GalCiv 1.11 Stuff

We finally got our server transferred over from Atlanta to California.  But we're having problems with Stardock Central synchronizing files with remote files.

What that means in a nutshell is if we upated GalCiv right now, it would think that you'd need to download every file because it woudl think every file was updated (stupid Windows time stamp issue! Grr).

So what is in 1.11? Well, I think there will be quite a bit of reaction about this and we may need to do some tweaks about here's what's in 1.11:

+ The 1ip bug is fixed

+ Minor races, depending on intelligence, will now expand a bit into the galaxy.

+ Aliens will now resist trade deals that have them paying significant amoutns of money per turn or when they are in deficit spending.

+ Aliens will now "quick talk" to you when you put in trade items. Before, you would just see that a seemingly good deal isn't being accepted. Now, we're moving towards the aliens actually saying why they won't go for that specifically.

+ A general code cleanup to improve performance

+ Destabilizating has diminishing returns after a point so it isn't so overwhelmingly.

+ Here's the controveral ones: Starbases now must be greater than 3 parsecs (spaces) away from one another for navigational reasons with the exception of starbases on resources (you can build a starbase on a resource at all times).

That has a lot of benefits. First, it visually looks nicer. Two, it limits the # of starbases in a sector without having some arbitrary limit (i.e. it makes sense that you would require a distance betweeen starbase for hyperspace navigational reasons to a degree). It cleans up path finding which will make late game turns faster.

+ AI difficulty DECREASED. Because of all these changes, the AI should be much harder to beat in theory so the AI difficulty has been tweaked. Particularly, Genius level is now somewhat easier.  The highest one is still super nasty though (forgot what it's called).

So we'll definitely see some gameplay changes here. We may do a 1.11A late next week based on feedback.

Now, I realize that the starbase distancing may make it more difficult but hopefully people can seperate their desire for higher metaverse scores from more fun game play.

That said, we also upped the scoring so that now the AI's intelligence is now squared (it was to the 1.9th power before). So scores should be substantially higher.

3,815 views 81 replies
Reply #1 Top
First off
Thank you Frogboy and staff.
Second it sounds like the game might be a little tougher for some and a little easier for others.
I think most of the changes noted above will appeal to all.I particularly like the starbase change and the minors expanding out alittle to help with their survival.

Can't wait to download newest patch!!
Reply #2 Top
Sound great. can hardly wait. i know im being annoying but any ideas as to time span for new d/l availability.
great game have been playing it solidly for a week now :)
Reply #3 Top
Oh, brilliant. Limiting the Star-base amount is so needed, too many people used it to bend the game in so many ways. In fact, one star-base per three spaces may even be too frequent... regardless, certainly a step in the right direction. Well done!
Reply #4 Top
I would have gone with a few more spaces in the starbases, five or six, but maybe this will work out well. I can't wait until its ready.

~SDC~
Reply #5 Top
I think this: "Here's the controveral ones: Starbases now must be greater than 3 parsecs (spaces) away from one another for navigational reasons with the exception of starbases on resources (you can build a starbase on a resource at all times)." is an EXCELLENT move. Thank you for the update and I really like what you're doing with this update, however you should not decrease the AI difficulty.
Reply #6 Top
In 1.12 (November) we plan to update it further with the AI being able to more effectively defend its planets than it currently does.
Reply #8 Top
I am almost in tears, I am so excited!!
Reply #9 Top
This is Brillant News!

Hopefully my good friends the Torians will continue to protect me each game ;) now that the 1ip is gone.

~SDC~
Reply #10 Top
All the changes sound good, especially the fix for the 1 IP bug.

I would actually support greater distances between starbases. You can still load quite a number of starbases in one sector with a 3 parsecs requirement. Maybe 5 parsecs would be better.

The 1.12 change to improve the defense of AI planets is also a necessary one.

If scores are to be increased, don't forget to adjust the 60k cap.

~SDC~
Reply #11 Top
Great news Frogboy!
Just about every item sounds great to me (except for difficulty since I only play incredible ai's now).
Can't wait... :b
Reply #12 Top
2 things -:
What is the 1 IP bug?

