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Take to the Stars Episode Seven: Anastasia Xu

Published on Monday, September 18, 2017 By Tatiora In Offworld Dev Journals

Anastasia XuFrom the desk of Anastasia Xu
Heiress of the Asteroid Syndicate

Everyone comes to Mars with grandiose ideas. Booming businesses, second chances, a new life…

Me? I came to Mars because I was bored. 

Everyone always talks about how difficult it is to run a business. Frankly, I think they’re simply missing the ease of it. Hire competent people and demand that they do their jobs. You shouldn’t have to lift a finger to do anything once you get the pieces in place properly. Throwing a bunch of money at it doesn't hurt, either.

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GalCiv Journal: September 2017

Published on Sunday, September 17, 2017 By Frogboy In GalCiv III Dev Journals

The big GalCiv III v2.5 update went out.  Most people like it.  Not everyone of course (it breaks save games).  If you're liking it, you know the drill "Like and Subscribe" as they say on YouTube or in Steam's case, please leave a review.  Even if you've left a review in the past, you can delete your old one and leave a new one which will have the "Recent reviews" which matters a lot (a lot more than it should imo but hopefully Valve will update their algorithms in light of recent review abuse on Dota2 and other games).

Anyway...

Playing with the look and feel

image

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Exporting your space ships to share with others with Galactic Civilizations III

Published on Friday, September 15, 2017 By Draginol In GalCiv III Dev Journals

image

[..]

You may not have noticed this before but in the Ship Designer of Galactic Civilizations III you can take the ships you have designed (or downloaded) and export them as a .OBJ file.  This can be used by 3D printers but also on a cool site called Sketchfab.  It's super easy to set up.

Here are a couple I've already uploaded:

 Have fun!

p.s. Bonus one:

https://skfb.ly/6tIOy

 

Ashes of the Singularity: Escalation Free Juggernaut DLC and v2.5 Update Now Available

Published on Thursday, September 14, 2017 By Island Dog In Ashes of the Singularity News

Ashes of the Singularity: Escalation FREE Juggernaut DLC
Reveals Devastating New Warships

Plus, check out the v2.5 update with lots of gameplay and modding improvements! 

 

 

Free New Juggernauts DLC

PHC Agamemnon

Designed to annihilate swarms of enemy units and overrun defensive positions, the Agamemnon has the potential to hold territory against waves of enemies for long periods of time. With two rapid-firing laser batteries and tempest missile salvos, the Agamemnon can saturate a wide area with highly explosive shells. Advanced triple-barrel autocannons provide improved defense against air units, but take care when you deploy this ship - it lacks the armor piercing capabilities to be effective against other juggernauts or dreadnought destroyers.

 

Substrate Eye of Darkness

The ultimate manifestation of the Substrate's technological superiority, the Eye of Darkness is capable of rupturing the fabric of space and time to destabilize targets at the molecular level. Its full armor-piercing and high area-of-effect attacks make this warship devastating for ground targets. However, be alert: it is the only Juggernaut that lacks any anti-air weaponry, which means that a well-timed slew of bombers could take it down if you don't plan its accompanying army very carefully.

The FREE Juggernaut DLC is now available for download on Steam.

 


What's New in v2.5
For a complete list of updates, see the full changelog at the bottom of the post!

Modding Improvements
Even first time modders can now find units quickly and easily. Reference names have been updated to reflect the display names known to players.

Sight Range Rework
To create more possibilities for players for outmaneuvering and interacting with their opponents, every unit and structure in Escalation has received an increase in sight range. This adjustment allows for more scouting opportunities and advantageous disengages from battle.

  Frigate Speed Increase
A bonus has been added to movement speed in order to allow frigates to outmaneuver tougher cruiser armies and harass weakly defended areas more efficiently.

Balance Adjustments
Several units have been updated beyond movement speed. HP increases, cost adjustments, and projectile speeds are among some of the improvements made. In addition to the units, a few of the orbital abilities have been altered to improve efficiency.       


Ashes of the Singularity: Escalation is available on Steam or through Stardock.
For more information, visit www.ashesgame.com

 v2.5 Changelog:

Interface 

  • Updated "Controls" image from the in-game menu to reflect changes in previous updates and include hotkeys that weren't listed.

