Galactic Civilizations III v4.52 Changelog

*** RELEASED ***

Fixes

  • Typo fixes
  • Fixed a hang going into the diplomacy screen
  • Crusade: Fixed the Promethion cost on the Industrial Replicator improvement
  • Crusade: Fixed the Spice cost on the Dream Conclave improvement
  • Fixed an issue in the Altarian Prophecy campaign where dialog options weren't providing the correct ideology points.

Balance

  • Retribution: Add a +1% per level research bonus to the Information Processor improvement
  • Crusade: Reduced the Information Processor base research bonus from 5% to 2%
  • Switched Silicon Cities to a % level up pop bonus
  • Switched Synthetic cities to a % level up pop bonus
31,773 views 6 replies
Reply #1 Top

Sounds good. Any chance of a fix to custom races not getting the starting bonus scouts, or are these left out for balance reasons? It's not something easy to mod in for personal preference, given the .faction file format.

 

Thank you.

Reply #2 Top

Quoting pandreor, reply 1

Sounds good. Any chance of a fix to custom races not getting the starting bonus scouts, or are these left out for balance reasons? It's not something easy to mod in for personal preference, given the .faction file format.

Thank you.

Yes, I've been trying to figure out a good way to do it that doesn't require redoing all the starting ships setups. Im still noodling on it.

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Reply #3 Top

Quoting DerekPaxton, reply 2


Quoting pandreor,

Sounds good. Any chance of a fix to custom races not getting the starting bonus scouts, or are these left out for balance reasons? It's not something easy to mod in for personal preference, given the .faction file format.

Thank you.



Yes, I've been trying to figure out a good way to do it that doesn't require redoing all the starting ships setups. Im still noodling on it.

 

Good luck to you! GalCiv3 seems to have somewhat cumbersome design under the hood.. I hope that maintaining/updating GC4 and onward will be more straightforward for the team.

 

Probably too late to implement something drastic like this, but I had a thought - what if the starting ships weren't categorized directly under the faction data, but under abilities, and all players (default or custom) had three abilities instead of two (one perhaps being locked to providing the starting ship-set). I would think it possible, since abilities like "Angry" and "Inventive" are already able to give race-blind ships of a particular class. Then future balance changes would be as simple as adjusting which ships are given by the ability, and it would be an editable xml for modders, unlike custom faction files.

Reply #5 Top

Any chance you will either fix or remove the following achievements which are not currently tracking? (This is a longstanding problem).

 

New Recruit

Space Emperor

Honorary Stardockian

 

This issue has been raised numerous times but we aren't hearing back from Stardock. It should be very easy to fix (or at least remove the achievements).

Thanks.

Reply #6 Top

Hmm.  Might even get Tech trading Fixed soon.     Stop races trading for tech's they cant use.