Galactic Civilizations III Crusade Update v2.5-CODEX

Galactic Civilizations III Crusade Update v2.5-CODEX

Galactic Civilizations III Crusade Update v2.5-CODEX

Galactic Civilizations III Crusade Update v2.5-CODEX

Genre: Indie, Simulation, Strategy
Developer: Stardock Entertainment
Publisher: Stardock Entertainment

Release Name: Galactic.Civilizations.III.Crusade.Update.v2.5-CODEX
Size: 586 MB

changelog:
  1. Update v2.5:
  2. For owners of Crusade and base GalCiv, you will get:
  3. Turn times are much faster
  4. The AI is much smarter
  5. Lots of bug fixes
  6. Massive improvements in game balance
  7. For owners of just base GalCiv, you will get:
  8. Improved UI
  9. Enhanced Diplomacy and trading changes
  10. Resource system
  11. Ship designer on the main menu
  12. Starbase upgrade system
  13. Food / Cities
  14. For owners of Crusade and base GalCiv, you will get:
  15. You can, with a command line param, jump between the base game and Crusade. Use “-DisableDLC “Crusade” to disable Crusade.
  16. When you play campaigns originally made for the base game, the game can play it in base
  17. game mode for balance fixes.
  18. Crusade specific balance and fixes.
  19. Important
  20. Save games from earlier versions of the Galactic Civilizations III will not be supported. Yet, the previous 2.33 build available is an “beta” on steam as “Galactic Civilizations III Classic”
  21. Update 9/10
  22. Fixed MP data loading to better handle mismatched DLC.
  23. Update base game faction capitals to have starting population of 5
  24. 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
  25. 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
  26. Consolidation Detailed Changes
  27. 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.
  28. The following Crusade specific game play elements are disabled in base game: Citizens, Invasions, Promotions, Espionage.
  29. Base game players continue to have following:
  30. Use the Production Wheel (instead of Citizens) to adjust your planetary and civilization economy. Note that we’ve removed coercion from the game
  31. Invasion system 1.0
  32. Minor Civilizations 1.0
  33. Administration points are tied to galaxy size rather than citizens.
  34. Base Game changes from Crusade
  35. 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.
  36. Resources system overhaul. Resources accumulate over time, are required for more ships and improvements, and are more valuable in trading.
  37. Starbases are now upgraded using resources, not constructors.
  38. Updated the diplomacy screen window.
  39. Improvements to the Diplomacy and trading system to use the new resource system; as well as more intelligent and fun to trade with.
  40. 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.
  41. Added “word on the street” — quick feedback on the status of your planet.
  42. Merged down some of the alerts from Crusade
  43. Crusade specific elements of civ builder are disabled in base game mode.
  44. Race Type and Starting Fleet are hidden outside of Crusade
  45. Citizen portraits/names buttons hidden outside of Crusade
  46. Flavor Text portion replaced with customizing startup screen outside of Crusade
  47. Disabled Fleets tab outside of Crusade
  48. Missions
  49. Ship designer is now on the main menu
  50. Moved game text down to base data files. This will make future changes much easier.
  51. Merged many asset files (music, sounds, special fx)
  52. Merged over the improved Crusade version of icons, improvements, and planetary tile thumbnails.
  53. Removed a lot of redundant game data from Crusade and the base game.
  54. Updated the base ship design files to use their Crusade versions (which look nicer).
  55. 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.
  56. Made substantial improvements to the DLC data system that improves stability and speed.
  57. Use “-DisableDLC “Crusade” to disable Crusade.
  58. 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).
  59. Moved all the schema from Crusade down into the base schema folder. (Modders! This will very likely affect you).
  60. Base Game Improvements
  61. Gameplay
  62. 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.
  63. Every unit of population now produces 1 raw production point.
  64. Eager bonus reduced from 1 per conquered planet to 0.25
  65. Rush cost multiplier increased from 10X to 20X
  66. Coercion penalty eliminated
  67. Base population growth reduced from 0.2 to 0.1
  68. Tech inflation increased from 0.01 to 0.02
  69. Asteroid base cost reduced from 500 to 100
  70. Base colony production points reduced from 5 to 1
  71. Capital world population cap reduced from 10 to 5
  72. Default colony population cap reduced from 5 to 3
  73. New Improvement: Space Elevator
  74. New Improvement: Computer Core
  75. New Improvement: City (consumes food to provide population)
  76. New Improvement: Administration Center (build to get more administrators, consumes food)
  77. General re-balance to planetary improvements to go with the new population model
  78. Improvements changed to support the new differentiation between military manufacturing and social manufacturing
  79. Various improvements are now set as indestructible to eliminate various cheese strategies
  80. Yor can increase population easier but it now costs a Durantium to do it.
  81. Improvement maint. generally reduced
  82. Eliminated Colonial Hospital Improvement.
  83. General balance update of improvements to deal with the new resource system.
  84. Economic Stimulus now doubles planet’s economy rather than provide a 5% bonus
  85. Research Project doubles planet’s research.