Maps 

  • Mizar Turinium requirements increased from 500 to 750
  • Seginus update: Additional pathways created out of the base to make the forward cutoffs less punishing.
  • New Map Size - Arena: Arena is a much smaller size than the Tiny maps. There are currently no Arena maps, but the option is now there for modders. 

Modding

We have addressed one of the biggest barriers to entry and frustration for modders. The internal reference names of many units, buildings, weapons, modules and other listings have been updated to display their current names. Previously many things were listed as old, outdated names that were incredibly confusing to navigate. For example, the Brute was listed internally as "PHC_T1_Skirmish" and the Radioactives Extractor was "PHC_DataCenter", but now their names are accurate such as "PHC_1_Brute." This affected not only modding, but also creating scenarios and spawning units in the unit spawner modding tool.

It's common for games to have outdated internal reference names such as these, as things get embedded within code and become time consuming to fix, but we didn't want to turn off potential first time modders because of little frustrations like these. We also tidied up some of our internal files by deleting unused items that didn't have any unique art assets, this will make it a bit easier for modders to find what they want.

  • Updated obsolete internal reference names to reflect their display names
  • Deleted unused units, buildings and modules that didn't have unique art assets

Gameplay

Sight Range & Radar Rework

Units and buildings in Ashes had very short sight range relative to their attack range and size, especially when compared to other RTS games. This created a number of problems:

  1. Units would often be targeted by enemies outside of their sight range. This looked very strange.
  2. It was too difficult to see incoming armies and disengagement before they were already within attack range, which was frustrating as players felt helpless to avoid getting their army wiped.
  3. Air units frequently fly outside the vision range of anti-air and other air units, which also looked odd and made anti-air less effective than it should be.
  4. It was too difficult to scout enemy tech, production or unit composition. 

As a result, we are making some changes to sight range and radar. Most units have their sight range doubled, some units increased more than others in order to adhere to a new standardised template:

  • Frigates: 400 - 800
  • Cruisers: 500/600 - 1000
  • Dreadnoughts: 700 -1400
  • Juggernauts: 1000 - 2000
  • Air Units: 500 - 1000
  • Recon Units: [Unit Type] + 200
  • Buildings: 150 - 1000
  • Extractors: 150 - 500
  • Every weapon can now target radar contacts

Since radar would be less important with more sight range, we are making every weapon capable of targeting radar contacts. Previously, only select weapons could, which was inconsistent and felt arbitrary. 

These are some pretty huge changes that will have many consequences, but we want to make the game more interactive and responsive between players and this is a crucial step in achieving that. One predictable result, is that air units will have an easier time looking for harassment opportunities such as undefended Engineers or buildings. As a result, we are making several changes to make air harassment weaker. We will be monitoring how the sight changes perform and making adjustments if necessary.

Engineer and Constructor 

Engineers were very expensive at 300 Metal. This created a number of problems:

  1. Losing Engineers was overly punishing and frustrating, which made air harassment too dominant.
  2. Difficulty to spend excess Radioactives on Quantum Relays or Amplifiers when you first need to build a Metal expensive Engineer.
  3. Using Engineers to boost production was inefficient due to the cost of Engineers, which is required with the Dread/Juggernaut build time increase.

To address this, we are lowering the Metal cost of Engineers and Constructors. This extra Metal at the players disposal will create more room in the early game for a diversity of openers. We are aware this makes the Call Engineer & Avatar Orbitals less valuable, we are looking into ways of reworking these abilities.

  • Metal cost reduced from 300 to 200

Extractors
Extractors were too fragile at only 350 health. This allowed air units to snipe Extractors even when defended by anti-air, making air control too important. We Extractors to be easier to protect and to encourage players to also look for harassment opportunities on different types of infrastructure such as tech buildings, Quantum Relays and production structures.

  • Extractor health increased from 350 to 500.

Balance

Hermes

The Hermes lacked a purpose given the Pan scout plane was available from the Nexus. Given the sight changes which would make the Hermes even less useful relative to other units, we are adjusting the Hermes to fill another role to fill. It's getting a damage output increase and slight attack range bonus in exchange for a health reduction to be useful for scouting out the enemies positions and attacking undefeated assets. It was also odd that it almost had the same amount of health as the tough Brute.

Substrate have the fast Martyr for harassment, so it was unfair that PHC had no equivalent. However, the Hermes will still be weak in an upfront fight due to little health and lower DPS than combat units; the Hermes should use its fast mobility and sight range to avoid encounters.

