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.
When the AI offers trades, it's sometimes possible to modify the trade so that they will give you everything they have for 0 credits.
Problem confirmed by other people on Steam forums:
http://steamcommunity.com/app/226860/discussions/1/1327844097122512832/
Ships set to auto explore/survey should not enter "borders" when you don't have open borders and especially not when at war.
I never know i wanted this until i read it. Our damn pilot need to be train to respect space border.
IntuitiveAbility unlocks the hive branch of research, but the hives don't seem to be in the game anymore... The research items have no other effects (except for improving the now non-existent hive/mother hives). Remove the techs or re-add the hives.
Several upgradable unique improvements do not properly check their uniqueness; after upgrading the weather control system, you can build another level 1. Same for the labor temple/oracle.
Lots of spelling mistakes; here's a few:
instersteler -> interstellar (starbase "intersteler defense module")
sole -> soul (unless the Precursors believed happiness was on the bottom of their shoes)
Single Disruptor -> Shouldn't this be: Signal Disruptor
Adding GalCiv3GlobalDefs.xml, altered or unaltered original, to Mods -> [mod name] -> Game, throws error message which prevents game from launching. Happens on both Steam and GoG
EDIT: Not a bug. With Crusade installed, you need to use the last loaded version that file (or any other file), which is in DLC -> EXP2_Crusade -> Game
I came across these in the game I've been playing today:
1. The notification list on the left side of the galaxy screen tells me I need more Administrators to build more starbases. I had plenty of Administrators and got more later. The notification never went away.
2. I needed money, so I had my shipyards building the Treasure Hunt a lot. Sometimes I would get notification to load a ship with people. For some reason a colony ship was built instead of the Treasure Hunt.
3. I was negotiating a peace treaty with the Drengin and adjusting things to get as much as possible from them. When I was adjusting the amount of credits they would give me, the game crashed. The Stardock crash reporter sent in a report.
I have also experienced NUMEROUS times in both 2.0 and in Crusade where after clicking End Turn, the icon displays as Wait and greyed out. I have seen this usually after about turn 75 on a variety of maps. I don't use any mods or custom civs. I can still click around and activate menus, but to get past the Wait I have to save and return to the Main Menu.
Turn 191 no mods, besides other civs.
Insane, 60 civs.
Never Ending wait for Starting Next turn.
Gave up after an hour. No actual crash.
Confirmed. I clearly have 14 extra admins but the message has been stuck there for 150 turns.
1) Doom Ray costs 1 Elerium, Nightmare Torpedo costs 8 Anti-matter and Singularity Drivers cost 4 Thulium.... why are they different? (the rest of those lines have the same issue).
2) The ideology that expands starbase mining range gives the visual appearance of working, but doesn't actually expand starbase range.
3) Decommissioning a constructor does not free up the administrators it took.
4) Infinite loop (or something that seemed like it) in between turns. No way to save (to close and reload) while waiting for turn to finish.
5) The constructor template seems out of date with the idea that starbases are no longer upgraded with constructors.
6) It would be nice if there were a way to go from a list of planets (like the espionage or govern planets lists) directly to a selected planet on the map.
7) When you view a planet while looking at the list of planets in the govern screen which has been sorted (such as by influence or approval), and you press done on the planet view screen, the list of planets is no longer sorted.
8) It would be nice to be able to adjust civilization colors in the middle of the game (to help clear things up for us colorblind folk).
9) In the ship design window. Important stats are covered up by a window showing resources, even though resources are displayed on top of the screen.
10) It would be nice if the huge resource display on the top of the screen had some visual organizations to help parse it a bit faster (such as people resources, starbase mined resources and planet mined resources each being in their own slightly colored box).
Constructors are no longer needed to upgrade starbases...only for the initial build.
Which is all fine and well, but the starbase screen says "Add more constructors to upgrade the starbase" (or something like that), so it is understandable why people are confused.
