Dev Stream (Friday, August 21st) at 3pm EDT, Noon Pacific

Galactic Civilizaions III - Vertical

The next Galactic Civilizations III dev livestream will be today at 3pm EDT. Lead Designer Paul Boyer will be playing the latest build and answering players questions.

Come on over to our Stardock Twitch channel and join us for our live broadcast at 3pm EDT!

After the live broadcast today, we’ll post the replay on our YouTube channel so you can catch up on the latest episodes.

Update: Replay is on YouTube.

30,531 views 22 replies
Reply #1 Top

Yay!  :rofl:   I've missed these. Looking forward to the youtube version as Twitch just seems too buggy for my IP to make it worth sitting through if it even plays...

Reply #2 Top

Can you tell us what plans you have for 1.3 patch?

are ther any plans to update the map editor

Reply #3 Top

Suggestion: Instead of just fielding questions, it would be interesting to hear a more focused discussion on a particular topic. Ideas: what is planned for the next build(s), modding, future design ideas, current problems or obstacles, etc.

Reply #4 Top

Greetings Stardock,

 

Post 1.3, will there be a patch that is solely dedicated to ai behavior (such at planning war and better planet specialization)?

Reply #5 Top

I was chating with Omnibus about some things we though was needed here part of the list.

 

Save ships to Factions. Is there any plans to have your ships saved to a faction as a group insted of scrolling threw every other ship to find the faction ship you are looking for???

 

In the Ship Designer, Can you move DELETE part in the Parts Editor away from the OFFSET tab. Nothing worse than hitting the delete after a few minutes of resizing a part to fit and wanting to move it only to hit that.!!!!!!

 

Colours Any plans for colours? at all? I would like to see a 3rd colour added just to mix it up a little more between factions and the option to select your own..Please for the love of god!!!! We need colours!!!!!

 

Oh and Bring back the camera angle!! 

 

In the desginer we can`t flip the ship up side down we need to be able to!!

 

starbases I have 350 of them,.... how many of each do I have startbases, shipyards, minning relics, or resources ect, ect, !!!

 

extra Tabs for in the desginer shipyars for favorite parts ships!!..... also in improvmenets  favorite tabs for or most used tab!!

 

Faction Ship saving!!

10:49 AM - Omnibus: yes, What I said in my list. Faction ships. The abi;ity to move ships to groups
10:49 AM - Omnibus: each group is a sub folder so it can have 700 ships in each before it starts cracking the shits

the shipyard does not like to have more then 700 ships in it`s list they stop showing up in the list. 

 

 

 

Reply #6 Top
  •  Is there any chance 1.3 will improve scout/add a "scout stars" type option to help w/ early micromanagement and ai colonization?  Right now "scout" works kinda like my roomba & just wobbles aimlessly through any nearvby FoW covered areas  the ship can reach
  • can you give modders any idea of what kinds of changes we can probably or maybe expect in 1.3 that would effect them (most importantly stuff like 1.2 doing things to the tech tree that made old mods need retooling to match), but anything is good
Reply #7 Top

The revenge is to scavenge. How poetic! ;)

 

Reply #8 Top

Seeing the replay still isn't posted on Youtube, anyone that watched it care to share the gist of the stream? Thanks.

Reply #9 Top

Quoting Avatar137, reply 8

Seeing the replay still isn't posted on Youtube, anyone that watched it care to share the gist of the stream? Thanks.

 

1.3 will include the option to allow the governor AI to run colonies for you, which will give bonuses but won't be as good as just using the wheel on a planet-by-planet basis (which suggests almost no-one will use governors seriously). The AI planet building management will be improved to make using governors less suicidally stupid. There's a couple of nice UI improvements for 1.3, but as far as I can tell none of the ones that anyone actually asked for.

 

1.4 will be an AI-heavy release, because having looked through the scripts Paul has finally noticed they suck.

 

The Snathi will be turned into a playable race complete with their own home system, tech tree etc. They look fun.

 

That's about everything useful.

Reply #10 Top

There's a couple of nice UI improvements for 1.3

Ship list shows fleets. Improved waypoints. More filters in lists. Small things, but nice.

Sadly, no solution to the starbase upgrade hell. On the bright side the reason given for that was they are revamping the starbase upgrade system entirely so takes some time.

Plus, did Paul say he'd look into the "non-moddable resources" (even though your question suffered from the "broken phone" effect...)? That would be good. Hoping to look forward to your resource-stream-economy-mods...

Reply #11 Top

Quoting Petri, reply 10

Plus, did Paul say he'd look into the "non-moddable resources" (even though your question suffered from the "broken phone" effect...)? That would be good. Hoping to look forward to your resource-stream-economy-mods...

 

No, he said he thought they were already moddable and that I should ask on the forums to see if anyone knows how. We know that they aren't, since they're in the schema, but they didn't respond when we pointed this out. Hence the bug report. I very much doubt there's any chance of them being made moddable, though; as TheCW says, it'd require a lot of work for something that won't have any noticeable impact on the base game at all.

Reply #12 Top

Quoting Petri, reply 10

Sadly, no solution to the starbase upgrade hell. On the bright side the reason given for that was they are revamping the starbase upgrade system entirely so takes some time.

 

This is already moddable in GalCiv3GlobalDefs.xml & ShipComponentDefs.xml


<GlobalTriggers>
<OnEvent>OnConstructStarbase</OnEvent>
<Lifetime>Instant</Lifetime>
<PerformAction>
<Action>AwardModulePoints</Action>
<ValueParam>4</ValueParam>
</PerformAction>
</GlobalTriggers>


<ShipComponent>
<InternalName>ConstructorModule</InternalName>
<DisplayName>ConstructorModule_Name</DisplayName>
<Description>ConstructorModule_Dec</Description>
<ArtDefine>Constructor_01</ArtDefine>
<Category>Modules</Category>
<Type>ConstructionModule</Type>
<PlacementType>Module</PlacementType>
<Stats>
<EffectType>Value</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>10</Value>
</Stats>
<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>108</Value>
</Stats>
<Stats>
<EffectType>SupportMass</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>45</Value>
</Stats>
<Stats>
<EffectType>CanConstruct</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>ModuleConstructionPointsCap</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>4</Value> 
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Ship</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.25</Value>
</Stats>
<Prerequ>
<Techs>
<Option>TechTree</Option>
</Techs>
</Prerequ>
</ShipComponent>

]Both bolded lines with a 4 were 1, the ManufacturingCost was 1/4 that & the tweak is already applied in my mod.  They mentioned that they wouldbe changing how starbase upgrades work down the line, so I wouldn't worry too much beyond the tweaks.

Reply #13 Top

Quoting naselus, reply 11


Quoting Petri Kokko,


Plus, did Paul say he'd look into the "non-moddable resources" (even though your question suffered from the "broken phone" effect...)? That would be good. Hoping to look forward to your resource-stream-economy-mods...



 

No, he said he thought they were already moddable and that I should ask on the forums to see if anyone knows how. We know that they aren't, since they're in the schema, but they didn't respond when we pointed this out. Hence the bug report. I very much doubt there's any chance of them being made moddable, though; as TheCW says, it'd require a lot of work for something that won't have any noticeable impact on the base game at all.

I was able to mod in another hull class by editing the schema during 1.1. It was a little buggy, so I abandoned it in favor of just creating a component that provided a negative mass. Maybe new resources could be added in via schema editing.

 

 

Reply #14 Top

Quoting ronnie76, reply 13

I was able to mod in another hull class by editing the schema during 1.1. It was a little buggy, so I abandoned it in favor of just creating a component that provided a negative mass. Maybe new resources could be added in via schema editing

 

Nah, it just crashes when generating the map. Plus, the schema cannot be edited via a mod folder - you have to overwrite the base game files, which is not a good idea.  

Reply #15 Top

Quoting naselus, reply 14


Quoting ronnie76,

I was able to mod in another hull class by editing the schema during 1.1. It was a little buggy, so I abandoned it in favor of just creating a component that provided a negative mass. Maybe new resources could be added in via schema editing




 

Nah, it just crashes when generating the map. Plus, the schema cannot be edited via a mod folder - you have to overwrite the base game files, which is not a good idea.  

 

Yeah, that's what I did. Probably why it was buggy. Reality is though, we'll eventually need to edit the base game folder if we are to ever see the full potential of this game.

Reply #16 Top

Quoting naselus, reply 9
The Snathi will be turned into a playable race complete with their own home system, tech tree etc. They look fun.

This will be 1.3 DLC, AIUI.  And technically it will be a separate faction of Snathi with the vanilla Snathi still around as a minor race.

In addition, there will be a Snathi Campaign where one plays as the Snathi and go an a rampage through the heavens.

Can't wait, personally. B)  

Reply #17 Top

Quoting Avatar137, reply 8

Seeing the replay still isn't posted on Youtube, anyone that watched it care to share the gist of the stream? Thanks.

BTW, until the YT replay is posted, the Twitch Stream:

http://www.twitch.tv/stardock/v/12075112

http://www.twitch.tv/stardock/v/12082570

It's in two pieces because Twitch Gotta Twitch about three fourths of the way though.  :|   ;P

Reply #18 Top

The Youtube video is up. I watched it this morning.

 

Reply #19 Top

Thanks for the info guys. Ryat, it wasn't up when I posted as I went to their channel first and looked. Thanks for the heads up though! Off to go watch.

Reply #20 Top

Updated with replay. :)

Reply #21 Top

Is this representative of the SD experience of GC3? 

Reply #22 Top

a simple solution to the delete button would be to enable a  ctrl z  keyboard shortcut for undo commands