shaw shaw

Galactic Civilizations III v3.6 (Released 3/14)

Galactic Civilizations III v3.6 (Released 3/14)

Hello,

We are working on a community-focused update based on your requests.  The following is a preview of some of the changes we have in store.

Some key community reported issues we've addressed:

  • Merging fleets not longer renames them.
  • Custom ships work better with mods
  • Artificial life forms can no longer build farms because robots don't eat food.  
  • Your commonwealth worlds can no longer flip worlds in your empire (because that was treason!).  

Please read below for all of the changes:

Gameplay

  • Nerfed Lossless Life Support module.
  • Fix typos in Lossless Mining module descriptions.
  • Update Tourism bonus for Popular Race trait to be flat 1 and 2% instead of multipliers of 10 and 20%
  • Update united planet tourism board to be flat with a 10% bonus (was a multiplier of 100% which was crazy).  
  • Colonizing the Promethion Refinery precursor world now grants  5 Promethion
  • Set Virtual Vacation to be a player wonder.
  • Change InflunacePerTurn from Multiplier to Flat on the Galactic Showcase.
  • Fixed mismatch of description and text in the Antimatter Weapon Colonizing event.
  • Tweaked pathfinding to not attempt to find a path to the closest node to a blocked destination if the start tile is the closest node.
  • Silicon-based life can terraform and colonize high-level extreme worlds.
  • Synthetic lifeforms: Removed farms, and enabled terraforming Improvements and high-end Extreme world techs.
  • Fix Orphaned Improvements and techs in the Retribution tech tree.
  • Fixed issue with Iridium tech tree failing on Tariff Focus specialization.

UI

  • Changed it so that when you merge a fleet, it will keep a custom name for the resulting fleet. If both fleets being merged have custom names, it keeps the fleet name of the bigger fleet.
  • Adjust Economic Warning Flavor Text to fit with new Conversation popup font size.
  • Fix typo in Precursor Research Node description.
  • Improved the text alignment on the UP Resolutions window

Bugs

  • Fix for custom ship style sets having the wrong strategic icons. They will have to re-save their ship style sets (and change the effect ships classes to what they want along with their text since that is info that is saved off). Prevents them from having to remake the ship style sets and only deal with what was changed.
  • You can no longer assign commanders to planets.
  • Allow ships with one per player components to upgrade to ships with the same components
  • Cleans up code that clears/applies rebellion status to prevent fedge cases where planets can flip when they shouldn't (like when the tile is owned by a commonwealth of the planet owner)
  • Addressed an MP crash related to mismatched DLC
  • Fix for mismatched Strategic Icons on some ship classes
  • Fixed Typos in Plasma Arc event.
  • Fixed issues with administrators not being awarded properly in campaigns.  
  • Fix for ships that were getting pinned under planets
  • Don't crash if a faction is missing some of its data.
  • If you upgrading a ship with a unique design to another design that does not have the unique component, you no longer lose the unique component forever.  
  • Added the Korath staring ship that is required for preview in ship designer mode.

Mod fixes

  • Better support for custom ships created with mods
  • Better support for modded techs that unlock multiple items at once.  

Retribution

  • Fixes issue where Hhypergates didn't fire any shots during battle because they didn't have range.
  • Changed the hHyperlane tooltip to account for the minimum move cost, so it will now show the max bonus as 900% instead of +-100%.
  • Remove extra space in the Korath faction description.
  • Add lossless life support back into the Retribution tech tree.
  • Updated Thalan conversation text to reflect that they bring in multiple ships now in mission 4.
  • Add basic Block hulls to Korath Ship style.





310,180 views 71 replies
Reply #26 Top

Quoting sdRohan, reply 20


Quoting Moser_Alchemist,

I stand corrected.  I checked my tech tree closer and you are right.  Extreme Colonization is NOT there.  The two techs normally immediately before and after EC are directly connected.  In my first game with 3.6, I happened to have zero Extreme Planets in range.  I captured a couple from an AI that colonized too close to me. 

It should be an easy fix for Stardock.  This is why they provide preview versions.

Ok, so you both are on the opt-in an are seeing this issue then? 



If so, could you:

 

    • Post some screenshots to help illustrate any items

 

    • Link to a save game (with any repro steps you think would help) to a cloud service (Google Drive, DropBox, OneDrive, etc).