I have been with Stardock since the first GalCiv and it pains me to say this is the first time I've been a little frustrated (otherwise, you folks are fantastic!).
"Definitely a bug":
1. I attempted to delete a template of a ship I designed but downloaded from Steam because none of them came through (see #1 below). The game crashes every time I accept the warning that it will be gone forever, and this happened twice.
"Not sure if it's a bug":
1. I had to re-load all of my old ships, civilisations, and races from Steam because absolutely none of it came over with the upgrade; even then, I lost a lot of stuff because I didn't post them (thank goodness I fell in love with my dreadnought and posted that sucker!). If there is a way to retrieve those old designs, someone please tell me.
2. Every starbase frame is listed in the designer for some reason, and there are over 300+. I can't get rid of them except through "Obsolete", and that took forever (I wanted to because my ships were at the very bottom, and "Favoring" them didn't seem to help). I am very happy we can finally design them, but are they supposed to be there? If so, how can I remove them with far greater ease?
3. Core hull blocks not available in Ship Designer (in-game), but are available in the Ship Designer (Main Menu). Was this intentional?
4. The buttons for changing the AI responses are very confusing (I'm still not sure what "Listener" and "Speaker" are referring to. Am I the Speaker/Listener, or are they?). Please let me know if there is a guide/resource that describes in greater detail because (lots of love to you folks) some of the in-game responses are really, really weird and I would love to change them.
I was a little bummed to see we still can't choose ship colors and we still don't have a generic ship "type" (some of the designs out there are fantastic but I wish I didn't have to wade through ships I will never use), but these are all FWP (and not, strictly speaking, bugs of any sort), so I'll live.
Anyway, I guess I'll wait a little longer for the dust to settle and everyone there can get the problems ironed out. As I said before, this is the first time I've ever been frustrated with an update/upgrade/expansion, so I have faith you'll come through for us. Have a good day!
Surprised me, too, that they work for him. Seems to me that the building don´t raise the pop caps at all.
Yeh I was up late too looking at this question - the MasterTechDefs.XML file adds a global bonus to PopulationCapYor upon researching the associated tech for each of the PowerMatrix techs and upgrades - there is now no need to build the building. Although nothing per say in Improvements.XML seems to prevent this - but the increases to the population cap have been lowered in Crusade however seeing that they are global increases instead of per planet when the building is built maybe that is not all bad. These buildings will be removed or at least commented out in ImprovementDefs.XML so that they don't show on the tech tree and tech tree tooltip updated with the First Update to Crusade due out this week per these upgrade notes:
https://forums.galciv3.com/482955/page/1/#3676501
I have yet to play a Synthetic race in Crusade - hopefully with all the changes they are more challenging to play than they used to be.
I disabled Ascencion Victory, but still can find Ascencion Crystals on my map. Or do they now have another effect besides preparing for Ascencion victory?
Edit: I would love that btw, e. g. giving out small amounts of random resources.
Ancient races get a research bonus from them.
I have played and spawned many maps, never seen a map generated Ship Graveyard...
Why in the galaxy is there not universal 256-slot palette for ships and factions???
I've been trying to keep an open mind and be patient until all the bug fixes for Crusade are out, but the funny thing is, Saturday's Hot-fix now corrupts my game files as it puts the computer into a power off state. It is really hard to play any computer game when the computer is turned off!! I run Gal Civ III through Steam, and even if I disable all DLC's and Expansion Packs, the crash still happens. I have been playing Gal Civ and all it's expansion packs, Gal Civ II and all it's expansion packs, so my kids bought me a Founders Edition at Alpha Release for Father's Day 2014, (I named my star Bundalow), and I have never had a disappointing time playing until I tried to play the Crusade Expansion. I still hope that this game will be playable by Father's Day this year. Good luck in your efforts to fix the issues with Crusade, as I still want to play as soon as possible.
