple Capitals,  why not just build them everywhere?    I think any conquered Capital City should be knocked down to a Colony Capital.     You clearly have some code to re-designate another planet a civ's capital,  so if a civ loses its capital city it should be easy to just bump the re-designated Colony Capital up to Capital City to compensate.    Or do you do that already?   I haven't checked.

 

Reply #52 Top

On turn 32 I suddenly have the ability to build a second central bank.  I haven't invaded anybody yet, and as far as I know neither has anyone else.  I haven't seen any of the "xxxx has been destroyed" messages.  So at least in this case it doesn't seem to be related to taking over a minor civ or anything like that.

I have a saved game if you'd like to see it.  You can find it here.

Reply #53 Top

Thank you! I've looked everywhere to try and remove that. GalCiv III for whatever reason would only detect 8 of my 16 gb and wouldn't let me play anything over huge I think. It sucked.