  • Accuracy increased from 50 to 100
  • Attack range increased from 350 to 400
  • Health reduced from 120 to 100

Brute 

The PHC frigates were much slower than the Substrate counter part and almost the same speed as the cruisers. We want to further solidify frigates as a class of units faster than cruisers, to allow for outmanoeuvring the tougher cruiser armies and harassing weakly defended areas. We want to give more flexibility for players to field different types of unit compositions that enable different strategies and play styles.Substrate frigates still retain a slight speed advantage, apart from the Hermes, to compensate for being slightly weaker in a direct fight. 

  • Movement speed increased from 100 to 110

Archer 

The slow projectile speed of the Archer often results in overkill when using them in large numbers. We are increasing the projectile speed to reduce overkill and to better convey the Archer's high damage output.

  • Movement speed increased from 90 to 100
  • Projectile speed increased from 220 to 320

Artemis

The anti-building and anti-unit attacks previously had different ranges, this meant the rockets were often not firing when the Artemis was positioned at its preferred attack range.

  • Rocket Barrage attack range increased from 1000 to 1400

Assembly

Despite the changes in 2.4, Substrate still have an edge over PHC in the early game map control and capping due to the effectiveness and speed of the Martyr, shields, and the ability to invest in multiple Assemblies for frigate armies but then still be able to easily transition into Cruiser. Due to the Constructor cost decrease, Substrate can now afford to pay more for the Assembly, putting its Metal cost in line with the Armory. Increasing the cost of the Assembly now gives PHC the option to invest in more Factories without falling behind when transitioning to cruisers.

  • Metal cost increased from 160 to 240

 Sensor Tower & Listening Post

Since radar is going to be less useful with the sight range increases, we are increasing the radar range provided by the Sensor Tower & Listening Post.

  • Radar range increased from 1800 to 3000

Sky Cleanser

The SkyCleanser was too slow for a frigate, especially when compared to the Drone Hive which also provides a mobile AA role for Substrate. Increasing its mobility will give it an easier time chasing down air units.

  • Movement speed increased from 95 to 110

Falcon & Starburst

In order to make air control less important, we are improving the health of some of the air defense. Previously multiple gunships were able to overwhelm the Falcon and Starburst a little too easily.

  • Total health/shields increased from 3500 to 4000

Air Eliminator

The Air Eliminator unintentionally had less health than the Sky Ender. We want to make it more durable so it is more resilient to heavy air units. Removing its Weapons Lab requirements makes it more accessible to field against air harassment.

  • Health increased from 5000 to 7000
  • No longer requires Weapons Lab

Base Defense Build Time Increase 

Previously it was too easy to rush an Engineer out to build early defenses on a critical cutoff through the map before players would have the opportunity to scout and prevent it, slowing down and staging the game. Especially now as Engineers cost less, we want to make it more difficult to aggressively rush defenses out on chokepoints, as opposed to using them to secure territory and infrastructure. 

  • Annihilator build time increased from 30 to 35
  • Heavy Annihilator build time increased from 40 to 45
  • Pulverizer build time increased from 65 to 70
  • Smarty build time increased from 25 to 28
  • Sentinel build time increased from 60 to 65

Smarty System

The Smarty was under performing against frigates because its slow projectile speed would often result in firing a second volley at a target before the first one had connected, resulting in huge overkill from every second volley being wasted. For comparison, the Substrate Annihilator has instant projectile speed, making it far more efficient against frigates, especially in groups. We are increasing the projectile speed of the Smarty and the Barrager to prevent overkill, also because the faster projectile speed looks cooler.

  • Projectile speed increased from 200 to 300

Barrager

The Barrager is getting more projectile speed than the Smarty to convey it is more powerful and because the attack range is longer so the projectile has to travel further. 

  • Projectile speed increased from 200 to 400

Air Rampager

The Rampager was over performing for harassment.

  • Total health/shields reduced from 2000 to 1800

Strategic Bomber & Air Harbinger

The heavy air units are getting a cost increase to compensate for the extra strength they will have with the extended sight range. 

  • Metal cost increased from 1000 to 1200
  • Radioactives cost increased from 1200 to 1400

Juggernauts Logistics Costs

The Juggernauts are incredibly logistics efficient compared to dreadnoughts. This was deliberate, as they also cost lots of Quanta, but being so logistics efficient felt weird. We are increasing logistics cost of juggernauts, though they will still be very logistics cheap due to their Quanta cost. 