- As an amphibian custom civilization, my tech tree has at least one entire branch not working - the Hives can be researched, but cannot be built. That happened with Intuitive ability before v.2.13 and Time Traveler in v.2.13 beta too. Also, after 2.13 patch, I can see Farms (?) in my tech tree. Didn't research them yet, but probably they won't work either, as per amphibian species. From what I can see in the forums, the tech tree generating engine, although crucial for the game, was more of an afterthought, taken (very) lightly so far.
- The Govern - Colonies screen never worked properly, still doesn't work - it forgets the chosen sorting criteria after leaving the screen for taking a closer look at a certain planet (or whatever other reason).
There are quite a few other issues, but they have been mentioned already in the thread.
1. The weapons tree needs a re-balance, it's really wonky and makes no sense at all as far as I can tell.
2. It works for me, however, I couldn't get the Iridium Acquisitions tech that expands it by 3 to work.
3. Brad stated in another thread this inst a bug, but is looking into the idea of a cool down timer or something to get the administrators back. Permanently losing an admin due to scrapping a starbase or survey ship seems rather harsh to me.
Halfway through 1st attempt to play crusade noticed following:
1) Aquatic races do not have that little pleasant symbol that others (carbon based life, synthetics) have.
2) Warrior trait being listed 2 times have already been mentioned, but I am 100% certain this trait wasnt the only one that appears twice.
3) Asteroid mining: when you assign em to different planet then, after a while they get supporting the same initial 1st planet, not the one I assigned em later
4) When being invaded, it was said my planet has no resistance, although I clearly had some 60% resistance with 2 generals in defense.
5) When I got invaded, when I defended manually, I got conquered 100% of the time, despite several load-save attempts do defend from different positions. When I defended the same planet with quick battle, I got victorious 100% of the time. Tried something like 10 attempts to see how the now existing mechanic works and the contrast manual/automatic shows clearly: something isnt right.
6) Treaty details screen below "Payment" shows "New game". Such description clearly shouldnt be there.
7) Research institutes give 75% (!!!!!!!!!!) research boost instead of probably intended 7.5%. Thats even more than the technological capital. As soon as player develops those institutes, he skyrockets directly to science gods in two weeks time.
8) Every time I double click on any fleet to take a closer look, blue lines appear crossing the ships. Those blue lines are not supposed to be there, I am 100% sure
9) The viper (mercenary) "has powerful beam weapons". How powerful? 4!!! No more, no less.
10) Just checked - since it is possible to "set as capital" any planet at any time, and citizens appear in capital, it is possible to set as capital any planet and make appear there any citizen at any time, thus avoiding citizen travel from capital to normal planet. In other words - it is easy to avoid citizen travel. This error is especially wrong when faced invasions. I can now set any planet as capital and get there generals instantly. It shouldnt be this way.
Heck, Crusade is so buggy its unplayable at the current state. No offense, just being honest.
The hired mercenary 'The Raptor' costs 24 Durantium ...... Who knew mercs could be so greedy
Spies placed on enemy planets to negate effect of planetary improvements are lost after reloading save
The agents are still counted for in the Spying overview report, but they are no longer visible when looking at the planet itself, and new agents can be placed on the tiles they should be located on
Fleets are renamed each time a new ship is assigned to them and do not keep custom names due to this
Playing as the Arcean in a new game with the 2.130 Opt-In.
Interstellar Travel tool tip says it "Improves sensor, life support, and speed of all ships." The Unlocks section shows "Ship Range +5" and nothing about improved sensors or speed. When it is researched, only the range is improved. Life support and speed stay the same.
Eyes of the Universe tool tip says it "Locates homeworld of all Hyperdrive capable civilizations." When I built it, it had some adjacency bonuses.
I don't know if the adjacency bonuses changed anything, but I can see a lot more than the homeworlds.
I've had this so far in every game I have played... makes it a wee bit unplayable this way. Happened to me turn 136 this last game. Even closed the client and pulled up a auto-save file and it died again on the same turn.
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