Galactic Civilizations III

Galactic Civilizations III

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Shaupat  [developer] Apr 27, 2016 @ 6:50am
1.7 Hotpatch #1
We wanted to get this fix out to you before our next scheduled release:
  • Addressed a crash related to starbase sponsor window in the campaigns and tutorial
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Showing 1-10 of 10 comments
GShock Apr 27, 2016 @ 9:19am 
You're planning to release more opt-in ?
DarkFire Apr 27, 2016 @ 11:39am 
Thanks.
Shaupat  [developer] Apr 27, 2016 @ 1:01pm 
Originally posted by GShock:
You're planning to release more opt-in ?

We'll be doing an opt-in for 1.71. I don't have a date yet, but it will be sooner rather than later.
DarkEvangeli Apr 28, 2016 @ 8:12am 
when will this be fixed? still happening when there is a a module in queu
Shaupat  [developer] Apr 28, 2016 @ 10:18am 
Originally posted by gabuyarussell:
when will this be fixed? still happening when there is a a module in queu
You may need to restart steam to get the update. The issue we fixed was unrelated to the queue. Can you be more specific on what problem you are having?
DarkEvangeli Apr 28, 2016 @ 4:07pm 
there is one situation where i unlock a upgrade tech for a module and the starbase would automatically add the new mod in queu and crash the game after pressing "turn". i found a way to counter it by making sure before the tech for the module is unlocked there is enough construction points for the starbase/s. I'm pretty sure of this since after the crash and did this it was fine and also i tried not finishing the tech and did not crash either and tried to finish it on the next turn without the construction points and it crashed again. although i found a way to workaround it it becomes more of a hassle than micromanaging the starbases before the update.
Last edited by DarkEvangeli; Apr 28, 2016 @ 4:08pm
kevin_pidwerbeski May 3, 2016 @ 12:51pm 
will you be fixing the ideology issues ?
Shaupat  [developer] May 4, 2016 @ 8:11am 
Originally posted by gabuyarussell:
there is one situation where i unlock a upgrade tech for a module and the starbase would automatically add the new mod in queu and crash the game after pressing "turn". i found a way to counter it by making sure before the tech for the module is unlocked there is enough construction points for the starbase/s. I'm pretty sure of this since after the crash and did this it was fine and also i tried not finishing the tech and did not crash either and tried to finish it on the next turn without the construction points and it crashed again. although i found a way to workaround it it becomes more of a hassle than micromanaging the starbases before the update.

Do you know what tech you unlocked? Also, if you have save right before it happens, can you submit a ticket with the save attached? I would like to see this fixed.

http://esupport.stardock.com/index.php?/Tickets/Submit
barrybeal May 7, 2016 @ 6:25am 
Originally posted by P.Shaw:
Originally posted by GShock:
You're planning to release more opt-in ?

We'll be doing an opt-in for 1.71. I don't have a date yet, but it will be sooner rather than later.


Any word on 1.71 opt-in would be nice to fix the precursor event bug from coloniing too many worlds (which is fairly easy to reach on larger maps)
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Date Posted: Apr 27, 2016 @ 6:50am
Posts: 10