Game will release in May. This patch will release tomorrow (Friday).
DerekPaxton
Thanks for your feedback. And yes we are focusing on multiplayer stability in patch 2.
I fixed 2 Invasion crashes over the weekend. Thanks for this, I believe it will be fixed in patch 2.
Lots of great AI updates came in over the weekend (Brad never takes time off). Lots of focus on making the AI better, and may the different AI players play distinctly different from each other.
Multiplayer stability is the focus for patch 2 ( https://forums.galciv3.com/463043 )
Adaptable trait/extreme planets bug is fixed in patch 2 which will be out next week. You can see the full details on that patch here: https://forums.galciv3.com/463043
All good points. When we talk about optimizing the game we aren't talking about making the CPU be idle longer, we are talking about being more efficient so that we can run more meaningful instructions in less time. The CPU may be 100% either way, but with optimization a lot more real work is being done in that same time. As mentioned many people would assume that a turn based strategy game wouldn't have the tech requirements of a modern FPS. They assume what they see on the sc
[quote who="statikinetik" reply="13" id="3534632"] I opted in for this update hoping it would resolve all the crashes im getting, but now it seems worse. I cant even play my saved game. every time right after an enemey planet gets anexed and i click OK, it crashes. other times it would just crash randomly. I have a i7 3930 and 32GB RAM. the only thing I notice that is converning is the ammount of RAM and SWAP usage being used. [/quote]
[quote who="thezoo123" reply="3" id="3534534"] 1) This better not be April Fool's related! 2) Awesome progress on getting fixes and balancing pushed out. Keep it up! 3) Please release this by Friday, even if only in opt-in form! Cheers, Zoo [/quote] We just put patch 1 out opt-in today. Patch 2 won't be coming out until next week. This is only the beginning of the patch, we will be adding more to u
[quote who="Publius of NV" reply="7" id="3534485"] Quoting Kael, reply 4 I don't have any examples of Ideology points not being deducted. If you could get me some reproducible steps or a save game with the issue I would love to check it out. I opened a ticket on this last night and supplied a saved ga
Thanks Publius, im heading up to support now to see if i can grab it. Thanks!
–RELEASED 04/13/2015– Galactic Civilizations III Beta 5.2 is now available, bringing the good news of big AI and performance improvements to space emperors everywhere. The patch will download automatically when you connect to Steam. See below for the full changelog: I have a tie for my favorite checkins when I put this changelog together. The firs
Sorry I got excited and didn't see that you actually posted it first. Bonus Karma to everyone!!! :) And as a bonus we are going to get it into tomorrows patch!
We have some fixes coming this week: https://forums.galciv3.com/462989/page/1/#3534099 But i would love to get a hold of any of your crash dumps to make sure your crashes are addressed. Of if not make sure that we get them fixed.
I was so surprised at how much fun it is to have those starting weapons on the survey ship so you can fight those early battles. Such a cool moment, and totally Brad's idea (that guy may know a thing or two about making a fun GalCiv game). Btw, if you are enjoying Beta 5 and are looking for ways to help support the game (beyond your already awesome support of buying the game and posting your feedback and comments on our forum) it really means a lot to us if you go and rate the gam
It's in QA now, planned for release on Thursday.
Yes, that's an ability I modded in as a test (since this update enables modding). Don't be surprised when that doesn't show up for you when you get the beta update.
[quote who="NelsMonsterX2" reply="8" id="3531253"] Those black and white ships are OUTRAGEOUSLY COOL! Do they belong to a minor civ? I want one! [/quote] Yeah I love the Iconian ships, definitely my favorite designs. The screenshot you are seeing is actually a custom faction I made where I used the Iconian as the base ship design and then switched the colors to something I wanted (I like the look of the really reflective ships). But you have an amazing ability to customize t
[quote who="BuckGodot" reply="1" id="3531204"] Fixed typos Added more typos *SNERT* [e digicons]:D[/e] Looks fantastic! I did note that one of the screenshots showed a faction (not sure if it is a minor or major) with the "Parasitic" ability, which wasn't one of the listed abilities. Is this available via the custom faction screen, or only through modding? [/quote] <p
–RELEASED 03/26/2015– Galactic Civilizations III Beta 5 is now available! See below for details on custom factions, planetary invasion, minor factions, diplomacy improvements, and much more: Th
[quote who="admiralWillyWilber" reply="30" id="3525880"] A fee things i was just wondering. Are there going to be penalties, if so the custom races should.probsbly have them too. I noticed we couldn't get abilities like the krynn, korath, torian, or yor had. Having a super breeder of the krynn eould be nice. Im talking about customising not modding. At least as far as opponents it would have been nice to be able to make a dreadblord style opponent. It would also have the
[quote who="tid242" reply="18" id="3525391"] Any thoughts on a face/race picture creator? (similarly to how one can modify color/face/etc in FE)? cheers, [/quote] No. That system you refer to in FE is extensive (that's not a simple thing to do), and results pretty medicore end result (as I say that as the lead designer on FE, so I'm not knocking it). For GC3 we have opted for higher quality (and much easier tech) premade images. You can mix the characte
[quote who="markmid" reply="9" id="3525310"] Will you provide support for standard bik files, so the average modder can add video or animated files? Bk2 files, so far I haven't been able to obtain a license for as a casual modder or individual, I think they only sell it to game developers. Thanks for reading either way. [/quote] We went to bink2 for performance reasons. We would have to write code to handle both, and we may even need to pay an
[quote who="Tetrasodium" reply="3" id="3525148"] The first issue I see is that modding a specific core race's tech tree (or worse all) will either make that mod inoperable with any other mod even if both simply add a new item to the tree & do not cause conflicts[/quote] That is true (actually not in your example, but your point is valid). In general people shouldn't be modifying or deleting things from the base game if they want to be able to run multiple m
[quote who="Zhurok" reply="2" id="3525141"] This is really cool. I think it'd be great if you'd allow at least some of this capability within the race generator vs xml modding. Assign a total point value to home planet value/colony ship/scout/etc and allow the player to modify it in game. [/quote] Sure. But the point is that this is just one of many many crazy things that can be done with modding. And I picked a very simple one because I wanted