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GalCiv III v3.1 (Released 11/12)

GalCiv III v3.1 (Released 11/12)

Hello,

We want to give you a small preview of the upcoming v3.1 patch.  We've improved the AI and gameplay, as well as giving our modders the ability to design their color palettes for custom factions and ships.

Highlights

Synthetic AI Improvements

Synthetic races are better at killing you.  They also have decided that farming is neither relaxing or productive.  Synthetics have not only abandoned farming but now will burn arable land to clear it for improvements.

Custom Colors

You can now deck your custom content in style.  Design your own color palettes for custom factions, ships, the UI and maps.

Change Log notes

AI Improvements

  • Synthetic races are better at killing you
  • Synthetic life forms will not longer try to build farms.  Instead, they'll destroy the arable tiles to make room for something more useful to them.  
  • Crusade: AI better at gaining citizens at higher difficulty levels.

Balance

  • Fertile tiles are more common.
  • Crusade:
    • Prolific ability population growth reduced from 0.2 to 0.1 (otherwise it was basically tripling initial population growth).
    • Aururus Arberetum provides a % growth benefit instead of a flat so that a given player (such as an AI player) doesn't gain a disproportionate advantage from having one.
  • Mercenaries: Avatar mercenary antimatter cost increased from 1 to 5.
  • Intrigue: Changed the "Destroyed Planets" crisis outcomes to be only "mostly destroyed."

Interface

  • Custom Colors: Design your own color palettes for custom factions, ships, the UI and maps..  
  • Population growth now shows 2 significant digits.
  • Added a button on the title window to force sync the mods.  Use this if you have subbed/unsubbed to ships or civs outside of the game and that content isn't showing up correctly.  
  • Crusade: Shows your leader instead of the news robot on the Citizen screen.

Bugs

  • Fixed a few MP crashes
  • Typo fixes: For extreme colonize, it is Barren, not Desert planet types.
  • Base Game only: AI will not try to research Crusade specific techs.  
  • Mercenaries: AI no longer tries to "mine" the Bazaar
280,122 views 36 replies
Reply #26 Top

It has been a while since I've created a custom civ, so I can't say this is a 3.10 problem or not.  Anyway (or "anyways" as they seem to be so fond of saying in SC:O) I did create a custom civ and added a bunch of female citizen portraits to it.  I did not add any male portraits, thinking that the default ones would be used.  So now all my male citizens are missing portraits, they just appear as a background image with a name under it.  The female citizens are working as intended, all selected from the portraits I added.

Is that normal?  Do I have to supply male citizen portraits if I supply any female ones?

Edit: I looked again after playing for a while longer and now see that only most of them are blank.  I have seven blank images and five from the default set for males.

Edit #2: Check that, the five male citizens I have with portraits I got from a conquered civ.  All the ones generated from my custom civ have blank portraits.

Reply #27 Top

Any chances of having this looked at for 3.1?
https://forums.galciv3.com/491562/galciv-305-bugs

Reply #28 Top

I just saw two different civs send escorted troop transports against a defended planet with insufficient forces to defeat the defenders, ensuring the loss of the transports.  That was three separate transports, two from the Altarians and one from a custom civ downloaded from Steam.  Seems like a big mistake given how expensive legions are.  Perhaps the next time someone takes a look at the AI, they could investigate this and make the AI take the transport out of the fleet first.  It's great that the AIs are escorting their transports, but IMHO this is taking it a step too far.

Reply #29 Top

Anyone know what time this is expected to drop? Yes, I'm a bit anxious to try it out... :)

Never mind, just saw my own answer:

 

"It'll be available to purchase on Steam, GOG, and of course GalCiv3.com, starting Monday afternoon EST, November 12."

Reply #30 Top

Quoting Publius, reply 25


Quoting mrblondini,

Playing as a Custom Carbon based civilization: Is it right that Carbons have access to the Hydroponic Farm building as well as the Farm building from the start?



Yes, that's a fairly recent change.  I'm not sure if is part of 3.10 and just not mentioned in the change log or was changed in an earlier update, but comparing ImprovementDefs.xml with what I think was the 3.04 or 3.05 version shows that it's been added.

As to whether it was intended or not, I can't say, but it could have been part of the change to make food more available and just not explicitly stated in the change log.

Yes, the "universal" hydroponic farm" is intended to be for everyone.

Reply #31 Top

3.1 is live now.  Thanks, everyone for your input.  

Reply #32 Top

Quoting Falkoner, reply 27

https://forums.galciv3.com/491562/galciv-305-bugs

Yes.  Some of the bugs from that list are in this fix (the mining bazaar comes immediately to mind as an example).  

Reply #33 Top

which version actually plays the best ? as in AI strength, I play on the highest levels but still the AI is easy to beat up to 3.05 is what I had.

Id just like to see the AI attack well , they used to park at one planet with 20 ships and sit there , my planet , while this is a hindrance they arent attacking after arrival. as in they wont go anywhere after that

do the silicon now eat durantium or still gas ?

also the bonuses for the government were not showing for all planets I owned.

been gone for awhile due to extreme illness

 

10 year member zero karma :(

 

JJ

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Reply #34 Top

I gave you +1 for those 10 yrs, and the avatar :D

 

Sry for the OT.

Reply #35 Top

THANKS :)

Reply #36 Top

You can now deck your custom content in style.  Design your own color palettes for custom factions, ships, the UI and maps.

 

Awesome!