 

    • List out the DLC you have installed and any MODs you are using.

 

    • Any custom races being used (files)?

 


When you do, we will take a look and thanks for the report.

----------------
Sean Drohan
Stardock Customer Service Manager

End of sdRohan's quote

I'm not sure how QA could miss it. 

A check of the master tech tree for 3.6 shows the problem readily.

Planetary Improvement has two possible branches (XenoAdaption or PlanetaryEnhancement).   The non-synthetic branch goes XenoAdaption ==>Environmental Engineering ==>ExtremeWorldColonization ==> ColonialEngineering.  The synthetic branch goes PlanetaryEnhancement ==>ColonialEngineering.

 

Reply #27 Top

I find the tourism thing hilarious.

Emperor Silicon Race:  ‘We built the hotels and groomed the beaches.  Millions of credits invested, but nobody wants to visit!’

Minister of Tourism:  ‘Maybe our guests dont enjoy the crusty lava flow beaches and accompanying tar pools?’

Reply #28 Top

Just want to add a quick bump to P-DEXTER request at the top of the thread. A “don’t include in random” option would be great. 

As much as I do like the Star control Aliens (would love to see more BTW) I would still like to setup a game with random opponents just from the Gal Civ cast. 

Reply #29 Top

Frogboy mentioned that the Aid Research was nerfed to only occur on the planet on which the Tech Capital was built.  It is intentional, not a bug.

Reply #30 Top

Then by the same logic he should nerf Aid Economy to only occur on the Financial Capital planet. I don't understand what he thought he was trying to fix.

Reply #31 Top
Quoting scifi1950, reply 25

Didn't see this on the fix list.  It was reported in Discord Bug Reports:



Prometheus Stones were removed from the game quite some time ago.  You can only mine Promethion.  It is currently impossible to recharge Kiln of Worlds.

End of scifi1950's quote

We have this fixed internally but it didn't make it in time for the patch.   We'll push this out soon.

Reply #32 Top

You guys are awsome.  This iteration of the game is really good! 

Reply #33 Top

Quoting Publius, reply 30

Then by the same logic he should nerf Aid Economy to only occur on the Financial Capital planet. I don't understand what he thought he was trying to fix.
End of Publius's quote

IIRC, he mentioned that the point was to shift mid-late game planetary projects to income instead of research (pretty sure this was in one of the Retribution Journal entries), and he bumped the bonus for the Aid Research project up. This actually doesn't bother me.

It would be logically consistent if Aid Economy was shifted to require the Financial Capital improvement, but I'm not sure what "idle" planets would do in the mid-late game. Perhaps there should be a Ship Building project (military production) unlocked by the Shipyard improvement to convert social to military?

Reply #34 Top

Such a thing already existed before, can't remember when it was removed. Sometime around Crusade maybe?

Reply #35 Top

I'm trying to remember that but can't... and I'm not necessarily advocating for a military project, but I'm not necessarily 100% sure about switching to Aid Economy almost exclusively, either.

Reply #36 Top

It's literally in every game, go change your race to synthetic.............................

I am playing with the grm mod and i have modded the ship parts and mission rewards as well as the globaldefs file to add more points

Whether it's a custom race or stock, it's not their....

Also, Because neither the synthetic or the silicone races have access to XenoBiology Means that Xylology mission from the shipyards can't be used for the resource gather mission

Reply #37 Top

Quoting Jigarothu, reply 36

It's literally in every game, go change your race to synthetic.............................

I am playing with the grm mod and i have modded the ship parts and mission rewards as well as the globaldefs file to add more points

Whether it's a custom race or stock, it's not their....
End of Jigarothu's quote

I assume you are talking about the synthetic's  inability to colonize extreme worlds because of Extreme Colonization tech missing from their tech tree.

I tried with mods, without mods, with my custom synthetic race, with the Yor and the result is the exactly the  same.  The master tech file shows exactly why.  I am losing confidence in Stardock to be honest.  The state of Retribution at release was awful.  I'm willing to stick it out for the long haul, but the more casual player will probably move on.

Brad,  you seriously need to review your QA team.  They have made an otherwise great expansion less than it deserves to be.