Several players (including myself) can no longer submit games successfully using 1.10A. I get the error status 0 screen but no score shows up. This happens on 2 pc's one with Mods, one without any mods.
Since its not just me, this needs fixed soon.
Reply #13 Top
hopefully people can seperate their desire for higher metaverse scores from more fun game play.
End of quote


LOL (sorry, couldn't help myself)

Fixing the 1IP bug is appropriate, but can I just offer something to think about? The problem is the COST of influencing the AIs, rather than the process. I feel you SHOULD be able to barter influence and in a sense "talk" the AI into doing something for you - it should just cost more than 1 IP. I see the game as having an 'influence economy' in the same way it has a cash economy. Perhaps you offer 250 IP to maintain the AIs current attitude towards you, and 500 IP to improve it by one level, or something like that. Otherwise, what purpose is there in having influence points in the game? This fits in nicely with the AIs being better traders and dealers - the whole influence economy becomes very important at maso where you CANT get a cash economy going at all as the AIs refuse all deals for money.

Anyway - congrats on your continued evolution of the game and the ongoing support offered. :CONGRAT:
Reply #14 Top
What is the 1 IP bug?
End of quote


It's the ability to improve diplomatic relations with the AI through offering 1 influence point as tribute. This has to be done in conjunction with a much superior diplomacy ability.

~SDC~
Reply #15 Top
I feel you SHOULD be able to barter influence and in a sense "talk" the AI into doing something for you
End of quote


I like the idea too, your influencing them... or your giving them support in the next UP council meeting.
The cost would have to be expensive I guess, maybe losing effect per level increase (ie spend more) and becoming useless at friendly, because well friends just do that or are expected to anyway.

~SDC~
Reply #16 Top
I like the idea of the 3-parsec requirement for starbases. What I find a bit disappointing is the need for exceptions : starbases on ressources for example. And what about terror stars and foreign starbases ?

I am currently thinking of a very radical change for starbases. IMHO each type of starbase module having a sector-wide effect should be restricted to ONE (or two...) per sector. If two starbases in the same sector have one common module (i.e. Party Palace), only one is active, the other one has no effect at all.
Reply #17 Top
When 1.11 would be available for download, I just check stardock and nothing.
Reply #19 Top

This is about building starbases. Terror stars can move into sectors just fine.

I am also a big believer that you should be able to pump up your stuff through overlapping effects.

Eventually there will be a logistics ability which will limit the number of starbases you can build dramatically.

My only gripe with logistics is that I don'tike the idea of having to destroy star bases and build them somewhere else. I find that tedious. 

Reply #20 Top
The one thing about the 1 IP "fix" that I hope to find is that it's become a relative thing. Setting hard levels like 250 or 500 or whatever seems less effective than an arrangement such as requiring you to give 2% or 5%. Especially since in a gigantic universe I'll have 500,000 IPs to go around, and in a tiny I might be lucky to have 1,500.
Reply #21 Top
citahellion - thinking more about it, you're right; a percentage 'tribute' to keep the AIs onside might be more realistic than a hard number. I would also agree with Stydracos that it should become useless at higher levels - this kind of influence is to keep the AIs from crushing you, not get from friendly to close.
Reply #22 Top
Any idea about when the 1.11 patch would be release?????
Reply #23 Top
My only gripe with logistics is that I don'tike the idea of having to destroy star bases and build them somewhere else. I find that tedious.
End of quote


That and the fact of giving useless starbases to the ai in order to prevent them from building more.
Reply #24 Top
I think terror stars are unbalanced. The AIs don't really know how to use them nor defend against a terror star alpha strike.

I would like to suggest that any race that builds them should incur a serious diplomatic penalty with all other races. Those who use them should also be severely penalised both diplomatically and also in terms of morality.

In addition, I would suggest that terror stars can only be built next to a colonized system (or at least in the sector with the colonized system) with an advanced shipyard social improvement. It's currently too easy to send a fleet of constructors right next to an enemy system and take it out in no time.

~SDC~
Reply #25 Top
Can 1.11 be applied to current games, using the 1.10A.073 version, without causing problems or will a restart be required? Thanks.