  86. Cultural Festival doubles planet’s influence production.
  87. Birthing subsidies double planet’s birth rate.
  88. Planet features (Cataract, etc.) updated to support new social/military manufacturing system.
  89. Weapon systems now use some resources: Antimatter for high-end missiles, Elerium for high-end beam and Thulium for high-end kinetic-weapons.
  90. General reduction of maint costs for weapons
  91. Updated balance of weapons based on feedback
  92. Hull costs increased to deal with increased resources
  93. Shipyard default HP reduced from 150 to 50
  94. Shipyard cost reduced
  95. Starbase defenses reduced from 10 to 5
  96. Influence starbase modules greatly increased in power.
  97. UI
  98. The Production Wheel now dynamically resizes to its parent window
  99. Removed an ancient camera control window that no longer used.
  100. Updated the Title Window to work with both Crusade and Mercenaries.
  101. Fixed title of Load Transport Popup Window
  102. Removed text for obsolete ships that weren’t being used.
  103. Made the Administration Center precluded by synthetic and silicon based life for Crusade
  104. Base game now has the same (substantially lower) ship maintenance values as Crusade.
  105. Added special popup message if the player tries to load an older save game
  106. Fixed display bug where the base administration displayed in the resource log tooltip wasn’t matching the stat.
  107. Bugs
  108. Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.
  109. Made the “can’t build near starbase” constructor error message use the global defs distance instead of hard coded distance.
  110. Added ghosting to data compiler so that the game does not appear to be hung when starting up.
  111. Fixed potential crash in movement phase from trying to using a null pointer.
  112. AI won’t send colony ships off the map when intentionally missing a distant planet
  113. Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  114. Fixed a GWG bug where the base game administrators didn’t show up on the first turn
  115. Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  116. United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  117. If you defy the UP and then go into a “new game”, the Defy button will no longer be disabled until you restart GC3.
  118. Updated the Title Window to work with both Crusade and Mercenaries.
  119. Fixed issue where Administration tooltip wasn’t showing correct available administrators number in base game mode
  120. Fixed issue where “Report” button on ship context window did not actually bring up the faction report screen
  121. Fixed issue where the social/military manufacturing tokens were not clearing whenever manufacturing was at 0
  122. made it so that manufacturing is always split, whether the colony is sponsoring a shipyard or not
  123. 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)
  124. On the ship context window, the “Report” button is now disabled for special players (like the Dread Lords)
  125. Added error code for transport having no population
  126. Re-implemented the error for “Not Enough Administrators” as it was sometimes not showing up at the right time.
  127. Added stability to the Influence Border System
  128. Fixed issue where the AI could set a ship’s destination to a negative y value
  129. Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  130. Added new material def for rally points (all rally points now use this material instead of the faction materials)
  131. Fixed issue where resource log was showing “shipyards” instead of “starbases” in base game for administrators used by starbases
  132. Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  133. Message box errors on invalid starbases and civs are hidden unless it’s running Crusade mode.
  134. Added null check to prevent crash when mousing over a fleet in the map editor
  135. Fleets are now named using the owning faction’s full name, instead of the short name
  136. 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)
  137. Added Rally point material to Crusade material defs to so they don’t sometimes disappear.
  138. Fixed MP data loading to better handle mismatched DLC.
  139. 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
  140. 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
  141. DLC 4 (Precursor Worlds)
  142. Production point bonus from one of the events reduced from 4 to 3
  143. Production point bonus from Precursor exploitation reduced from 30 to 3
  144. There’s a bunch of the above. Insta-win if you got one of these.
  145. Expansion 1 (Mercenaries)
  146. Mercenary costs increased substantially
  147. Mercenary ships that cost resources cost when you buy them rather than per turn
  148. Mercenary tag added to the mercenarydefs.xml
  149. Crusade
  150. Gameplay
  151. 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.
  152. Population to raw production now 1 to 1.
  153. Starting capital world population reduced from 10 to 5
  154. New improvement: Administration Center. Provides an Administration point
  155. Basic laser renamed Enhanced laser as it requires Elerium
  156. Starbase default defenses nerfed somewhat
  157. Starting credits increased from 2500 to 3000
  158. Rush cost multiplier reduced from 25 to 20
  159. Tech inflation added. Now to the 1.02 power.
  160. Governors more friendly to synthetic populations
  161. General balance pass on planetary improvements to go with the new population model
  162. Unique planetary improvements can no longer be destroyed
  163. Planetary Invasion is now in the Age of Expansion (arrives earlier)
  164. Various tweaks to planet features for better pacing
