DerekPaxton DerekPaxton

Galactic Civilizations III - Beta 6 patch 1 changelog

Galactic Civilizations III - Beta 6 patch 1 changelog

–RELEASED 05/04/2015–


Galactic Civilizations III Beta 6.1 is now available! This update includes the interactive tutorial as well as many polish points, with UI tweaks like new hotkeys, balance adjustments, and bug fixes.

 

Features

Added Edge Scrolling

Added hotkeys for Guard, sentry, survey and explore

Added interactive tutorial scenario

 

Fixes

Fixed multiplayer desync issues

Fixed an issue in multiplayer where the last person to choose if they wanted a quick battle or to view the battle decided the outcome for both players (now each gets their own results)

Fixed an issue which could cause a fleet to become unselected after battles and through other fleet changes

Fixed an issue where you wouldn't be able to buy all the techs when you have a bunch of research (like starting the game with the Intuitive trait)

Fixed crashes that could happen when someone defies the UP

Fixed a MP issue where all players saw the Pick resolution window instead of just the UP president

Fixed an issue where the skybox from the last battle would flash flash before a battle was started

Fixed an issue making missiles appear to miss (they were actually hittign, but they were going to where the target ship was when they fired, not where it was when they got there)

Fixed a crash that happened after invasion because a ship was ejected outside of the normal time that ship was allowed to move (on another players turn)

Fixed a crash from to many vertices in influence lines on insane sized maps

Fixed an issue where the game could crash during invasion if the depending planet had 0 population

Fixed a crash caused by the game trying to place a shipyard outside of the playable area (if the planet was really close to the edge of the map)

Fixed an issue causing the AI to make a trade offer ever turn in MP

You will no longer be notified of an foreign ship in your territory if its under fog of war

Diplomatic agreements are now canceled if one of the players dies

Fixed an issue causing the icons ont he colony screen to be messed up

Fixed an issues causing "New Player Race" to show up as a faction in the game

Fixed the Krynn logo

Fixed a bug in the starbase screen and pre-invasion screen did not display properly when bloom option was turned off. (running the low performance settings)

Fixed an issue with ship thumbnails in the Ship Designer with a Custom Race.

Fixed more typos

Fixed the issue with the Thalan Targeting assist in the Technology Tree.

Fixed missing Icons on Xeno Archeology.

Fixed icons for starbase modules.

Fixed missing stat icons

Fixed the Organized trait

Fixed 2 hung game bugs

Fixed an issue causing mp game turns to take to long

Fixed an issue causing the game to hang during invasions

Fixed an issue where double clicking a stationed ship in the ship list causes a crash

Fix masking issue in Diplomacy Report Window

Fixed Yor Quantum Miniaturization (Max optimized Synthetic population is now 60 per planet)

Fixed "No Flavor Text Found" if you talked to someone on your team before you had researched universal translator

Fixed bug where the ship designer landing wnd cleared the view and selection info and everything if you clicked on an entry in the inventory list of a selected ship 

 

Balance

Previously star bases influence only extended to their area of effect, now they are influence generators just like a planet

Resistance now modifies how much outside culture effects you. So if your planet has 50% resistance then only 50% of the outside culture will be compared to your planets culture for determining if your planet begins to rebel or flip.

Increased trade resources

Change Courageous Race Trait to Resistance from planetary defense

Added resistance option to Militarization specialization

Modified several improvements to modify Resistance

Removed ship size modifiers for tactical speed (this way small ships dont rush forward and die on their own, lfeets tend to stick together better)

Moved front ranks of battle formation closer to the battle

Took hyper drives off the default freighter blueprint

Flavor text changes

Minor AI tweaks

Switched colonization events from influence to influence per turn

Significant rebalance to anything that provides influence

Lower ambient on all planets to 0.05

Tweaks to the bloom speculator intensity

Reduced the amount of techs required to get into the final tech age

Lowered cost of shipyards from 250 to 150

 

AI

Added the ability to have flavor text based on personality types. That way when you create custom factions their language can be based on the personality to assigned to them when they are played by the AI.

