Maybe should have let us have our beta testing >.>Well I'll start this. So far I've noticed the following bugs. (others feel free to add)1. When making a custom race the "Warrior" trait is listed 2 times2. Set my habitabel planet option to rare (as well as extreme) and there are planets everywhere to colonize.
-Discreet, Vigilant and Warrior are listed twice.
-Removing a downloaded custom civ gives an error message that the contained shipstyle doesn't work, as shipstyle is kept on disc while ships are removed. This create another problem that is far more annoying than the error message itself: every custom race with a custom ship style have their style reset to arcean. Holy crap, is this ever annoying!
Mercenary ship Ysengard is supposed to give me 100 credits per anomaly surveyed. It isn't.
Press "Copy" on the base Terran Alliance race to clone it. The result that comes up is immediately invalid because you've spent 6 of your 5 Trait points, because "Fast" now costs 2 points per level rather than 1. Therefore, at least one of your base races, and probably more (I didn't bother to check), are using invalid/illegal stats. Brilliant. Way to make changes without considering even the most BASIC consequences they would have...
In all honesty I haven't seen released commercial software this badly done since MOO3. Good ideas and design don't matter, Stardock, if they're buried under a mountain of crippling bugs.
It been nerf to 25 but the it still using old description.
WAD see post 44
"Wait" error -
I am also getting the "wait" error where the game just hangs with the "wait" button grayed out. This error has occurred on each of my games, shutting down and reloading doesn't help, and it is at the point now where I won't even try to play the game again until it is patched. The game is very enjoyable, and it would be great if I could progress through a full playthrough!
The Altarians have this problem as well--should be an easy fix, though.
Found a pretty big bug with synthetic races. I started as Yor and found that I can't do the "Fast Assembly Project", and or any of the higher tier assembly projects once I researched them. The only way I can increase my population is with "Increase Population Project" within the Propagation Technology. Once I complete my research of Spark of Life, "Fast Assembly Project" does not appear on my planets, and when I researched Spark Replication, "High Capacity Asssembly Project" does not appear either. Below are links to screenshots.
Tech Researched: http://imgur.com/a/4Zh6P
Planet Production Options: http://imgur.com/a/qBuDc
Absolutely ruining my current game and until it is fixed I really don't feel inclined to start a new game. I knew something was going to be wrong when I tried to save and it said something like, "Please wait to resolve combat, colonization, etc."
It gives only 25 now but still costs 1200 base!
The "Star Type" for Proxima Centari reads "RedGiantType_Label" instead of "Brown Dwarf." Nitpicky, but there it is...
Hi,
A couple of things - apologies if I've missed them somewhere in here already.
In Terran tech tree Beam Weapon Miniaturisation is one of the techs mispriced by a factor of 10
Again using Terrans (though v possibly widespread) after you've upgraded a hospital to a medical centre on a planet you get the option to build another hospital.
Cheers,
Jon
I second this finding. Also, the same basic issue exists with colony ships. You can choose decommission and the ship goes bye-bye, but you do not get the administration point back. In fact, the tooltip still shows that a point is being used for said colony ship (even after ending turn).
Found out that Dev said it is intended to be this way.
http://steamcommunity.com/app/226860/discussions/1/1327844097118871441/
See the whole discussion here.
The keyboard shortcuts on the main menu (WASD) for moving the map around do not work. (I have not fully tested the other shortcuts--though no problems with several ship and planet based shortcuts, like Rush improvement and Guard ship)
In fact when I press "D" with no ship or planet selected, I see gameplay info including FPS. At first I thought maybe I had used command line parameters in the shortcut to get the console up--but I checked the Steam shortcut and this is not the case.
Hello - I spent a lot of time fixing the Slaver Racial Ability techs today looks like a much of the research tree XML files were copied from version 2.0 and then never updated to reflect the revisions to the tech tree setup for Crusade that moved several buildings around to be researched under new Tech tree choices (and several of the tech names changed to reflect the new setup of the Master (generic) tech tree setup for Crusade). Most of the reasons buildings don't show up in the tech tree and planetary building lists is that they require a different required tech name than for version 2.0. Note that each of these building projects require a varying amount of Thulian mineral to complete.
1) PowerMatrix building for some reason now only increases YOR pop cap by 1 instead of two (easy fix in IMPROVEMENTSDEF.XML). Should be unlocked by PowerMatrixTech not PlanetaryImprovement tech matching the tech tree tip.
2) FusionMatrix building for some reason now only increases YOR pop cap by 2 instead of four (easy fix in IMPROVEMENTSDEF.XML and needs to be changed in MasterTechDefs.XML too). Not sure why this tech name is PowerMatrixTech tech instead of FusionMatrixTech but was that way in Version 2.0 )
3) AntimatterMatrix building for some reason now only increases YOR pop cap by 3 instead of six (easy fix in IMPROVEMENTSDEF.XML and needs to be changed in MasterTechDefs.XML too).
4) QuantumMatrix building for some reason now only increases YOR pop cap by 4 instead of eight (easy fix in IMPROVEMENTSDEF.XML and needs to be changed in MasterTechDefs.XML too where it say 5 not 4).
I can no longer find the Assembly, FastAssembly, HighCapacityAssembly, or UltimateAssembly "buildings" in the ImprovementsDef.XML file where they used to be in Version 2.0 but the associated SparkofLife, SparkReplication, and SparkContinuity tech research projects exist in MasterTechDefs.XML. Maybe as non-building projects they are defined elsewhere or someone forgot to define them at all.
