DerekPaxton DerekPaxton

Galactic Civilizations IV 1.03

Galactic Civilizations IV 1.03

*** RELEASED 5/26/2022 ***

This is just the start and more will be added to this list as we continue to update.

Features

  • Share Civilizations- You can now upload and download civilizations in the Workshop.
  • 1.03: Custom Portraits- You can now add custom portraits to your custom civilization.
  • Alliance victory- You will now win the game if you form an alliance with all the other players.
  • New Events- Lors of new anomaly events
    • Long Journey Home event
    • Seed Device event
    • Intelligence Bazaar event
    • Making New Friends event
    • Bad Directions event
    • Past Its Prime event
    • Dwindling Numbers event
    • Pesky Beings event
    • Past and Future event
    • The Great Amusement event
    • It's Fine event
    • Mission of Mercy event
    • Space Based Landfill event
    • 1.03: Terrible Weapon event
    • 1.03: Missed Connections event
    • 1.03: Unsporting Behavior event
    • 1.03: Prag'Aloth event
    • 1.03: Sounds Risky event
    • 1.03: The Deal event
    • 1.03: The Rabbit and Hounds event

Fixes

  • Crash fixes
  • Fixed an issue where survey ships without a weapon type wouldn't get the bonus from some events (most notable with the Improved Kinetic weapons on your starting survey ship since it doesn't have a kinetic attack)
  • Fixed an issue where planet huds could get clipped if the planet's resources were very high.
  • Medium UI fixes, for status bars on prestige Tooltip, Planet Units, and Invasion status bar.
  • Fixed an issue where planets sometimes wouldn't show as defended (the shield icon) in the planet hud.
  • Fixed an issue where planets sometimes wouldn't show as defended (the shield icon) in the planet list.
  • Crash fixes.
  • Fixed an issue where ships could disappear in the battle viewer.
  • Fixed an issue where some redistributable had to be installed before the game would launch.
  • Fixed an issue where AI military ships could survey anomalies.
  • Fixed an issue where the Onyx Hive growth rate wasn't being affected by Promethion.
  • Fixed an issue where the Lamprophye command ship had more components than available slots.
  • Fixed broken Navigators Culture starbase thumbnails.
  • Fixed an issue where custom civilizations couldn't access quest ships.
  • Fixed an issue where ships could get lost under rally markers.
  • Fixed an issue where Executive Orders wouldn't show in the list if you didn't have enough Control.
  • Fixed the Hostile Entities slider to provide a wider range of results.
  • Fixed an issue where you couldn't look at Colony upgrades if you didn't have resources.
  • Fixed an issue where you could get an empty colony ship after attacking a shipyard.
  • Made it so that starbases, shipyards, and planets are blocked if they are not the destination.
  • Fixed bug where if you were moving from one cluster to another, if the end of the subspace stream was blocked, it would still move over it but not do hit detection on the anomaly so that it traveled the long way.
  • Fixed bug when you target the end of a subspace stream that isn't in the cluster you started in.
  • Fixed an issue where Control relics weren't getting boosted by Relic boosting modifiers.
  • Fixed an issue where the Efficiency culture trait wasn't reducing rush costs.
  • Fixed the Free Market faction approval modifier.
  • Fixed the Endless Emporium faction bazaar discount.
  • Fixed the tourism modifier ont he Ancestral Home culture trait.
  • Fixed the Tourism modifier on the Famous governor trait.
  • Fixed the Tourism modifier on the Infamous governor trait.
  • Fixed the Tourism modifier on Tropical worlds.
  • Fixed the Tourism modifier on Low Gravitry worlds.
  • Fixed the Tourism modifier on the Open Immigration policy.
  • Fixed an issue where it wouldn't show available improvements if a planet didn't have an open tile (we still want to show the improvements even if you cant build them so players know if they should delete something to start a new improvement).
  • 1.03: Fixed an issue for the growth rate of organic citizens in the Yor civilization.
  • 1.03: Fixed an issue where the Prism Cage ship component was being given to the entire fleet.
  • 1.03: Fixed an issue where the Demolition Charges ship component was being given to the entire fleet.
  • 1.03: Fixed an issue where the Serrated Munitions ship component was being given to the entire fleet.
  • 1.03: Fixed an issue making the Snathi ship parts unusable in the ship designer.
  • 1.03: Typo fixes.
  • 1.03: Fixed an issue where Relic placement wasn't being impacted by the relic frequency slider.
  • 1.03: Fixed persuade and threaten buttons disappearing after completing a trade, when using the spinner to speak to another civ.
  • 1.03: Fixed an issue causing stars to be placed without planets.
  • 1.03: Fixed an issue making it so there were no worthwhile planets around starting locations.
  • 1.03: Fixed an issue with formatted scroll bars.
  • 1.03: Fixed the subscriber label on the mod details screen.
  • 1.03: Crash fixes.
  • 1.03: So many typo fixes (thanks to Old Spider).
  • 1.03: Fixed the Drive Optimization tech.
  • 1.03: Fixed the Ship Range modifer in the Anomaly Hunt event.
  • 1.03: Fixed the missing planet name in the Pathogen event.
  • 1.03: Removed an invalid Drone carrier upgrade from the Pirate Scrap event.
  • 1.03: Fixed a string overflow when another civ demands credits.
  • 1.03: Fixed the Approval modifier from the Church of the Way faction.
  • 1.03: Fixed an issue with custom portraits with odd names (the Necrons mod issue).

