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GC4 EA Feedback Test Branch | VERSION 0.77b.278074

GC4 EA Feedback Test Branch | VERSION 0.77b.278074

How To Handle Space Bugs

So you want to help us deal with space bugs huh? Well, there are plenty of them. Here we will give you some pointers on how to best help us.

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    • Include all steps you make to reproduce it.
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How to tell which version you are on?

0.77b Changelog

110,641 views 48 replies
Reply #26 Top

Two bits that bug me (only later in game):

- In GalCiv3 shipyards could be set to "silent" or no production, that should be implemented here, too. Sorry if it's already there, I didn't find a possibility to do that.

- Research. Especially with artifact-enhanced research I have to assign a new project nearly every turn, that should be possible to set silent or just stop researching.

One other thing, I already mentioned that some months ago, I can research "exotic plant missions" but I don't see them in the shipyard. 

Reply #27 Top

Seized Goods mission doesn't work for me. I get no option to Seize goods on my planets. Checked in shipyards also just to make sure, nada !

Reply #28 Top

Quoting tedhebert, reply 27

Seized Goods mission doesn't work for me. I get no option to Seize goods on my planets. Checked in shipyards also just to make sure, nada !

Yeah that was something dependent on a Governor mechanic that no longer exists. There is something in the notes for the .8 build about it being removed or fixed or something.

 

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Reply #29 Top

Quoting aerez4546, reply 28


Quoting tedhebert,

Seized Goods mission doesn't work for me. I get no option to Seize goods on my planets. Checked in shipyards also just to make sure, nada !



Yeah that was something dependent on a Governor mechanic that no longer exists. There is something in the notes for the .8 build about it being removed or fixed or something.

 

 

Ah yeah I see it now... Thx

Reply #30 Top

Quoting Oliver_Sc, reply 26

- In GalCiv3 shipyards could be set to "silent" or no production, that should be implemented here, too. Sorry if it's already there, I didn't find a possibility to do that.

Why? At least have them treasure hunt or something. What they need is to be able to lock production on projects. (See #4)

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Reply #31 Top

The summary for this mission has {PLAYERFACTION:1} in the text.  I think the correct name appeared in all the other text concerning this mission.  This is the result of choosing the second option - to fully support their investigation.

I've been exploring a lot of anomalies, but the mission is still incomplete.

Reply #32 Top

Quoting Old-Spider, reply 31

The summary for this mission has {PLAYERFACTION:1} in the text.  I think the correct name appeared in all the other text concerning this mission.  This is the result of choosing the second option - to fully support their investigation.
I've been exploring a lot of anomalies, but the mission is still incomplete.

I believe I have completed this mission before, but not in the Beta.

Reply #33 Top

So I've noticed that I can get other civs to give me whatever I want with a bit of luck.
If I ask them to declare war on someone, they agree without any convincing no matter who it is.
Before sealing the deal, I can then get them to give me anything they have to give, including credits per month lol.

Reply #34 Top

Quoting slarjy, reply 30


Quoting Oliver_Sc,

- In GalCiv3 shipyards could be set to "silent" or no production, that should be implemented here, too. Sorry if it's already there, I didn't find a possibility to do that.



Why? At least have them treasure hunt or something. What they need is to be able to lock production on projects. (See #4)

Because I have to do it every other turn. Locking/repeated production on projects would be an alternative, though.

Reply #35 Top

Quoting Oliver_Sc, reply 34


Quoting slarjy,






Quoting Oliver_Sc,



- In GalCiv3 shipyards could be set to "silent" or no production, that should be implemented here, too. Sorry if it's already there, I didn't find a possibility to do that.



Why? At least have them treasure hunt or something. What they need is to be able to lock production on projects. (See #4)



Because I have to do it every other turn. Locking/repeated production on projects would be an alternative, though.

So, choose the treasure hunt ship or modules click build 24 times and come back to that SY in 4 years. 

As I do not have a life, I spend a lot of time reading forums and one of the biggest whines I here is " This POS game my build que was set to repeat build and I forgot I mean it did not let me know I could build the Mausoleum of the Holy Phallus of Gregor the Third and the Odin Cursed AI stole it from me. This feature vacuums bull ...".

Thus, designers compromise and in this case gives a limited repeat build.

   

Reply #36 Top

Yeah, repeat/lock on shipyards is definitely needed as a QoL improvement.