AI will prefer to colonize planets that are not in someone else's borders

Fixing exploit where you can trade an AI your planet and rob them blind,then culture flip the planet back

The AI wont want to buy a planet that can be culture flipped easily

The AI wont want to do credits per turn treaty that will put them severely in debt

AI interacts with players slightly more often

AI players not in range of the player that have relations with the player will now occasionally initiate contact

Changed how aggressively the AI pursues constructors and starbase expansion, especially on lower difficulty levels

Reduced some of the AI bonuses on higher difficulty levels

The AI will contact the player more often

AI will correctly draft nearby units as defenders if a planet is under threat from transports and send them to defend

Escorted fleets will attack and invade planets in a single turn

AI values trade goods higher

AI values different ship classes differently in trade negotaitions

 

UI

Removed the "Beta - For testing porpoises only" watermark from everywhere

Lots of new sound effects

Lots of new icons

Lots of tweak ins on planet textures and lighting

You can now see all ships in a fleet in the fleet view window

Defeat music added

Conquest music added

Alliance victory music added

Turn limit music added

Lots of additional ambient music added

18 Music themes (war and peace) for talking to various aliens (about an hour of music) added.

9 declare war music themes added

AI players not in range of the player that have relations with the player will now occasionally initiate contact

There is a default music theme for minor races

Main game window no longer resets music when it's hidden which resulted in ambient music always restarting when you came back from a full screen window (hence you only heard the first few seconds of each song in all likelihood)

Game now restores your tax slider positions when coming out of debt mode.

Improvement tooltips say if the improvement is colony, player or galaxy unique

Ship components now list the manufacturing cost they add to the ship

Planetary defense is always visible in the planet window

Added the Faction name to the front of fleet names

Added the release loading splash screen

Removed Beta popup from the start of the game

Enabled the "Leaderboards" button on the main menu

Clean up starbase Window and entries

Minor UI update to the tutorial window

Adjusted bloom levels in some of the ship combinations (if you put the painted iconian material on terran style ships the ships glowed)

Make text in Trade route list entry single line to avoid weird warping

After the opponents have been chosen for a new game, goes through and finds duplicate map colors, and assigns a new map color and appearance def from the list of those not being used yet so that the race is distinguishable

Hooked up hotkeys for Construct Starbase and Construct Shipyard in the fleet and ship context wnds

 

Performance

Locators no longer store their name as a string, they use a UINT16 value to specify a "type" (saves lots of memory)

Locator transform data has been reduced from 16 floats to 7 floats, 3 for translation, and 4 for rotation quaternion (saves even more memory)

78,242 views 43 replies
Reply #26 Top


Game now restores your tax slider positions when coming out of debt mode.
End of quote

not working yet.

See there (update to come):
https://forums.galciv3.com/464320/page/1/

Reply #27 Top

Thanks for getting rid of those testing porpoises!  They were making a real racket!!  :thumbsup:  

 

Reply #29 Top

Made a couple of notes for 6.1.  First, all of the precursor starbase upgrades seem to have lost their icons.  Second, if there are more than two other races in the UP, the vote for whichever race is at the farthest left does not always show (unless that means they aren't voting/are defying the UP.  Then it's working).  Third...not sure I like that calendar thing flashing up top after every turn.  I just don't see the point.  Finally...wtf is this large empire penalty?  I lose 95% of my morale because I have a large empire?  Dumb.  There aren't enough morale improvements in the tech tree to get my total morale over 25%.  Outside of those things, I'm totally digging the game.  I've had no stability issues (I kept having them on the battle screen) so far and everything is running very smoothly.

Reply #31 Top

What about optional colors?  I have found if you play multiplayer and you both pick the same race it is hard to distinguish.

Reply #32 Top

Quoting Hellknight, reply 30

my starbase screen is blank for all starbases 
End of Hellknight's quote

It was found to be an upload issue. Not sure if they got it fixed.