Balance

  • Movement changes
    • Base ship speed is no longer set by hull size (previously tiny and small ships were faster than larger ships which made them annoying when trying to chase them all down, or having them run around your larger fleets).
    • Probes get +2 moves (probes can continue to fly around and explore).
    • All ships get +2 Moves in their borders (we considered putting a movement penalty on enemy ships, but that bonus will probably be increased on military shipyards, and we wanted to reward players for connecting their ZOCs with starbases since they will now travel faster between those systems).
  • Ships now teleport across subspace streams.
  • Improved the weapons on the Stargazer ship.
  • Pushed the Discipline culture trait back to later in the Authority tree.
  • Being attacked no longer restarts the Siege.
  • Enabled Hostile entities in Arena MP mode.
  • Reduced anomaly frequency.
  • Doubled the cost of Supply modules for civilizations with the Proliferation trait.
  • Prepared culture trait provides +2 Repair instead of +1.
  • Manufacture Life project of the Yor increases in cost as more are made.
  • Increased the number of planets allowed by map generation slightly.
  • Decreased the number of stars generated by map generation slightly (so there will be fewer stars without planets).
  • Added back the pirate defenders on ship graveyards.
  • Vigilant starbases hp increased from 50 to 100, increased attack values all from 1 to 3 and removed defenses.
  • 1.03: Rebalance Hostile Entities (most notably reducing them on rare frequency).
  • 1.03: Everwar galactic challenge now gives different bonuses based on what you select on the conclusion event.
  • 1.03: Added the Weather Control Center improvement.
  • 1.03: Added the Weather Control Zenith improvement.
  • 1.03: Removed the Orbital Shield colony upgrade.
  • 1.03: Added the Defense Sentinels colony upgrade (provides 3 drone fighters to defend the colony).
  • 1.03: Reduced the frequency of blue stars.
  • 1.03: Famine event will no longer affect Silicon civilizations.
  • 1.03: Reduced the increased cost for manufacturing Yor population.
  • 1.03: Adjusted all star frequencies (to really fix the blue star issue).
  • 1.03 Added bonuses to the Arcean Hull technologies.

UI

  • Improved drag and drop when reordering entries in the planet and shipyard queue.
  • Improved the planetary Approval tooltip to more clearly show where it is coming from.
  • Total required resources are now shown on the ship design screen as you build the ship.
  • Better tooltip support for techs that change hull sizes.
  • Added a link to the Wiki on the main menu.
  • 1.03: We now hide give/get boxes after completing a trade
  • 1.03: New Growth Tooltip
  • 1.03: New Population capacity tooltip

Note to self: 346024

241,780 views 83 replies
Reply #26 Top

Quoting Basilisk83, reply 25

Forge/Mods area

which is  grayed out for me o_O  o_O  

 

Reply #27 Top

Quoting Nastytang, reply 26

which is grayed out for me

Are you on the Release branch, 1.01, or the Test branch, 1.02? You might need 1.02 to access it.

Reply #28 Top


*** RELEASED ON TEST 5/13/2022 ***

This is just the start and more will be added to this list as we continue to update.

1.03 is scheduled for update on test this week (you will see some of the updates in this list marked for it).

Fixes

 

 

    • Crash fixes

 

    • Fixed the Hostile Entities slider to provide a wider range of results.

 

 


Balance

    • Added back the pirate defenders on ship graveyards.

 

    • 1.03: Rebalance Hostile Entities (most notably reducing them on rare frequency).

 


Note to self: 345740

First, let me start by saying, I'm loving playing this game.

Crash fixes are great. My computer is now balancing memory between the Video RAM and CPU RAM, and I haven't crashed on test.