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Reply #37 Top

I experienced this same “sleeper ship” scenario as well. The constructor was a welcome outcome as I really couldn’t use a colony ship. Some outcomes from anomalies where you get constructors would be nice. 

Reply #38 Top

Has any else seen an issue with sending out Pilgrim expeditions?  I'm on turn 427, playing as Terrans, and I have 10 ships out on Scavenger missions that won't resolve.

 

Reply #39 Top

The comma is not needed in the, Arcean.

Reply #40 Top

When I investigate a Precursor Anomaly (the red one), there is a report on left side of screen which shows that nothing was found.

The main report that appears in the middle of the screen shows that something was found.

All investigations of a Precursor Anomaly have the report on the left side of the screen that nothing was found and a main report that gives information about what was actually found.

Reply #41 Top

Sometimes the ships in orbit at a planet have very large orbits that are well outside the image of the planet.

To see this, load this save.  Give whatever answer you want to the alien.  Zoom out to see all of the sector, the move to the bottom of the sector to find planet Sika IV.

Zoom in to get close to the planet.  You will see it is under siege by a fleet of two ships.  It will be captured at the end of the turn, so go to the next turn.

After the planet is captured, look to see if the two ships are in very large orbits around the planet.  If they aren't visible, zoom in more in increments until they are.  This screenshot shows how far away they are.

You can also download and look at this video, which shows the ships in a large orbit.  It also shows a graphic artifact that appears and vanishes in a tile that is two tiles to the lower left of the planet.  There was a shipyard there before I destroyed it.  The graphic artifact doesn't appear in the game and doesn't seem to cause this problem, so I don't know what it means.  Maybe someone at Stardock can figure it out.

Here are two screenshots that show what a ship in a normal orbit looks like.

Continuing with the large orbits, a ship still has moves.  Click on the "turn" button to go to it and move it to the right to go into orbit around Sika I.  Zoom in to see if it has a normal orbit or a big orbit.  In my testing it could be either way.

A shipyard is now idle, so go to it and select to build anything just to get out of the shipyard screen.  To the upper right of the shipyard is planet Pertinax I.  It has one ship in orbit.  Sometimes is has a normal close orbit, and sometimes it has a large orbit.  Zoom in as needed to see what kind of orbit it has.

Select the ship below the planet that was just built by the shipyard and move it to go into orbit around Pertinax I and see what kind of orbit they have.  The orbit may still be the same or it may have changed to the other type.

There are many other planets that have one or more ships in orbit around them.  They may have a normal close orbit or a large orbit.  Move the ship or ships one tile away from the planet, then move them back into orbit.  They may have normal or large orbits.

NOTE:  Tiny ships can be hard to see, no matter what type of orbit they have.  I haven't been able to find any consistent reason why the ships have the orbit type they get when moved to a planet.  I haven't found any evidence that it affects the game.  It just looks odd.

I hope there will be some differences in the way things work with the different types of orbits that can be detected to show why there is a difference so things can be fixed.

Reply #42 Top

There is a problem with the spores ability that the Baratak Grove have.  That ability is being used to create a new habitable planet at a location they couldn't possibly know about because it is so far from where they are and early in the game.

Here is a screenshot showing the sector where I (Arcean) am and the sector where they are.

Notice the distance between us and that there is no connection between the sectors.  Notice also the red circle in my sector.  Here is a closer view of that area on turn 1.

My options that control what can be seen a various zoom levels doesn't allow the dead world icon to be seen, but the tool tip shows that Valens VII is there and is a dead planet.  Here is a closer view of the planet showing that it exists as a dead planet.

I don't know when the conversion occurred.  After I found it, I checked earlier saves and found it had already been converted on turn 101.  These two screenshots show that Valens VII is now a class 5 planet with all the statistics of a planet converted by the spores ability.

Those two screenshots also have the list of races I have met scrolled to the beginning and end to show that I haven't met the Baratak Grove. I didn't have any save before that, so I can't get any closer than that.

Why would the Baratak Grove use the ability on a dead world they don't know about?  If they do know about the planet, that seems like they are cheating or there is a bug that allows them to know things they shouldn't know.  Even if that is true, why are they using it on a planet they can't reach now or in the near future?  Are they that stupid?  Is it because they think they can reach it because of some other bug or bugs?