Reply #33 Top

 

We have updated Beta 6 patch 1 twice now. The fix is in for the broken starbase screen as well as a host of other issues (the fix changelog has been updated).

Reply #34 Top

I'm pretty sure I saw Steam download something, twice, yesterday, but my game says 0.95, I have the right splash screen, no beta pop-up, yet everyone is talking about 0.95.3?  I see nothing else than 0.95 in the betas opt-in of Steam, how do I know I have the correct version? (I validated the files with Steam, one failed to validate, but it changed nothing).

Also, I'm still experiencing the freeze issues during planet invasion.

Reply #35 Top

 

Can you PM me a save that recreates the freeze during invasions? I don't have any cases of that to check out and I would love to see whats going on.

Reply #36 Top

Quoting Derek, reply 35

 

Can you PM me a save that recreates the freeze during invasions? I don't have any cases of that to check out and I would love to see whats going on.
End of Derek's quote

 

Have you checked out this post and related ticket?

https://forums.galciv3.com/464389/page/1/

Reply #37 Top

Quoting Derek, reply 35

 

Can you PM me a save that recreates the freeze during invasions? I don't have any cases of that to check out and I would love to see whats going on.
End of Derek's quote

I sent you a PM with the case number, but I decided to upload two of them to Dropbox anyway:

Freeze on attempting to invade Kona or Drengi:

https://www.dropbox.com/s/8c7zcqsh8kn2qzn/freeze%20on%20Kona.GC3Sav?dl=0

Freeze on attempting to invade Wisp:

https://www.dropbox.com/s/qj4goagajyh3j6c/Freeze%20on%20invasion%20Wisp.GC3Sav?dl=0

 

Reply #38 Top

Looked through a lot of invasion issues today, with most we weren't able to recreate anything. But we did find two issues (redviper37's wisp invasion in particular locked up every single time). We will get them fixed, thanks for all the help!

Reply #39 Top

wonderful :)

I'll wait the next patch to restart another game and test again.

Reply #40 Top

Loaded one patch this morning (38MB) started new game, running fine.  Loaded a second patch (11.8MB) early afternoon, started a new game and game crash by turn 8!!

Reply #41 Top

Probably more of a balancing thing, but basically the Immense maps cripple you for happiness.  I've conquered a quarter of my map, 184 planets, and it's everything I can do to keep these people from jumping off the bridge.  Worth looking into - possibly with a scaling value like with Life Support.  Otherwise, the build works fantastic.  

Er, I guess it works fantastic anyway since this seems like an overlooked situation rather than a faulty one.

Reply #42 Top

Quoting strayth, reply 41
Probably more of a balancing thing, but basically the Immense maps cripple you for happiness.  I've conquered a quarter of my map, 184 planets, and it's everything I can do to keep these people from jumping off the bridge.  Worth looking into - possibly with a scaling value like with Life Support.  Otherwise, the build works fantastic.  

Er, I guess it works fantastic anyway since this seems like an overlooked situation rather than a faulty one.
End of strayth's quote

 

Seems like it's already in the next patch (from the change log):

 

Reduced the large empire approval penalty
End of quote

Reply #43 Top

Quoting Greystar, reply 21

There is a noti

Quoting TheBirthdayParty,

You will no longer be notified of an foreign ship in your territory if its under fog of war


I've never bee notified of a ship in my territory ever. I assume something else is meant besides a pop up window or...?

 

And where is this tax slider? I haven't seen one in game. Or is that the 'wealth' part of the circle in the govern screen for galaxies/planets?



 

There is a Notifications tab along with the Planets/Ships/Starbases tab on  the main UI its all the way to the right.

 

The Tax slider is under the Govern(Economy) section its the Pie "chart" type thing you can move around to tell the computer where to put more money towards.

End of Greystar's quote

 

Thing is though the notifications are not done right and I never notice them until well after they are relevant to the game I am playing so basically the way they are done makes them useless. So that is why folks are saying they have never been notified of an enemy ship entering your territory because the notification is never noticed and they need to be changed so they are noticed.