I have had no less than 4 hostile entities on Rare, large sectors, usually within a couple of Stars of starting planet. In 1.01, there are 3 per sector, 1 monster, 1 pirate, 1 precursor. Can you "fix" it back to that before releasing 1.02 live? Personally, I like having hostile entities, but I do want them rare. Between 1-3 maybe. I also don't want to play the test server, unless you're accepting resumes for remote test team members. I have around ten years system/test engineering experience. Be happy to help. Black box or white. Anyhow, my brain switches on to something resembling work, but a "bit" more fun when on a game test server, and I really prefer to just play the game for pure fun instead of a "bit" more fun. I'm lucky that I love my work. It's even a strange kind of fun most days, but gaming is my brain release.

I accidentally removed where you said you fixed the yellow anomalies. That's great and all, but it adds an unnecessary level of micromanagement in my opinion. The beauty of survey ships is auto-pathing (I started playing this game on 1.01). Guarded anomalies make me want to turn anomalies way down or off, similar to the hostile entities. They're fun and all, but once I've started meeting rivals, I don't want to waste time cleaning them out rather than cleaning out my enemies. The rewards -when a warship, for example- are evidently tied to current tech levels, and not worth the effort of micromanaging even one survey ship, let alone multiple survey ships (from rewards). Perhaps, the logic on survey ships -or fleets containing them- can be beefed up to decide whether or not to go there. I don't know if they have any logic other than pathfinding to the next anomaly, but it seems to me the logic on the test server avoids them, so it's seeing them and avoiding them. Adding a "can I kick that yellow fleet ass?" conditional to the logic shouldn't be too hard. An engagement could result in auto pathing turning off, so the player can choose to heal the fleet or let them continue vacuuming up anomalies.

I haven't seen this posted or addressed from AIDefs.xml (both 1.01 and 1.02):

<DifficultyRule>

      <Difficulty>Incredible</Difficulty>

      <CreditBonus>

        <MinCreditsBeforeBonus>10000</MinCreditsBeforeBonus>

<DifficultyRule>

      <Difficulty>Godlike</Difficulty>

      <CreditBonus>

        <MinCreditsBeforeBonus>1000</MinCreditsBeforeBonus>

I don't play either difficulty, because I find them less than fun. I'm just not that sweaty a gamer. Seems that's a typo for incredible, though.

The situation from the screenshot at the end of this post from my 1.02 test game is likely working as intended (works on live the same way), but why? I would expect to have to deal with crime from Xeloxi colonies, or colonies I sent criminals off to. There is no crime management in early game aside from shipping criminals off planet if you're unlucky and roll some, and the Security Lights Policy. I started a 1.01 game just now to see if this was a bug on test, and my Arcean civ already has 6.1% crime (not including the unlucky roll of two criminals on planet) a few turns in after colonizing Hammer and a nearby size 24. I'm no veteran of the franchise, and I'm not entirely clear on when penalties start accruing from crime, but I specifically picked Arceans, because I assumed by their description, it would be a rare thing to get criminals. Also, being new, I've been sending criminals off on constructors, thinking that would minimize crime. Yeah, no difference. I can ship them off to colonies too. On-planet penalty goes away, and nothing changes from colony crime.

This just seems silly, because if I want to deal with it, I have to use my only policy slot. Seems not cool at the start of the game when you're trying to build your civ out.

Off the subject of the above, I can't get battle viewer to work. I assumed it was bugged, but I saw the guy on YouTube use it. Am I missing something in settings? I click playback, and the music starts, the loading screen comes up and it will hang there until I <esc> out of it. I even started one, went to the store and came back. No progress in watching a super-exciting space battle, and more importantly the ship tactics in action.

Anyhow, keep up the good work.

Crime as intended?

Reply #29 Top

Quoting Publius, reply 27


Quoting Nastytang,

which is grayed out for me



Are you on the Release branch, 1.01, or the Test branch, 1.02? You might need 1.02 to access it.

 

Version 1.02.345372

Reply #30 Top

Quoting Nastytang, reply 29

Version 1.02.345372

That's the same as mine. The only other thing I can think of is you've somehow set it to offline mode? Or don't have an internet connection when running it?

Reply #31 Top

Quoting Publius, reply 30


Quoting Nastytang,

Version 1.02.345372



That's the same as mine. The only other thing I can think of is you've somehow set it to offline mode? Or don't have an internet connection when running it?

 

The only offline mode I see is not enable 

Reply #32 Top

Quoting todd_73, reply 28

I can't get battle viewer to work. I assumed it was bugged, but I saw the guy on YouTube use it. Am I missing something in settings? I click playback, and the music starts, the loading screen comes up and it will hang there until I <esc> out of it. I even started one, went to the store and came back. No progress in watching a super-exciting space battle, and more importantly the ship tactics in action.

