Galactic Civilization III: Crusade v2.31 Patch (Released 6/29)

Hello,

Glad to hear you are all enjoying the game. We have some stuck-turn and MP fixes that we want to get out to you before our next release.

Bugs

  • Fixed a crash in the battle viewer.
  • Addressed a stuck turn caused by a move order being assigned to a recently destroyed fleet.
  • Fix for a stuck turn related to Shipyard Battles
  • Putting a rally point on a shipyard no longer creates a stuck turn once a ship arrives at that spot.
  • United Planets: Fixed an edge case crash in calculating resolution results
  • United Planets: If you lose trade routes because of leaving the UP, the game no longer crashes
  • MP: Switching between factions in the trade screen no crashes
  • MP: Switching between factions in the trade screen no longer crashes.
  • Diplomacy: Fixed a crash where the Diplomacy screen didn't know what to do because your faction id was messed up.
64,022 views 18 replies
Reply #1 Top

...We have some stuck turn and MP bugs that we want to get out to you before our next release...
End of quote

 

LOL Gee, thanks, how kind of you! ;)

Reply #2 Top

*cough* 

Fixed :)

Reply #3 Top

Aw,  I still haven't had a chance to enjoy the 2.3 bugs yet.   COME ON GOG!!!  Argh.

 

Reply #4 Top

Yes that sorted out the crashes with the Diplomacy Screen I was having with a custom civ. :)

 

Reply #5 Top

Did you also fix those planetary tile bonuses that don't do anything? Like the "Caverns" tile which gives +3 to Resistance? No structures receive any bonus from Resistance; my guess is that is supposed to be +3 to ship construction. There are several others that similarly don't provide bonuses to on-tile or adjacent structures, or structures that don't get any level ups from things that are supposed to provide bonuses to them. This is particularly bad with social construction, all construction, and ship construction structures and tiles. One specific structure I can think of off the top of my head is the synthetic (or Yor) Production Center structure (the first level manufacturing building); it can be like level 5 from adjacency bonuses which still gets it an amazing +0.0 % to all construction.

I keep hoping that someday I will start playing a game and not encounter broken tiles and/or buildings...

 

P.S. Oh and there are still a lot of anomalies that say something to the effect of "your research increases by leaps and bounds", but you gain absolutely zero research.

 

Reply #6 Top

Build is live folks.

Reply #7 Top

Can you reassure us that the issue of ships in stacks displaying the wrong ships for the popup tooltip, and ships disappearing when on asteroid or anomaly tiles is going to be fixed pronto please? That's got to be a bug that we are all hitting every other turn.

Reply #8 Top

The second issue is on the bug list.  I think the first one is as well but can you explain a bit more so I'm sure?

Reply #9 Top

How's progress coming from the input lag?

Reply #10 Top

Quoting joekraska2, reply 9

How's progress coming from the input lag?
End of joekraska2's quote

Its coming along but not ready in time for this patch.

Reply #12 Top

Quoting pshaw, reply 10


Quoting joekraska2,

How's progress coming from the input lag?



Its coming along but not ready in time for this patch.

End of pshaw's quote

 

Cool! Thank you.

Reply #13 Top

With 2.31, my 560 turn game crashes after clicking turn, getting a number of prompts, colonize option, new ships, and either trying to complete the colonization or not building anything and then trying to hit Save.  Hopefully, the crash 

Hmm, choose not to colonize, and now it let me save...  lets see how far I can get.  Well that worked...

 

Reply #14 Top

When I have a fleet with a survey ship attacking a defended anomaly I sometimes get... uh... anomalous behavior. If the attack happened at the tail end of a turn where the turn would automatically end and go to the AI turns, I get the attack prompt but then the turn ends before it's resolved. When my turn comes back around again the anomaly is still there and I can still try to attack it--- but nothing happens. The workaround I've found is to send the fleet to an adjacent hex to the anomaly and when my turn comes around normally I can successfully attack then.

Reply #15 Top

Quoting snarfo67, reply 14

When I have a fleet with a survey ship attacking a defended anomaly I sometimes get... uh... anomalous behavior. If the attack happened at the tail end of a turn where the turn would automatically end and go to the AI turns, I get the attack prompt but then the turn ends before it's resolved. When my turn comes back around again the anomaly is still there and I can still try to attack it--- but nothing happens. The workaround I've found is to send the fleet to an adjacent hex to the anomaly and when my turn comes around normally I can successfully attack then.
End of snarfo67's quote

i have also had this happen. Save and reload seems to clear the blocking status.

Reply #16 Top

Quoting leiavoia, reply 15


Quoting snarfo67,

When I have a fleet with a survey ship attacking a defended anomaly I sometimes get... uh... anomalous behavior. If the attack happened at the tail end of a turn where the turn would automatically end and go to the AI turns, I get the attack prompt but then the turn ends before it's resolved. When my turn comes back around again the anomaly is still there and I can still try to attack it--- but nothing happens. The workaround I've found is to send the fleet to an adjacent hex to the anomaly and when my turn comes around normally I can successfully attack then.



i have also had this happen. Save and reload seems to clear the blocking status.

End of leiavoia's quote

Right, it's a known problem and it bugs me almost as much as the change to make certain planetary projects auto-repeat.  I'm having to quit and reload fairly frequently because of it.  As a matter of fact, I've begun to make sure that none of my fleets will be attacking any anomaly at end of turn because of it.

Reply #17 Top

Great that you have released another patch! But when will you offer the 2.31 patch to your gog.com customers? We are used to getting our patches somewhat later than stardock and steam customers, which is ok because that is the price we pay for our (drm-)freedom but gog.com completely denied us the possibility to play 2.3, they still only offer 2.21 for download to their customers which is very annoying considering that 2.3 has been published almost two weeks ago.

Now 2.31 is already out for 4 days so could you please at least speed up the publication of 2.31 on gog.com? After all we are paying customers too and you have - including the base game and all already available DLCs - received quite a lot of money from us for Galciv3 & DLCs! Thank you!

Reply #18 Top

I am experiencing a problem in 2.31.4 where the game gets stuck at the "Lost Citizen" button.  When I kill an AI citizen transport en route to one of his planets, and happen to scavenge the transport under the scavenger ability, and the citizen I capture is an admiral, the game continues normally until the next activity is "Lost Citizen".  If I click that, I can open and close the Citizens screen and it appears to be functional, but there is nothing I can do, including assigning the admiral to a planet, that will clear the "Lost Citizen" button and allow me to proceed with the game.  Maybe it is user error, but seems like a bug to me.