P.S. revisiting this post Stardock apparently for simplification reason has decided to remove these Synthetic "Farm" buildings by marking them unavailable in ImprovementsDefs.XML and making the researched Matrix Tech just give smaller global population bonuses. Note Synthetics start with increased 5 Population Cap for Colonies and 15 Population Cap for the Capital and they can not build to increase the population cap so the Matrix Techs is all they can to increase max population per planet. That said for my purposes I am going to mod the increase back to +2/+4/+6/+8 in both the abandoned buildings and in the tech tree. Also I can not understand any reason why Synthetics don't get some kind of "growth" improvement or tech. Without any growth and it looks like fertility might actually "work behind scenes" still for Synthetics for the moment, this race will always fall behind compared to other races whom are getting automatic and "free" population with its associated production/research/economy increases every turn. Although other races have to build farms and cities to grow beyond their default population caps (12 for Capital and 4 for Colonies) and Synthetics don't have to build anything just do have to research for their global population cap bonuses (which other races have to do anyhow to build farms and cities). I am going to look at modding back in the Spark of Life techs as the current plan seems broken and poorly thought out. The way the XML code works there isn't really a way to make ManufactureLife "building" in PropagationTech produce more Synthetic (Robots) per completed project(unless I am missing something). Also the corresponding Assembly project in 2.0 produced two pops per project not one. The old scheme of changing the "assembly" project as you researched increased "growth" projects seems the only solution to making Synthetic races competitive again.
Reloading a game resets destination planets for asteroid mines
Discovering new precursor technologies reduces your raw production bonus for precursor worlds down to +1
-Some ship types are not available for some ship styles. This is particularly noticeable with carriers, as some have drone carriers while others have large hull carriers.
Are the miniaturisation specialities for laser and kinetic weapons supposed to be 10 times the research cost of the other specialities? They cost more than twice as much as massive scale construction tech.
Edit: Also I should point out there is all kinds os weirdness going on with AI in trade negotiations. I'll try list the things I've noticed...
If they offer you a trade that includes any kind of resource, you can't remove that resource from the counter offer, just reduce it to zero, which would be fine except the "0 Duranthium" one of you is offering to trade to the other actually has some level of trade weight. I've managed to buy things for nothing this way.
When a trade is close it's become second nature to me to click to add credits to the deal and it automatically approximates the amount of credits needed to even out the deal. Something is broken here though and I can think of 3 examples. The first is that the AI doesn't seem to be able to offer you their last credit which might be the cause of the second quirk.
If the AI has close to enough credit to even out the deal and you click to add those credits to the deal they'll add most but not all of their credits and think the trade is even. But it's not, it's in your favour. This is where it gets weird. I attempting to even out the trade manually by adding resources I discovered that in this scenario, the AI doesn't calculate the resources value into the trade. It still does some sort of checks, for example... They won't trade you more than a third of a given resource without the trade suddenly becoming absurdly unreasonable. If you don't have a resource or have very little of it they factor that in to. They will always give you 1, but outside that no more than half what you have already (I'm estimating these value a bit, the exact values seem to be a bit more complex than that but this is ballpark what you can expect). So if I have no harmony crystals, I can add one for free. If I have 7 helios ore, I can add 3 for free as long as they have at least 9. If we've both got a goodly stockpile of something I can demand a third of their stockpile. In a single trade I have got 1 of every rare resource I didn't have, something like 20 anti matter, 40 elerium, 15 duranthium, 230! promethium and 38 credits... What did I offer them in exchange? I offered them open borders. All that for open borders. But this isn't even the most broken quirk.
The third and most broken quirk is what happens when the AI is in debt. Click their debt to even out the exchange... They offer you their debts worth in credits. You accept you actually get the credits and their debt goes up to match (so it is doubled). 6 turns later you can trade with them again... See where I'm going with this? Plus you can do the resource exploit at the same time.
There's more. I've seen the AI make trade offers for stuff I don't have. You can accept these trades as long as you don't change anything on the table. The best is by far when I had a resource debt (it was like -2) and then AI sent me an offer to buy the debt off my for tens of thousands of credits. Substantially more money than they actually had! How could I say no?
I've never even attempted to trade for starbases and planets... I shudder to think how things can go wrong there...
Anyway on the topic of the trade window... It's not really a bug. But can I super strongly suggest a black line between the two colours in the bar that represents the trade balance? If you get a civ with a similar colour to you it becomes impossible to tell how they trade is being measured.
Edit 2: I'm also having issues with the ship editor. I have some bug where by when I'm in a game and enter it via a shipyard and click create new... There are no hulls available. Not even core hulls. Have to edit copies of existing ships to make new designs.
Also I have mentioned the various building you can research not becoming available to build when you complete said research in this thread yet? The research co-ordination building being missing are bothering me the most in the current playthrough.
Star bases and shipyards are invisible. They still work but have no model in the viewer. Outside of the icon, you can't see them at all.
Is anyone else having this problem?
Edit: Now I CTD when I enter the ship designer. It worked fine yesterday.
The research institute gives a 75% bonus (It should be 7.5%).
Benevolent trait Affinity I description says that the Elevation Foundation raises morale by 100% (The achievement actually raises morale by 25%).
Kinetic weapons miniaturization and beam weapons miniaturization techs cost a lot more than the other choices.
The Prototype antimatter missile is also useless compared to the Harpoon which you get from the same tech. The description also says "requires antimatter to manufacture" which is redundant seeing as all missiles require antimatter.
1. Vigilant trait listed twice in civ builder
2. Resources cover up some ship stats in designer
Not necessarily a bug but something I've requested before:
1. Put moves/remaining on the ship/fleet panel for fleets - it's annoying to have to hover over a fleet to see how many moves it has left. Single ships show this, fleets do not.
^ I find that these don't work at all.
Surprised me, too, that they work for him. Seems to me that the building don´t raise the pop caps at all.
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