The battle viewer is bugged unless it is set to auto-start.  The icons at the bottom of the viewer that allow you to control the playback are invisible.  They are there and will temporarily appear if you move the cursor over them.  You can start the playback if you can find the right icon.

The best solution is to go into options and set the battle viewer to auto-start.

After that is done, the icons that control the battle viewer will appear, and the playback will automatically start.  Since the icons are now visible, you can easily control the viewer.

Reply #33 Top

So, in my current game, I'm on turn 184, and I never got around to researching subspace streaming. A few turns back, one faction surrendered to another and gave me their planets in a different sector of the galaxy. I cannot move any ships built in that sector because I have not yet researched subspace streaming. I think this is a bit odd... probably not a bug, but maybe an unintended consequence of a design choice.

Reply #34 Top

It is also greyed out for me on 1.02. Would be nice to know if other can access it?

Reply #35 Top

I have no issues accessing the mods in 1.01 or 1.02.  The Civ mods are not available in 1.01, but they show up in 1.02 for me.

Did you try verifying files from the Epic launch screen dropdown for the test version (1.02)?  There is also an uninstall button below that which should let you totally reset your game files.  Other than that I think you'll need to wait for a Dev to notice this post. 

Reply #36 Top

Quoting Nastytang, reply 31

The only offline mode I see is not enable

Do you have mods enabled in the Options?

Reply #37 Top

Publius - I checked that in my setup and that Option doesn't shut down the Mod button on the main screen (I turned it off & reloaded).  I think it just allows the game to use Mods you've downloaded.

Reply #38 Top

Quoting Publius, reply 36


Quoting Nastytang,

The only offline mode I see is not enable



Do you have mods enabled in the Options?

Yes it is.

Reply #39 Top

Quoting Nastytang, reply 38


Quoting Publius of NV,






Quoting Nastytang,



The only offline mode I see is not enable



Do you have mods enabled in the Options?



Yes it is.

Silly question have you exited and restarted since you enabled mods?

Reply #40 Top

I see the weather improvements that were missing for the Arceans were fixed in 1.03, were their Navigation improvements that were missing also fixed?

Reply #41 Top

Quoting gypsy2299, reply 39


Quoting Nastytang,






Quoting Publius of NV,











Quoting Nastytang,







The only offline mode I see is not enable




Do you have mods enabled in the Options?




Yes it is.



Silly question have you exited and restarted since you enabled mods?

Yes I have,,, just installed 1.03

 

Reply #42 Top

Quoting Nastytang, reply 41

Yes I have,,, just installed 1.03

How are you launching the game?

Paul Scroggins
Associate Technical Support Analyst

Reply #43 Top

Quoting TPScroggins, reply 42


Quoting Nastytang,

Yes I have,,, just installed 1.03



How are you launching the game?

Paul Scroggins
Associate Technical Support Analyst

AHH,,,,, I launch from epic instead of desktop shortcut and it work!! :-) Thanks!!

Reply #44 Top

Quoting DerekPaxton, reply 18


Quoting Aldereon,

this is an old bug. when the player touches a leader, during the passing of the turn, sometimes he is floating around the map. The only way to fix it is to leave and come back.

normally when this problem occurs, it is invisible on the screen, disturbing the game, because the place is impossible to use


Reduced 40%

Reduced 92%
Original 776 x 436

Original 1920 x 1080





Interesting, we will check it out.

 

I have had the same issue at times.

 

Reply #45 Top

Checking on a new behavior I've seen in 1.03. I have now seen defense values go to 0 in a combat (when the base defense was 3). Do defense values roll 0 to their max, I had thought it was 1 to their max but perhaps I'm mistaken.

Reply #46 Top

Just started a new  game with 1.03, large home sector, max sectors. all of the stars  except 2 or 3 in my sector are all blue stars. Did this for 4 starts on test center. Started a new game on 1.01 and there is a good mix of stars in the sector

Reply #47 Top

Hi, may i know where you guys update to 1.03? I bought it through epic games and on Auto-update but it is still 1.01

Newbie here haha

Reply #48 Top

Quoting Linnn, reply 47

Hi, may i know where you guys update to 1.03? I bought it through epic games and on Auto-update but it is still 1.01

Newbie here haha

Test version the regular version is the one that is 1.01

Reply #50 Top

Go into your library top R/H corner you will see a circle with an S in it that is your account click on it and then click settings on the left you should see your games list GCIV and GCIV test is there you can click on  to open and tick the update box...