DerekPaxton DerekPaxton

Galactic Civilizations III v4.1

Galactic Civilizations III v4.1

*** Released 3/11/2021 ***

Features

Added the ability to crossplay with Epic players

Languages are now set in game (not in the Steam launcher).

Fixes

  • Fixed an issue that causes icons to vibrate (especially over planets)
  • Fixed an issue where friends wouldn't always show up in your friends list.
  • Crash fixes
  • Fixed an issue where fonts wouldn't load when installed to a directory with non-Ascii characters.
  • Fixed an issue where movies wouldn't play when installed to a directory with non-Ascii characters.
  • Fixed an issue where music wouldn't play when installed to a directory with non-Ascii characters.
  • Fixed an issue where some user names would show up in quotes in the MP lobby.
  • Fixed a timing issue where some DLC could show as disabled even if they are owned.

Balance

  • Removed Synthetic Population cap modifiers from the precursor worlds.
  • Removed food cost from the Colonization Center.
  • Diplomatic Corps has an increased prod cost and provides +1 Diplomacy.
  • Galactic Council has an increased prod cost and provides +1 Diplomacy.
  • Avatar-278 mercenary Antimatter cost reduced from 5 to 1.

UI

  • The Pollen mercenary ship now correctly states that it provides +20% Raw Production to the world it colonizes instead of +25%.
  • New icons on the artifact screen for Betatron Collider, Nanite Transmitter, Preumbral Beacon, Bernal Sphere, Empathy Engine, Precognitient Sensor and the Kiln of Worlds.
  • Fixed a bunch of improvements that incorrectly said they cannot be destroyed.
  • An email will be sent to your mother for making inappropriate ships in the ship designer.
  • Typo fixes.
  • The game will now warn you about your directory path if you install it to a directory with non-Ascii characters.
245,864 views 54 replies
Reply #26 Top

How is it possible that a game is in French on (Steam) and not on (Epic Games)? do you make different versions for each "platform"? if this is not the case I would like us to explain the why, because I admit that I do not understand

P.S Sorry for my bad English I am French and I use Google Translate

Reply #28 Top

 

I appreciate your answer about the black text bug, but what solution is there 
to the problem of texts of images per second processes and the text of the
rendering process that appears on the game screen and blocks the view of the game?
Reply #29 Top

Quoting Shikari3742, reply 28

I appreciate your answer about the black text bug, but what solution is there to the problem of texts of images per second processes and the text of the rendering process that appears on the game screen and blocks the view of the game?

This is caused by the letter D.  Pressing D will toggle it on.  Pressing D again will toggle it off.

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Reply #30 Top

Quoting DerekPaxton, reply 21


Quoting DivineWrath,

My document is more or less done. I could add more to it, but then I might not get it out this month.

https://www.dropbox.com/scl/fi/yg5gazcm7l04ch9fzhb0a/GalCiv-3-bugs-and-wanted-features-v4.01.1.odt?dl=0&rlkey=tymezbingulmhhj7gzsrun9za

If I had to pick 2, I would like for upgrading ships in a fleet to be improved and have the ability to import ship designs into existing games. If I got a third pick I would like for carriers to be improved as well.



Thank you! I'm going through all of it. :)



So did any of bugs or tweaks make it into the beta? Any plans for introducing more?

Reply #31 Top

Update. I don't think I'd knew enough about ship roles. I'm learning about them just recently. I assumed that the different fighters types were fighters that used different kinds of weapons. I'm not really sure why they unlocked by different techs.

I suppose that doesn't change a whole lot. You can make your own ships that fill whatever roles you want. I can assign the interceptor role to a huge ship. I can assign capital to a tiny hull. So I don't think ship role aught to matter much for fighters. In which case, being restricted to carrier type restricts you to weapon type.

Anyways, I tried to play v4.1 recently, but I didn't find any of the UI updates I wanted. I think that UI improvements are important because bad a UI drains the fun from the game. I happen to have a tolerance of tediousness, which is why I still play.

Reply #32 Top

 I’ve been watching these forums enough to tell you that I would expect changes in months not two weeks.

Reply #33 Top

I'm not going to lie. It been a while since I've been focused on testing a GalCiv update. I've compiling a list of even more ideas of how to fix this game.

Reply #34 Top

Honestly I doubt between being a business, and programming just ain’t that quick. Expecting 2 weeks was just unrealistic. 

Reply #35 Top

The optin has been updated. The big changes in this version are that you can select languages in-game (this was important for Epic players because the epic client doesn't allow you to install different files based on the language).

It also adds the ability to play music/sfx if the game is installed to a non-ascii directory. This is the last of the bugs dealing with odd directory names so we should now fully support them.

Reply #36 Top

I downloaded the update (1.2 GB!) and spent a little time looking for the language option.  I found it in Options --> Interface.

I changed to German and clicked on done.  I got a blank box which I assumed should have contained text telling me to restart the game.  I did restart and everything was in English with smaller text.  It took another few seconds for me to realize that I still had mods enabled, and one of them modifies the UIText file, and it was overwriting the German UIText file since they probably have the same name.