  • Agamemnon and Queen cost 250 Logistics
  • Leonidas costs 275 Logistics
  • Eye costs 300 Logistic

Leonidas

The massive 60,000 health pool on the Leonidas meant restoring a damaged Leonidas took an incredibly long time, having to build Medics, get them in position and then slowly heal. The Leonidas, Agamemnon and Eye Of Darkness will all receive regenerating health. The rate of regeneration will be much slower than the shield regeneration on the SS Juggernauts, especially the Queen which has the Shield Regenerator and Repair Drones. The Leonidas will also be more useful since it is a counter to both the Queen and Eye of Darkness, where as the Queen is now countered by both PHC Juggs. As a result, the Leonidas is receiving a small cost increase.

  • Now regenerates 10 health per second.
  • Cost increased from 18000/6000/1000 to 20000/6500/1050

Nano Transport

Previously the PHC Charon was allowing units to be reinforced when orbital jamming was present, but not Substrate's Nano-Transport. This was often mistaken for a bug. 

  • Nano-transport reinforcements will no longer be blocked by orbital jamming. Only the initial cast can be blocked.

Orbital Strike 

The "Nuke" abilities were in a weird place; they were undodgeable making them incredibly powerful against armies without orbital jamming, yet they ramped up in price so quickly that only a small number of casts were used before the price was too high and no longer viable to use in favour of Quantum Upgrades or other orbitals. Antimatter Detonation suffered from the anti-climatic dissonance of the gorgeous effect and animation which then only did 2500 damage, to compensate for its near instant cast time. 

To make these abilities have a more consistent performance, we are reducing the rate of which they ramp up in cost in exchange for a delay increase. The additional delay grants opponents more time to escape from the blast radius, which then creates the need for more consideration with the placement of the ability. 15 seconds may sound like a lot, but the in-game timer is faster and it's generally only enough time for frigates to escape unless units are near the edges of the blast radius. 

  • Delay increased from 10 seconds to 15
  • Additional Quanta per cast reduced from +0.5x to 0.25

Antimatter Detonation

Detonation is receiving 1000 more damage over Orbital Strike to compensate for its smaller AOE. 

  • Delay increased from 3 seconds to 15
  • Damage increased from 2500 to 6000
  • Additional Quanta per cast reduced from +0.5x to 0.25

Bugfixes

  • Fixed a formatting error on one of the Savager upgrades
  • Fixed an inconsistent button layout in the Save Game menu and when exiting from an on observer/replay.
  • Fixed an issue where Escalation Alnilam and Assault Scenario were not ending when the players Nexus was destroyed.
  • Fixed flickering Radioactives Deposits on Assault Scenario
  • Fixed a bug where the UI would suggest the Nexus is selected, but nothing will be build able from it. Units can now be built from the Nexus when "nothing" is selected.
  • Orbital Jam no longer leaves its effect for longer than the duration of the ability.
  • Fixed a bug with the Athena's targeting priorities
  • Fixed bug when loading observer match, Save/load observed games now re-enabled. 
  • Allowed all texture quality options when running DX11
  • Fixed a bug where AI and all players were showing the Legendary badge 

Ashes of the Singularity: Escalation Free Juggernaut DLC and v2.5 Update Now Available

Published on Thursday, September 14, 2017 By Island Dog In Press Releases (Ashes of the Singularity)

The free Juggernaut DLC provides new Juggernaut warships for both the PHC and the Substrate, each with unique and devastating abilities. The v2.5 update that accompanies it contains plenty of gameplay and modding improvements, which you can read about in full detail here.

Enormous v2.5 Update for Galactic Civilizations III and Crusade Expansion Releases Today

Published on Tuesday, September 12, 2017 By Island Dog In GalCiv III News

Enjoy Vast Improvements with this Major Engine Update for
Galactic Civilizations III and Crusade!
 

For a detailed list of updates, view the changelog at the bottom of this post and
check out the two part dev journals (Part 1 and Part 2) from CEO Brad Wardell.

 

Improved UI
The AI is now stronger, better, smarter, faster! It is now especially adept at fleet building and management.

Better Game Balance
Player feedback is the cornerstone of many of our updates. In an effort to continue to make the game more fun, we've re-balanced how population works, adjusted the costs of improvements, improved some ship components, and more.