 

Reply #38 Top

I think I found another bug, where I think the ”Xeno economics” research should be there is nothing it seems like there is a hole in the tech tree and unless I’m just stupid it seems as synthetic life are unable to use information oligarchy unless this is by design. This is the third government I use on my progression path. 

 

Also im ignorant of coding / programming / game design but if the governments colony limits were based off of total number of habitable planets I feel it would allow a smoother transition during the growth phase and not pigeonhole you into certain government types in larger maps sizes. 

 

I am having fun playing the newest expansion glad synthetic life is back to being mostly fixed. +1 to no extreme colonization and an inability for synthetic life to colonize aquatic, corrosive or frozen worlds. 

I feel like the resources on the maps are a lot lower than before coupled with the hammer taken to tourism has slowed me down considerably I use to just bulldoze my way to the top. I turned down the game from genius to normal while I get a feel for it but I wonder if I will be capable of zerging the game in the later stages it may force me to play the entire game instead of spending the last 100 turns yelling about not having enough legions to finish the AI before giving up the dream of a conquest victory and finishing another way.

 

i mean my murderous machines just tend to get impatient.

 

Thank you for reading

Reply #39 Top

In the meantime, you can take it as a trait on your custom race.  Just mod in an extra ability point since it's easy to do.

I believe you can also trade for it.

edit: for the extreme colonization

Reply #40 Top

I’ve never modded this game and I’m not sure how to do that although that would fix this.

 

Even doing this wouldn’t fix my ability to colonize corrosive worlds 

Reply #41 Top

Sorry for the problem, I can see what the problem is now, but I am still trying to figure out the best way to fix it. But we should be able to have it fixed in the next patch.

Reply #42 Top

No worries I’ll wait for my “friends” to colonize them and then acquire them.

 

Reply #43 Top

Also are consulates suppose to generate tourism income? I went from 117 a turn to 2922

Appears to only happen when the consulate is touching something else that has tourism income. Doesnt happen on a world without tourism. And doesn’t happen on a world with tourism unless the consulate is touching something that has tourism income.

Reply #44 Top

The recent patch notes mention “Fixed custom ship style sets having the wrong strategic icons”. 

I’m not sure if this is related but I’d like to highlight this issue in the ship designer.

 

Further details here:

https://forums.galciv3.com/492877/page/1/#3743923

 

Reply #45 Top

A friend and I just bought Retribution this morning and added it to our existing installation (base GC3 + Mercs + Snathi + Crusade + Terrans + Precursor + Mega Events + Treasures + Altarian + Intrique + Star Control and now plus Retribution).  Our first two attempts to start a new MP game (local lan) crashed.  We're uninstalling and reinstalling now.  Is there anything in the earlier DLC's that could be causing the problem?

Thanks,

pat----

Reply #46 Top

Quoting mormegil, reply 41

Sorry for the problem, I can see what the problem is now, but I am still trying to figure out the best way to fix it. But we should be able to have it fixed in the next patch.
End of mormegil's quote

Two thumbs up! :)

Reply #47 Top

Quoting ForgottenSlayer, reply 43

Also are consulates suppose to generate tourism income? I went from 117 a turn to 2922

Appears to only happen when the consulate is touching something else that has tourism income. Doesnt happen on a world without tourism. And doesn’t happen on a world with tourism unless the consulate is touching something that has tourism income.
End of ForgottenSlayer's quote

 

Technically, you don't have to have tourism researched, just do anything that gives a consulate a level bonus, like building 2 of them next to each other.

I'm thinking that they meant to add just 0.2% (1/5 of the value if you built a port of call or Import export center) not a full 2% (twice the value of the actual tourism improvement). 

I've modded it locally run with the .2% (value of .002) and that seems to be more reasonable. Working hard at stacking influence bonuses, I've got a consulate to 1.6% tourism, which doesn't feel OP.

 

I like the concept, I just think someone typoed it. The current default means that income from tourism far outweighs everything else.

Reply #48 Top

.2 seems fair. It is much more difficult to raise cash these days.

Reply #49 Top

I noticed the consulate thing as well.  Just build two of them next to each other and it's a ton of money.

Reply #50 Top

Not sure if this is a bug or a new "feature" but hovering my mouse over an anomaly no longer shows any information about what type of anomaly it is, nothing is shown at all now.

 

EDIT: Not sure what was happening but after restarting the game after posting here it restored the function... All seems to be good again. :digichet: