1.7 Patch Change Log (Release 4/21)

The long awaited Starbase update is here!

The new Constructor queuing system means you'll never need to track upgrade modules again. We've also completely reworked the Shipyard ship list to make it easier to find the right ship for the right job. Also, we've added the ability to inspect an enemy fleet and get prediction of the fight's outcome. The ship component system is getting balancing change. Finally, we've improved the diplomacy trading system.

Please check out our Dev Journal to learn more about the 1.7 update.


https://forums.galciv3.com/477007/page/1/#3632209


Overview

Reduced Starbase micromanagement
Starbases now queue upgrade modules directly from Shipyards. Ordered Constructors automatically travel to the Starbase and upgrade it. Constructors are ordered from the Shipyard that can deliver the upgrade in the shortest amount of time.


Improved Ship List
Introducing new Ship List sorting and grouping options to make it easier to find the ships you want. Mark your "favorite" ships to make them easy to find in every game.


Improved Starbase Window
We've updated the Starbase Window to better present information about the installed modules and the Starbase's effects. The window also displays more detailed Starbase statistics. These changes will aid you in managing the Starbase and empire.


Battle Assessment
Know what you are getting into! Hovering over an enemy fleet now displays an estimation of whether or not your fleet will be victorious. This same information is displayed prior to starting a battle.


Ship Component Mass Changes
Component mass now scales based on the ship's hull size (e.g. you need bigger engines to move a bigger ship). The changes shouldn't affect average players but are important to address some late-game exploits. Although this change won't impact the standard ship designs, existing custom ship designs may need to be revised to work with the new system.


Diplomacy Updates
Your friends are more likely to give you a better deal! Diplomacy trade values now scale based on your relationship with other factions and the game difficulty.


Planetary Alert System
Planetary growth stalled? We added new alerts on the planet window to warn you if your influence, population, or approval are holding back your colony from its full potential.


Third Party App Block Option
We added a game option that blocks 3rd party applications from hooking into the game's graphics process and crashing the game. Blocking is enabled by default. If you'd like to capture in game video, you will have to disable this game option.


Change Log

Starbases

  • Starbases can now queue multiple upgrade modules directly from Shipyards. Once built, Constructor modules automatically travel to the Starbase & upgrade it.
  • Starbases have Shipyard sponsors. As modules are added to the Starbase queue, Constructors are added to the Shipyard's queue that can deliver the module in the shortest amount of time. By default, all Shipyards sponsor all Starbases. This can be changed on the "Sponsor" screen.
  • Starbases can handle constructors with multiple modules.
  • Players can choose what Constructor blueprints to use on the "Sponsor" screen.
  • Selecting a Starbase on the Galaxy map will draw connection lines to the Starbase's sponsor Shipyards.
  • Queued Constructors are treated the same as other Constructors while en route. Diverted, destroyed, or traded Constructors will be re-queued automatically.
  • Players can enable Starbases to automatically order available upgrade modules.
  • The Shipyard manufacturing queue displays the Constructor's destination and upgrade module type.
  • Starbases can still be upgraded by manually built Constructors and specific Mercenaries.
  • Queued Constructors have a custom ship design for each faction.
  • Added maintenance cost to all starbase modules for all difficulty levels except beginner and normal difficulties.

 

Ship List Screen

  • Ships are organized by type and role.
  • New sorting options: size, attack, version and resource cost.
  • You can add ships to a "favorites" list that is saved when you exit the Ship List screen. These "favorites" available even if you start a new game.
  • Added a prioritize button to move selected ships to the top of the build queue
  • Added reverse sorting to the ship design list.
  • Newly designed ships (including auto-upgraded ones) are marked as "new" so they are easy to find.


Starbase Screen

  • Added more detailed Starbase statistics.
  • Modules and their effects are now both visible simultaneously on the main screen.
  • Added a build queue for ordering new modules. Build queue items include an estimated time of arrival.
  • Added a Sponsor screen to manage what Starbases are building Constructors for that particular Starbase. By default, all Shipyards are sponsoring each Starbase.
  • Sponsor screen has a "Set as default Constructor" option which makes the currently selected Constructor the new default Constructor for future Starbases.


Battle Assessment

Hovering over an enemy fleet displays an estimation of whether or not your currently selected fleet will be victorious. This same information is displayed prior to starting a battle.


Shipyard Auto-Idle

Added Shipyard auto-idle function that replaces the old "shutdown". If the Automatic Idle checkbox is selected, the Shipyard will shutdown if it has no ships to produce. Adding a ship will automatically resume production.


Diplomacy

We have improved the balance of the diplomacy system to make it more fun and less exploitable.  

  • Item trade costs are adjusted based on relations and difficulty.
  • Culture treaties can no longer be stacked with same faction.
  • Added Diplomatic Office and Diplomatic Outpost Starbase modules.
  • Updated AI Strategies and Diplomatic Modifiers to better balance AI aggressiveness.

Planetary Alert System

Added alerts added to influence, population, and approval statistics if one of these attributes is at risk. The Alert tooltip includes information on how to address the problem.


Gameplay Changes

  • Lowered cost of Celestial Tourism for Krynn to be closer to the average cost.
  • Ship component mass now scales based on the ship's hull size.
  • Sensors now have a "sensor power" statistic that controls the area scanned.  Sensor power has a diminishing returns effect on overall sensor range.  Sensor tooltips provide additional feedback on this new system.
  • Changed the default Planet Frequency from Abundant to Common
  • Increased the Sensor Power of higher level Ship Components and Starbase Modules.
  • Limited some ship components to be one player, including the Bane and special Precursor components.  
  • The Scout ideological Event now uses Sensor % bonus instead of a flat range bonus.

Interface

  • Added a "None" option for Govern/Command window for a ship/fleet's destination
  • Added "eject all" button for stationed ships in a shipyard, starbase, or planet.
  • You can now (again) choose Medium UI scale for 1920x1080 screens.
  • Custom scout ship will no longer appear with the Survey Ship icon
  • The content of the Mined Resources tooltip will no longer escape its frame.
  • Created a new Sensor Range tooltip that shows the Sensor Power, what is affecting the Sensor Power, and how much Sensor Power is required to upgrade the Sensor Range.
  • The "Saving Game... Please Wait.." message should no longer get stuck on the screen.
  • Fix stretching artifact in the up and down combo box arrows.
  • Updated the Ship Designer's resource bar to be vertical to match the strategic map and shipyard.  This will also address problems with text in that control from being clipped.
  • Updated the Sort order arrows on the Shipyard List
  • Fixed a  bug that was turning all Status Bars to the Highlight color in Large UI
  • The "now building" text now correctly shows the build module for starbase modules in the shipyard context area, the shipyard tooltip, and the shipyard list item in the main game Shipyards list on the right side.
  • Fixed an occasional problem with selecting ships when the player had negative resources
  • MP: The start button no longer appears over the "Mega Events" drop down menu
  • MP:  The "Mega Events" listbox is disabled as Mega Events are not allowed in MP.
  • MP: Human players now always appear on top in the lobby, whether they are ready, pending, or unclaimed (for restored games).


Bug Fixes

  • Outbreak Ideology event now provides the proper research bonus
  • Fixed a crash when attempting to loading an old save game pre-Mercenaries and then using the fog-of-war cheat after buying Mercenaries.
  • Fixed typos in the Mercenary ship descriptions
  • Mercenary ships can no longer be upgraded by stationing them in planets, shipyards, or starbases.
  • Fixed lighting issues in the Yor faction leader animation.
  • High-end Prototype ship blueprints are now marked as "-R" designs
  • Fixed some weird starting perspectives in Battle Viewer
  • Fixing a CTD caused by destroying planets.
  • Updated the campaigns with text fixes.
  • Fixed issue with Gravity Field Generator star base module that was speeding up enemy ships rather than slowing them.
  • Fixed bad data on the Precursor Satellite world that was causing the associated events to not work as intended.
  • Add new Heavy Survey blueprint to all races
  • Fixed numerous crashes on game exit.
  • Fighters are no longer missing in Battle Viewer
  • Interceptor fighters will no longer appear in the Shipyard List.
  • Disabled Colonizing event on the Iconian secondary world to so that the Iconian's system is consistent with other faction starting systems.
  • Fixed a case that would cause the starting Battle Viewer camera to be pointing in the wrong direction.
  • A faction's power will no longer wrap to zero if the ship power ratings were too high. This was causing really powerful factions to surrender.  
  • Fixed a problem with Mods with custom ship styles that were causing an infinite loop and crash.  
  • Fixed a stuck turn when a command tells a ship to eject to the shipyard it's being built at.
  • Fixed an issue where a shipyard can station too many ships.  This was the source of multiple problems including crashes and odd gameplay behaviors (e.g. creating stacks of mixed player ships and enemies).
  • Fixed an issue where ships can eject onto anomalies and nebula when a free tile was available
  • Fixed an infinite loop when there are no Shipyards in the empire that can supply module orders.
  • Fixed stale battle log data that was causing fighters to be incorrectly spawning either in the battle viewer or on the game map.
  • Fixed planets that were turning invisible after fighting off an invasion.
  • If a ship joins a fleet on "Guard", the fleet will stay on on "Guard"
198,496 views 74 replies
Reply #1 Top

Woot!

Reply #2 Top

This is a big improvement to the gameplay mechanics. Much needed, great job

Reply #3 Top

WoW, this is a HUGE FORWARD step. 

 

Thanks Stardock!

Reply #4 Top

:) Great work Guys!

Reply #5 Top

Unfortunately I can't seem to start the game with a custom race.  Turned off mods, trashed my old designs.  Trashed my old race design and recreated it.  Every time I start with a custom race I get a random core game race instead.  Currently deleted my install and am downloading the whole thing fresh, just in case.

Reply #6 Top

Quoting ManiiNames, reply 5

Unfortunately I can't seem to start the game with a custom race.  Turned off mods, trashed my old designs.  Trashed my old race design and recreated it.  Every time I start with a custom race I get a random core game race instead.  Currently deleted my install and am downloading the whole thing fresh, just in case.

I played yesterday afternoon with a custom race so there must be something specific with that faction.  Can you submit a ticket with the custom race and we'll take a look.  

https://esupport.stardock.com/index.php?/Tickets/Submit

Reply #7 Top

+1 on the components scaling to hull size.  As someone enjoys stacking things, that is more than an acceptable compromise in my book. 

<pause>

Maybe because it's what I was used to in GC II, but that's a side point at best. ;P

+1 Loading…
Reply #8 Top

Hey, thanks for the component/hull size changes. Something I've been hoping to see for a long time.

Reply #9 Top

Sounds promising, will give it a try tonight. Thanks for allowing us to try the beta.

Reply #10 Top

This is a huge improvement in starbase management. Good job!

 

There is however one UI annoyance remaining, the "Idle Shipyard" prompt that prevents you from clicking "next turn". With this new system I would like to leave my Shipyards idle some of the time and waiting to produce constructors as they are requested by starbases. I don't want to have to shut down the shipyard manually and then resume it later when I want to order more constructors, and I also don't want to have to build ships I don't need just to be able to advance to the next turn.

 

One way to work around this would be to have a new button in the shipyard interface "wait for requests" that would shut down the shipyard until there are any constructors requested.

Ideally, in the colony screen it would also be possible to queue a different social project after "military subsidies" that would receive any production while the shipyard is idle.

Reply #11 Top

Quoting Spectacle, reply 10

This is a huge improvement in starbase management. Good job!

 

There is however one UI annoyance remaining, the "Idle Shipyard" prompt that prevents you from clicking "next turn". With this new system I would like to leave my Shipyards idle some of the time and waiting to produce constructors as they are requested by starbases. I don't want to have to shut down the shipyard manually and then resume it later when I want to order more constructors, and I also don't want to have to build ships I don't need just to be able to advance to the next turn.

 

One way to work around this would be to have a new button in the shipyard interface "wait for requests" that would shut down the shipyard until there are any constructors requested.

Ideally, in the colony screen it would also be possible to queue a different social project after "military subsidies" that would receive any production while the shipyard is idle.

When I want to idle all of my shipyards at once, I set my global production slider to be 100% social and 0% military.  Of course, you still need something in the queue, but it doesn't stop you every turn.  

I'll mention your comment to the team.  

Reply #12 Top

Quoting Spectacle, reply 10
There is however one UI annoyance remaining, the "Idle Shipyard" prompt that prevents you from clicking "next turn". With this new system I would like to leave my Shipyards idle some of the time and waiting to produce constructors as they are requested by starbases. I don't want to have to shut down the shipyard manually and then resume it later when I want to order more constructors, and I also don't want to have to build ships I don't need just to be able to advance to the next turn.
...
Ideally, in the colony screen it would also be possible to queue a different social project after "military subsidies" that would receive any production while the shipyard is idle.

Seconded, even thought I'm still in the wait queue for the update.

Also, Ten Thousand Huzzahs for the logistics and info upgrades.

Reply #13 Top

Quoting pshaw, reply 11

When I want to idle all of my shipyards at once, I set my global production slider to be 100% social and 0% military.  Of course, you still need something in the queue, but it doesn't stop you every turn.  

I'll mention your comment to the team.  

that might be practical for very late game, when I have enough ships and all my starbases are upgraded, but if you reach a point, mid-game, where the starbases around a few shipyards are all upgraded but you need a couple shipyard producing ships&transports while you are still researching tech that would lead to starbases upgrades, it is not practical to adjust the slider that way.

Reply #14 Top

Quoting ManiiNames, reply 5

Unfortunately I can't seem to start the game with a custom race.  Turned off mods, trashed my old designs.  Trashed my old race design and recreated it.  Every time I start with a custom race I get a random core game race instead.  Currently deleted my install and am downloading the whole thing fresh, just in case.

 

I just had a break from work so I ran into the house and started up the game, after downloading the patch of course. I selected my own custom race that I have played with since we've had that ability in the alpha and the game CTD each time I hit the button to start after selecting all my options... No saves to send in unfortunately.

Reply #15 Top

Quoting Avatar137, reply 14

I played yesterday afternoon with a custom race so there must be something specific with that faction.  Can you submit a ticket with the custom race and we'll take a look.  

https://esupport.stardock.com/index.php?/Tickets/Submit

Do you have any mods?  Can you submit a ticket with the custom race and we'll take a look.  

https://esupport.stardock.com/index.php?/Tickets/Submit

Reply #16 Top

Quoting pshaw, reply 15
Do you have any mods?  Can you submit a ticket with the custom race and we'll take a look.  

https://esupport.stardock.com/index.php?/Tickets/Submit

 

The only mod I have was the one that toned down the nebula backgrounds, even if that is still active. I've also used several various D/Led custom races and use Gauntlet's custom races also. As I have 14 races selected to be random, I don't know which ones, other than my own that I play with, might be causing it. I guess when I"m done working, I can deselect the random races and only choose stock ones and then try using my own race to see if that's the issue. WIll report back once I'm done with work/dinner and have a chance to try out what I just suggested.

Reply #17 Top

I am using Gauntlets Race mod. Hopefully his mod will not break the game. 

Reply #18 Top

Well, I couldn't wait any longer. Ducked out helping the wife with dinner and tested a little more... It's not any custom mod causing it. I disabled mods and did not select any custom races and it still CTD upon building the map. I'm verifying files as I type and will reboot and try again. First time this has happened to me ever with this game with any iteration. It was due to happen sometime I guess. ;)

 

EDIT: Did as I said above and then tried a new game with the same settings except only using 4 stock races. Started no problem. Turned mods on and tried the exact same setup. Started without issue. Then tried using my custom race and the 4 stock races. CTD. :(  My own race uses only stock items, too. Will submit a ticket.

 

EDIT #2: Tried to submit a ticket but each time I enter the CAPTCHA Verification code it fails...

Reply #19 Top

Yeah, I am having the same problem. The game CTD when I try to start the match.

 

I'll arrange a ticket.

 

EDIT: Now, the only thing I can think of at the top of my head is that the new starbase management system is not jiving with the custom ship-set I have. 

 

Edit 2: After looking through the design folder, I can see that there are, for the other base factions, two types of constructor ships. A 'basic', and another model. I never noticed the basic one before -- is this new to 1.7? If so, this could be the cause of the crash as I only have my generic model that upgrades via blueprint standard, or with me fiddling with it in the designer to get what I need.

 

Edit 3: Switching my custom shipset style from my own to the base set I used (that being the Drengin) in the custom race creator, and then generating the map has led to no CTD. I'm going to have a look in the shipclass def, and look for a new constructor entry.

 

Ticket: #TAT-547-94284


EDIT 4: 

 

Looks like the problem has been found. I think I'm sorted currently, as I am playing with no problems now. Solution down below:

 

Quoting Thecw, reply 2

The things i had to change to get my own ship classes to work:

In the ShipClassDefs.xml for the constructors the tag <StaticBlueprintDef> is now replace by a <BlueprintDef> tag.

The ShipBlueprintDefs.xml has added a <ShipGroup> tag.

Constructor blueprints have moved from StaticShipBlueprintDefs.xml to ShipBlueprintDefs.xml

Hopes this helps.

 

Reply #20 Top

When constructors upgrage (Deep Root M1 -> M2) the constructor assigned in Sponsor Settings defaults back to basic. Please have it set to the new model.

 

Or have a master assign option someplace (Govern>Commands would work)

Reply #21 Top

Changes look great - these were much awaited :)

Going forward to the second phase of 1.7, please make the AI use alliances (treaties and win condition) when fixing diplomacy

 

Reply #22 Top

Quoting jvdouglass, reply 20

When constructors upgrage (Deep Root M1 -> M2) the constructor assigned in Sponsor Settings defaults back to basic. Please have it set to the new model.

 

Or have a master assign option someplace (Govern>Commands would work)

We noticed that yesterday and are working on a fix. 

Reply #23 Top

Quoting TheFunMachine, reply 19

Yeah, I am having the same problem. The game CTD when I try to start the match.

 

I'll arrange a ticket.

 

EDIT: Now, the only thing I can think of at the top of my head is that the new starbase management system is not jiving with the custom ship-set I have. 

 

Edit 2: After looking through the design folder, I can see that there are, for the other base factions, two types of constructor ships. A 'basic', and another model. I never noticed the basic one before -- is this new to 1.7? If so, this could be the cause of the crash as I only have my generic model that upgrades via blueprint standard, or with me fiddling with it in the designer to get what I need.

 

Edit 3: Switching my custom shipset style from my own to the base set I used (that being the Drengin) in the custom race creator, and then generating the map has led to no CTD. I'm going to have a look in the shipclass def, and look for a new constructor entry.

 

Ticket: #TAT-547-94284




EDIT 4: 

 

Looks like the problem has been found. I think I'm sorted currently, as I am playing with no problems now. Solution down below:

 


Quoting Thecw,

The things i had to change to get my own ship classes to work:

In the ShipClassDefs.xml for the constructors the tag <StaticBlueprintDef> is now replace by a <BlueprintDef> tag.

The ShipBlueprintDefs.xml has added a <ShipGroup> tag.

Constructor blueprints have moved from StaticShipBlueprintDefs.xml to ShipBlueprintDefs.xml

Hopes this helps.

 


 

Thanks for the information everyone.  I've updated the patch notes and we'll address this in our next beta update. 

 

Reply #24 Top

Does anyone find himself unable to edit their old ship designs?  I wanted to reuse my models&name, simply remove a few weapons to bring them back from over-capacity with the new changes, but I just can't click on my old ship design in the designer.  Anyone else?

Reply #25 Top

with the new mass change, once the ship is over-mass you can edit... kind of a catch-22.  What I did is to unload all my mass in 1.6 before updating to 1.7

We have other issues in shipyard we are discussing in steam right now.