Faster Turn Times
For players who love enormous maps with lots of action, the sheer amount of ships on the screen and in the game could cause some major wait-time on turns. We've made adjustments so that the turn times are faster, even when the galaxy is crowded with lots of ships.

Increased Performance
As we continue to work on our engine, frame rate and memory useage should improve. We want to make sure that the game runs smoothly for everyone and have made lots of efforts toward that.

UI Adjustments
To make the game easier to navigate, Crusade's summary tab has been added on the right (but sorry, you still don't get citizens!). The tech tree, planet screens, ship screens, and govern screens have been adjusted for a better experience as well. To top it all off, we've added the "word on the street" feature from Crusade so that you can keep tabs on how your people are feeling!

Performance Enhancements
Something that doesn't show well in screen captures is performance. We moved over the AI system in the base game to a core-neutral engine, like what we've done with Crusade.

Economic Changes
Galactic resources now accumulate in the base game, just like they do in Crusade! We think this makes for a better experience overall.

AI Improvements
We've done a lot to the AI in order to improve it for the base game. The most noteable change is the Diplomacy system - we've ported over what's in Crusade to help the AI factions make more informed decisions about trade offers. We've also included the trade bar! In addition, trades, planetary management, and other AI improvements that we made in Crusade have been ported over into the base game.

New UI Updated Economic System Improved Fleet Management
New UI Updated Economic System Improved AI Fleet Management

 

Updated Diplomacy System Improved Map Generator
Updated Diplomacy System Improved Map Generator

 

Don't have Galactic Civilizations III? Get it now on Steam or at Stardock!

Owners, the v2.5 update is ready and waiting for you in your Steam client. 
If you haven't already joined the Crusade, the expansion is available on Steam or at Stardock.

www.galciv3.com | www.galciv3.com/crusade

 

v2.5 Changelog

Important

Save games from earlier versions of the Galactic Civilizations III will not be supported.  Yet, the previous 2.33 build available is a "beta" on steam as "Galactic Civilizations III Classic"

 

Consolidation Detailed Changes

  • Merged Crusade and "base" game code.  There is now only one exe for both products.  Most fixes and improvements will be shared between both games.  

  • The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.

  • Base game players continue to have following:

    • Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy.  Note that we've removed coercion from the game

    • Invasion system 1.0

    • Minor Civilizations 1.0

    • Administration points are tied to galaxy size rather than citizens.

  • Base Game changes from Crusade

    • Crusade and Base game now share a common UI base.  Aside from elements tied to version specific features, the UI looks identical between the two versions.  For base players, this means a cleaner and more functional UI.  

    • Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.  

    • Starbases are now upgraded using resources, not constructors.  

    • Updated the diplomacy screen window.

    • Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.

    • Cities/ Food -- you now use food (a resource) to build cities, which determine your colony's population cap.  Food can be traded, just like any other resource.

    • Added "word on the street" -- quick feedback on the status of your planet.

    • Merged down some of the alerts from Crusade

  • Crusade specific elements of civ builder are disabled in base game mode.

    • Race Type and Starting Fleet are hidden outside of Crusade

    • Citizen portraits/names buttons hidden outside of Crusade

    • Flavor Text portion replaced with customizing startup screen outside of Crusade

    • Disabled Fleets tab outside of Crusade

    • Missions

  • Ship designer is now on the main menu

  • Moved game text down to base data files.  This will make future changes much easier.

  • Merged many asset files (music, sounds, special fx)

  • Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.  

  • Removed a lot of redundant game data from Crusade and the base game.

  • Updated the base ship design files to use their Crusade versions (which look nicer).  

  • Updated Ship class defs and ship style set defs so that there is only one ship class defs file and the defs say which uses them.

  • Made substantial improvements to the DLC data system that improves stability and speed.

  • Use "-DisableDLC "Crusade" to disable Crusade.  

  • Moved custom data templates to the base game folder and renamed the files to be a little clearer. Changed the Conversation System to use the new location. (Modders!  This might affect you).

  • Moved all the schema from Crusade down into the base schema folder. (Modders!  This will very likely affect you).  

 

Base Game Improvements

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.

  • Every unit of population now produces 1 raw production point.