I disabled mods and restarted the game.  The main menu and all the Options pages were in German, as expected.  I switched to French, restarted and they were all in French.  I switched to Russian, restarted and they were all in Russian.  It all worked correctly for me.

I then decided to load a save that was in English and made with the version of 4.1 before this update.  I wanted to see which language would be used.  I couldn't tell because the game crashed.  A crash report was sent in a few minutes ago.

EDIT AND UPDATE:  After getting back to English and making this commet, I decided to load the save mentioned in the  previous paragraph into the current update.  It also crashed, and a new crash report was generated.  I guess saves aren't compatible with this update.  END EDIT AND UPDATE.

While still using the Russian language, I restarted GC3 and started a new game.  Everything I checked was in Russian.

One problem that persisted was that some places had long words/phrases that didn't fit in the space provided.  I didn't check much and only noticed it in German and Russian.  Also, a few places had English words where I thought a word in the chosen language should be used.  I don't know enough of the other languages to be sure I'm right, so I'll leave this to those fluent in the other laguages to report.

I think this update will please everyone who wants to play the game in German, French or Russian.

Reply #37 Top

I also get a crash when loading a saved game made yesterday before today's update.

Reply #38 Top

Thanks guys, I'll check out the crashes on loading saves.

Reply #39 Top

We are updating the Opt-in today to fix the issue where you are unable to load old saves.

Note: this will break saves from yesterday (from the prior option update)

Reply #40 Top

Quoting DerekPaxton, reply 39

We are updating the Opt-in today to fix the issue where you are unable to load old saves.

Note: this will break saves from yesterday (from the prior option update)

Well of course it would break prior saves since I had a sweet random setup and was on a roll for a change. :(

Reply #41 Top

I've updated to today's version.  It crashes when trying to start the game from the launcher.  After the first crash I verified the files and tried again and got another crash.  Two crash reports have been created in the past 15 minutes.

EDIT:  I decided to check if the mods I use could be cause of the crashes.  They never have before, but it was worth checking.  I turned off mods in prefs.ini and tried to run the game.  It worked perfectly.  I turned mods back on and tried again.  It crashed like before.  No crash report was sent in for this crash.

Now I need to find out what mod is causing the problem.  I wonder how long that will take. :annoyed:

EDIT #2:  I found the problems, and it wasn't my mods.  The mods folder contains several files created by the game.  I moved everything out of the mods folder to another folder and started the game with mods active but without the mods.  It worked perfectly.  I then noticed that the newly created Core.bin and GC3.bin files had different sizes than the previous files.  I put all my mods back into the mods directory and everything is working perfectly.

EDIT #3:  After starting the game again I noticed that the Core.bin file is the same size as the original one, and the GC3.bin file is a little smaller that the original.  I guess these are updated depending on the mods present.  I did edit my UIText mod yesterday, but I ran the game without problems after that.

Also, I tried to load the save I made with yesterday's update, and it crashed as predicted.  No crash report was sent it.  I then tried to load a save from a few days ago.  It loaded as predicted.  I'm going to start a new game anyway.

Reply #42 Top

Mods are great - until they get broken with a new version of the game.  I've lost many a good game in CIV because of that.  Never had the issue in Gal Civ.  Good luck.

Reply #43 Top

I'ver already found out that it wasn't my mods.  I moved everything in the mods folder to another folder and tried again.  The newly created folder had two files created by the game that were different from the original ones.  Every thing is working correctly now.

Reply #44 Top

Bad job.  I quoted instead of editing.

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Reply #45 Top

Nice of you to post the solution - never know when info like that will help.

Reply #46 Top

I tried deleting the core.bin and gc3.bin files from my mods folder and restarting the game, but I'm still crashing from the launcher. I guess when I get a few more minutes I'll try emptying the folder first.

Update: I replicated OldSpider's procedure by moving all my mods out of the mod folder and then restarting GC3. It worked, and I got the new files he described. I them moved all my mods back into the folder and relaunched the game. It worked again. I'm now able to load the save I had from two days ago.

So apparently you have to do the whole process of emptying the folder. I had hoped that just deleting the core.bin and gc3.bin files would work, but it doesn't.

Reply #47 Top

Ist Den Der patch Jetzt schon da ?...
weil pei epic schein nichtz zu pachen zu sein ??
nach wie vor alles auf englich !!

Reply #48 Top

Quoting Publius, reply 46

I tried deleting the core.bin and gc3.bin files from my mods folder and restarting the game, but I'm still crashing from the launcher.

Quoting Publius, reply 46

So apparently you have to do the whole process of emptying the folder. I had hoped that just deleting the core.bin and gc3.bin files would work, but it doesn't.

I had decided that just deleting the two files was all that was needed and was going to start suggesting that, but I couldn't check it since everything is working for me now.  I'm glad you found out the truth.

Now I wonder what changed in the current build that causes the problem and why does my procedure fix it?

Reply #49 Top

I think that if you just deleted the RebuildData.ini file along with the bin files, it would have had the same effect.  I think that I need another check in that code that checks to see if it should rebuild the the bin files to force the mod bin files to rebuild if their counterparts were updated.

Reply #50 Top

Any idea on ETA for final version? I don't have time for beta versions and mod maintenance got to the point is giant **** ** *** so I try to avoid it :)