I think this needs to be looked at.  It may show some problems with the game code or AI code or both.

Reply #43 Top

Oh yeah the Baratak spore ability being used on a planet waaaaaaaay far away from them happened in my current game also. I found 2 planets in my starting sector that the spore ability had obviously been used on. I happily colonized them. I eventually found the Baratak much later in my game, 4 sectors away. There is absolutely no way the Baratak could have used their spore ability on those planets, without it being some sort of bug. I'm pretty sure they have never even made it outside of their own sector yet (hostile neighbors), let alone make it to my home 4 sectors away to find 2 dead planets to spore.

 

Reply #44 Top

Quoting aerez4546, reply 43

Oh yeah the Baratak spore ability being used on a planet waaaaaaaay far away from them happened in my current game also. I found 2 planets in my starting sector that the spore ability had obviously been used on. I happily colonized them. I eventually found the Baratak much later in my game, 4 sectors away. There is absolutely no way the Baratak could have used their spore ability on those planets, without it being some sort of bug. I'm pretty sure they have never even made it outside of their own sector yet (hostile neighbors), let alone make it to my home 4 sectors away to find 2 dead planets to spore.

Huh. I reported this (#12), but it didn't occur to me that these planets might be outside of the Baratak's known area. I'm not sure if that is true or not because all it takes is for a probe to get lucky and not get destroyed by pirates or space monsters.

Reply #45 Top

I have been playing one game of Beta 0.77b.278074 as a Terrans and I’m on turn 269.  I have to say I have really enjoyed the game and it’s hard to stop, (I tell myself just one more move and I’ll stop). Here are my observations and constructive feedback

  1. It would be nice to have a way to sort the ships in the shipyard by name.  You do it with planets. It should be this way by default
  2. It would be nice to have other options to spend income on.  Late in the game and I’m loaded and I don’t need to use the bazaar that much. Soo, see item 3, 4
  3. It would be nice to upgrade ships.  Used to do it in GC3. I thought it was kind of weird to be able to do upgrades to ships out in the middle of nowhere.  I think upgrades should be done at shipyards or space stations.
  4. Maybe spend some cash to select the next research project in the tree if the prior one has been done. I get that you are trying to limit the “research rush” on a particular branch but it like you made it too much the other way.  Real life shows that you can throw lots of money to force a certain direction.
  5. Boy, does the sector really get crowded later in the game. It’s really hard to find things.  I seem to spend most of my time searching for artifacts, resources, ships.  The labels really get in the way.  How about some filters activated by hotkeys to just show artifacts or resources.
  6. Events (artifacts).  Later in the game, they repeat.  I hope you will be adding lots more or make it easy for the user to add his own or ones from the community.
  7. There was an event where you got a constructor instead of the colony ship.  That was fine by me.  Late in the game colony ships are not that beneficial, constructor ships are.
  8. Civilization Ideology: Opportunity – Poaching.  Wow, I thought that would be super helpful instead of having to hire Governors.  Well, the Festrons who I was battling lost their collective minds and made every other colony a core world.  So now I have to deal with having more core worlds than I want.  So, I fire the Governor (not imprison him) and actually give him a job as a diplomat.  Wow, my people were very unhappy; you would have thought I had executed them.  I had to repeatedly spend control points on “colonial supplies” to undo the damage.  Why couldn’t you make keeping the governor an option?
  9. Civilization Ideology: Individualism – enticing.  Is this a onetime thing or as your influence spreads and it encompasses other planets/starbases, they join your civilization?
  10. Grid; please let me have grids close up as well.
Reply #46 Top

Quoting KarlEngler, reply 45

2. It would be nice to have other options to spend income on.  Late in the game and I’m loaded and I don’t need to use the bazaar that much. Soo, see item 3, 4

If you need help spending money:

  • If you have extra control, you can rush ships. There has to be something worth building, no? 
  • There's got to be techs and/or ships that you can buy from the AI, no? Even if the prices aren't "fair", like you said, you don't need the money. 
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Reply #47 Top

"Prepared" has the same wording as "Agrarian"

"Planning" has the same wording as "Constructive"

"Cultural Appreciation" has the same wording as "Adaptable"

Reply #48 Top

In regards to my comment about the GUI, I apologize for not giving much in terms of further information.

A screen cap of the issue is available in the first post of this thread: https://forums.galciv4.com/510201/page/1/#3838366