  165. Slight reduction in cost for civilian ship components
  166. Substantial increase in the cost for military ship components
  167. Fixed issue where some improvements would switch their bonus when they upgraded which caused them to be inferior in some cases
  168. General balance pass on weapon values based on feedback
  169. Shipyard HP increased from 25 to 50
  170. Tweaking to various planetary resources to improve pacing.
  171. Calculation of player objects moved out of update AI to improve multi-core stability
  172. Fixed bug where the human could exploit the AI for free ships if the AI treasury was negative (ya ♥♥♥♥♥♥♥s!)
  173. AI more risk taking with its colony ships
  174. AI now has its own fleet formation function to avoid ships not becoming fleets (safe)
  175. Fixed bug that would prevent transports from finding a destination in some cases
  176. AI much better about saving up its resources to use with ships
  177. AI much MUCH better at building up its planets, using farms, building cities, etc.
  178. Fixed issue where the Yor would not build up its planets because it was obsessed with reproducing.
  179. AI will replace existing weaker improvements with superior improvements late game.
  180. AI much more careful about rushing improvements and ships to keep a decent bank
  181. balance so that it can better build up asteroids, hire mercenaries, etc.
  182. AI functionality to determine tiles it should replace with newer improvements.
  183. AI better at fleet handling.
  184. Fixed bug where the AI didn’t always recognize the human was trying to culture flip their Planet
  185. Default players per map size updated:
  186. Tiny: 3 to 2
  187. Small: 4 to 3
  188. Medium: 8 to 6
  189. Large: 12 to 8
  190. Huge: 16 to 12
  191. Gigantic: 20 to 16
  192. Excessive: 30 to 32
  193. Crusade owners will now play the base game campaigns using the base game rule set (e.g. without Citizens, Espionage, etc.).
  194. UI
  195. Removed an ancient camera control window that no longer used.
  196. Updated the Title Window to work with both Crusade and Mercenaries.
  197. Removed text for obsolete ships that weren’t being used.
  198. Made the Administration Center precluded by synthetic and silicon based life for Crusade
  199. Base game now has the same (substantially lower) ship maintenance values as Crusade.
  200. Added special popup message if the player tries to load an older save game
  201. Fixed display bug where the base administration displayed in the resource log tooltip wasn’t matching the stat
  202. Bugs
  203. Fixed a potential exploitable blind spot that caused the AI not to attack certain planets when it should.
  204. Fixed issue where AI would destroy improvements that were indestructible.
  205. Fixed bug where the approval would get stuck at 100% if certain events triggered
  206. fixed Recruit Entrepreneur description text to not say it’s recruiting a Scientist
  207. Various null pointer crash fixes.
  208. Added stability to the Influence Border System
  209. Fixed issue where the AI could set a ship’s destination to a negative y value
  210. Fixed issue where using the Asteroid 1 material for your custom faction would cause the rally point to show up as pure black
  211. Added new material def for rally points (all rally points now use this material instead of the faction materials)
  212. Fixed issue where resource log was showing “shipyards” instead of “starbases” in base game for administrators used by starbases
  213. Fixed issue where starbase administration usage was being shown as an additive instead of a subtractor
  214. Fixed issue where AI could build multiple starbases in a turn even if they only had one administrator left
  215. United Planets actions are now handled by the host (adds stability, and prevents checksum error)
  216. If you defy the UP and then go into a “new game”, the Defy button will no longer be disabled until you restart GC3.
  217. Made the “can’t build near starbase” constructor error message use the global defs distance instead of hard coded distance.
  218. Added ghosting to data compiler so that the game does not appear to be hung when starting up.
  219. Fixed potential crash in movement phase from trying to using a null pointer.
  220. AI won’t send colony ships off the map when intentionally missing a distant planet
  221. Changed the Influence and Diplomacy system updates to prevent checksum errors in MP.
  222. Added null check to prevent crash when mousing over a fleet in the map editor
  223. Fleets are now named using the owning faction’s full name, instead of the short name
  224. 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)
  225. Added Rally point material to Crusade material defs to so they don’t sometimes disappear.
  226. Fixed MP data loading to better handle mismatched DLC.
  227. 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
  228. 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
Install:

– Extract
– Run setup.exe and install update
– Copy crack from CODEX dir to installdir
– Play

NOTES: No previous update is required.

You need the following releases for this:

Galactic.Civilizations.III.Crusade-CODEX

– Block the game’s exe in your firewall to prevent the game from
trying to go online ..
– If you install games to your systemdrive, it may be necessary
to run this game with admin privileges instead

Links: STEAM

Download: UPLOADGiG – NiTROFLARE – RAPiDGATOR

mirrorace – 1fichier – userscloud – uptobox – downace – mega – mirrorace – multiup: DOWNLOAD

Torrent : TORRENT 1TORRENT 2

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