  • Eager bonus reduced from 1 per conquered planet to 0.25

  • Rush cost multiplier increased from 10X to 20X

  • Coercion penalty eliminated

  • Base population growth reduced from 0.2 to 0.1

  • Tech inflation increased from 0.01 to 0.02

  • Asteroid base cost reduced from 500 to 100

  • Base colony production points reduced from 5 to 1

  • Capital world population cap reduced from 10 to 5

  • Default colony population cap reduced from 5 to 3

  • New Improvement: Space Elevator

  • New Improvement: Computer Core

  • New Improvement: City (consumes food to provide population)

  • New Improvement: Administration Center (build to get more administrators, consumes food)

  • General re-balance to planetary improvements to go with the new population model

  • Improvements changed to support the new differentiation between military manufacturing and social manufacturing

  • Various improvements are now set as indestructible to eliminate various cheese strategies

  • Yor can increase population easier but it now costs a Durantium to do it.

  • Improvement maint. generally reduced

  • Eliminated Colonial Hospital Improvement.

  • General balance update of improvements to deal with the new resource system.

  • Economic Stimulus now doubles planet's economy rather than provide a 5% bonus

  • Research Project doubles planet's research.

  • Cultural Festival doubles planet's influence production.

  • Birthing subsidies double planet's birth rate.

  • Planet features (Cataract, etc.) updated to support new social/military manufacturing system.

  • Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.

  • General reduction of maint costs for weapons

  • Updated balance of weapons based on feedback

  • Hull costs increased to deal with inchard coded50 to 50

  • Shipyard cost reduced

  • Starbase defenses reduced from 10 to 5

  • Influence starbase modules greatly increased in power.

 

UI

  • The Production Wheel now dynamically resizes to its parent window

  • Removed an ancient camera control window that no longer used.

  • Updated the Title Window to work with both Crusade and Mercenaries.

  • Fixed title of Load Transport Popup Window

  • Removed text for obsolete ships that weren't being used.

  • Reduced AI bonuses at higher difficulty levels since the AI itself is now much smarter.

  • Added special popup message if the player tries to load an older save game

  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

 

Bugs

  • Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.

  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.

  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  

  • Fixed potential crash in movement phase from trying to using a null pointer.

  • AI won't send colony ships off the map when intentionally missing a distant planet

  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.

  • Fixed a GWG bug where the base game administrators didn't show up on the first turn

  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left

  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)

  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  

  • Updated the Title Window to work with both Crusade and Mercenaries.

  • Fixed issue where Administration tooltip wasn't showing correct available administrators number in base game mode

  • Fixed issue where "Report" button on ship context window did not actually bring up the faction report screen

  • Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0

  • made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not

  • Fixed issue where when you purchased a mercenary, the rest of the entries would no longer display their resource cost (you were still prevented from buying the merc, but it gave the illusion that all mercs lost their resource cost)

  • On the ship context window, the "Report" button is now disabled for special players (like the Dread Lords)

  • Added error code for transport having no population

  • Re-implemented the error for "Not Enough Administrators" as it was sometimes not showing up at the right time.

  • Added stability to the Influence Border System

  • Fixed issue where the AI could set a ship's destination to a negative y value

  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black

  • Added new material def for rally points (all rally points now use this material instead of the faction materials)

  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases

  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor

  • Message box errors on invalid starbases and civs are hidden unless it's running Crusade mode.

  • Added null check to prevent crash when mousing over a fleet in the map editor

  • Fleets are now named using the owning faction's full name, instead of the short name

  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)

  • Fixed MP data loading to better handle mismatched DLC.

  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc

  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required

 

DLC 4 (Precursor Worlds)

  • Production point bonus from one of the events reduced from 4 to 3

  • Production point bonus from Precursor exploitation reduced from 30 to 3

  • There's a bunch of the above. Insta-win if you got one of these.

 

Expansion 1 (Mercenaries)

  •  Mercenary costs increased substantially
  • Mercenary ships that cost resources cost when you buy them rather than per turn

  • Mercenary tag added to the mercenarydefs.xml

 

Crusade

Gameplay

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.

  • Population to raw production now 1 to 1.

  • Starting capital world population reduced from 10 to 5

  • New improvement: Administration Center.  Provides an Administration point

  • Basic laser renamed Enhanced laser as it requires Elerium

  • Starbase default defenses nerfed somewhat

  • Starting credits increased from 2500 to 3000

  • Rush cost multiplier reduced from 25 to 20

  • Tech inflation added. Now to the 1.02 power.

  • Governors more friendly to synthetic populations

  • General balance pass on planetary improvements to go with the new population model

  • Unique planetary improvements can no longer be destroyed

  • Planetary Invasion is now in the Age of Expansion (arrives earlier)

  • Various tweaks to planet features for better pacing

  • Slight reduction in cost for civilian ship components

  • Substantial increase in the cost for military ship components

  • Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases

  • General balance pass on weapon values based on feedback

  • Shipyard HP increased from 25 to 50

  • Tweaking to various planetary resources to improve pacing.

  • Calculation of player objects moved out of update AI to improve multi-core stability

  • Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya bastards!)

  • AI more risk taking with its colony ships

  • AI now has its own fleet formation function to avoid ships not becoming fleets (safe)

  • Fixed bug that would prevent transports from finding a destination in some cases

  • AI much better about saving up its resources to use with ships

  • AI much MUCH better at building up its planets, using farms, building cities, etc.

  • Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.

  • AI will replace existing weaker improvements with superior improvements late game.

  • AI much more careful about rushing improvements and ships to keep a decent bank balance so that it can better build up asteroids, hire mercenaries, etc.

  • AI functionality to determine tiles it should replace with newer improvements.

  • AI better at fleet handling.

  • Fixed bug where the AI didn't always recognize the human was trying to culture flip their Planet

  • Default players per map size updated:

    • Tiny: 3 to 2

    • Small: 4 to 3

    • Medium: 8 to 6

    • Large: 12 to 8

    • Huge: 16 to 12

    • Gigantic: 20 to 16

    • Excessive: 30 to 32

  • Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).  

 

UI

  • Removed an ancient camera control window that no longer used.

  • Updated the Title Window to work with both Crusade and Mercenaries.

  • Removed text for obsolete ships that weren't being used.

  • Made the Administration Center precluded by synthetic and silicon based life for Crusade

  • Base game now has the same (substantially lower) ship maintenance values as Crusade.  

  • Added special popup message if the player tries to load an older save game

  • Fixed display bug where the base administration displayed in the resource log tooltip wasn't matching the stat

 

Bugs

  • Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.

  • Major fix/improvement to turn times and stuck turn issue: Only battles on screen and zoomed in will be played out OR if it involves the player.

  • Fixed issue where AI would destroy improvements that were indestructible.

  • Fixed bug where the approval would get stuck at 100% if certain events triggered

  • fixed Recruit Entrepreneur description text to not say it's recruiting a Scientist

  • Various null pointer crash fixes.

  • Added stability to the Influence Border System

  • Fixed issue where the AI could set a ship's destination to a negative y value

  • Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black

  • Added new material def for rally points (all rally points now use this material instead of the faction materials)

  • Fixed issue where resource log was showing "shipyards" instead of "starbases" in base game for administrators used by starbases

  • Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor

  • Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left

  • United Planets actions are now handled by the host (adds stability, and prevents checksum error)

  • If you defy the UP and then go into a "new game", the Defy button will no longer be disabled until you restart GC3.  

  • Made the "can't build near starbase" constructor error message use the global defs distance instead of hard coded distance.

  • Added ghosting to data compiler so that the game does not appear to be hung when starting up.  

  • Fixed potential crash in movement phase from trying to using a null pointer.

  • AI won't send colony ships off the map when intentionally missing a distant planet

  • Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.

  • Added null check to prevent crash when mousing over a fleet in the map editor

  • Fleets are now named using the owning faction's full name, instead of the short name

  • Added build version check between client and host when inviting to an MP lobby (player is now restricted from joining lobbies that have a different build version by invite to match behavior in lobby list)

  • Added Rally point material to Crusade material defs to so they don't sometimes disappear.  

  •  Fixed MP data loading to better handle mismatched DLC.
  • Fixed display bug in mercenary window where it wouldn't properly disable mercenary entries if the player couldn't afford only the credits cost of the merc

  • Fixed issue where mercenaries could be bought by a player when they didn't have enough credits, as long as they had enough of the remaining resources required

Enormous v2.5 Update for Galactic Civilizations III and Crusade Expansion Releases Today

Published on Tuesday, September 12, 2017 By Island Dog In Press Releases (GalCiv III)

The v2.5 update for Galactic Civilizations III and the Crusade expansion is here! This update focuses on modifying the base game by strengthening parts of it with elements from Crusade while also improving performance overall. Crusade is also benefiting from balance adjustments, smarter AI, and increased performance. For more information, visit here.

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