How To Handle Space Bugs
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050 Patchnotes
Some anomalies give a choice to add a weapon to the survey ship. When that choice is taken, the weapon is added, then removed when the ship is moved. The 0.50 change log indicates it has been fixed, but it’s still broken.I started a new game with the update and played until I found an anomaly that had a weapons upgrade. Look at the weapon stats at the bottom left of this screen shot to see what weapons my ship had when I surveyed the anomaly.
When I chose the option to add the weapon, it did get added. Look at the weapon stats in this screen shot to see that it was added.
When I moved the ship 1 tile, the weapon upgrade was gone, as shown in this screen shot.A save that allows this to be seen is available here.To see this happen, load the save. You will be at the survey ship. Move it to survey the anomaly next to it and go to the next turn. Choose to add the missiles. The missile attack is added. Move the ship one tile and the attack is gone.
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Ship combat stops producing damage at times in the game. This includes both the AI and player ships. It seems to start around turn 40, maybe. The attack animations and sounds play, but the attacked ship/fleet isn’t damaged. After several or more turns, the production of damage will resume. It can stop and start at intervals as the game progresses. If a game is saved while this problem exists, then the save loaded, the problem is gone until it reappears. Using an autosave or previous autosave doesn’t work. It seems to take quite a few turns after a save is loaded before the problem occurs again. It is not consistent nor predictable. Because the problem doesn’t exist right after a save is loaded, I’ve been unable to get a save that allows this to be reproduced. However, I did get a movie that shows this.My unarmed and defenseless caretaker ship is next to two heavily armed Xeloxi ships, and we are at war. I could have moved away, but a previous attack by the Xeloxi ships showed the bug was in effect. I started recording in the hope that the bug was still in effect. The movie shows that it was.The movie is available here. Play it and see what doesn’t happen.
An odd thing happens when conditions are just right. It is probably just a very minor bug, but it can show some interesting information.In case anyone reading this doesn’t know, the space monsters increase their number by building new space monsters out of the debris of a destroyed ship. In the game, the destroyed ship vanishes and a new infant space monster replaces it. The visibility that existed because of the now-destroyed ship is replaced by fog of war. The odd thing is, if the destroyed ship is selected when it is destroyed, it sometimes stays selected, but as the new space monster. The information box at the lower left corner of the screen still shows the icon for the destroyed ship in two places, but all the other information is about the new ship.The next odd thing that can happen is that the “Go To” icon usually still exists at the information box at the lower left corner of the screen. This allows the ship to be sent to a rally point, planet, shipyard or starbase. The icon can be clicked, which shows a list of all existing rally points. In this case, they are for the space monsters. Each space monster rally point is near a space monster shipyard, so the general location of all their shipyards is now known. At the top of the list are options to show planets, shipyards and starbases that the ship can be sent to. These are also for the space monsters. I’m sure they don’t build starbases, but they do sometimes capture colonies, so these two aren’t that useful. Clicking on the shipyard icon shows a list of all space monster shipyards in the galaxy. Clicking on a shipyard in the list will show exactly where the shipyard is. Each shipyard can be clicked on in turn to see exactly where they all are. They will be in the fog of war, so they won’t be visible. It is best to be zoomed out as far as possible to get a good idea of the locations of these items before clicking on the “Go To” icon.I have a movie that shows all this when everything works. I have Eyes of the Universe, so I can see the home worlds of the other races. The movie is available here.I also have a save just before this happens. You can get it here.Load the save. The fleet with the starting survey ship will probably be selected. If so, zoom out and look to the far left of the sector to find a yellow star named Megrez. Zoom in to it and find the Terran ship in the center of the visible area. Select the ship, then go to the next turn for the capture to happen.
- It would be nice to define points or zones of danger: automated ships would avoid these areas. I know some places occupied by pirates or space monsters and I want to automate little ships.- WASD moves the camera much slower once other sectors are unlocked- Radius of missle range 3 is a litte bit too small to fit the "4 corners rule" in every direction
Despite the tooltip indicating that this event would give me two culture points, I got only one. I suspect the tooltip is wrong.
Edit: In case it's not clear, this is the conclusion to the mission to colonize three oceanic worlds. I got it playing as the Festron.
This is strange.
I don't think it's all that strange that the leader has the Strange trait, but the overall Social for the leader is -1.
Should a leader have a negative overall value for any of these characteristics? Will a negative value cause problems in other areas that use these values to determine how things go in those areas? Is this going to cause any problems, or is it just one of those strange things in the game?
I have a class 18 desert planet with 3 housing districts, all at level 3. The housing districts should add a total of +12 to the population capacity, yet the population cap at the upper right shows 10/10. The tooltip for the populations says that the population is being capped by the housing supply, and to construct cities to increase the cap. So (a) shouldn't the cap be higher than 10 since I should have whatever the base planet population was +12? And ( shouldn't the tooltip say build housing districts instead of cities?
When I attacked a defended ship graveyard, I won and managed to capture/scavenge all 3 of the pirate ships guarding it. All of them had incomplete names. They all looked like this, except for different numbers.
I checked and found that ShipClassText.xml doesn't have an entry for PirateAttacker, so no name was available to be shown.
I got a leader with conflicting attributes. The first one means Brig Barrow will flee back to me when the planet he is governing is conquered. The second means Brig Barrow will join the conqueror when the planet he is governing is conquered. They both can't be right. These should not be assigned to a leader at the same time.
Offered money to attack another npc - I accepted. Got a nice cach payout. Then go check Diplomacy. NPC that offered me the "contract" is now negative 3 --- because I am at war with his "friend". Either don't offered me an attack deal if they are friends or at least no negative diplomacy from said npc that made the offer
Tech Progress Bar Failure
This is a carryover from GC3. It didn't work in that version either.
Turn 65:
Turn 66:
The problem seems to get worse if you get a science bonus, say, from an anomaly or something. One time, I got a bonus that dropped 9 turns to completion down to 3. On the next turn, it was back up to 6. I sure wish this would get fixed once and for all. It's been like this for years.
I just wanted to demonstrate my point.
Thank you,
Richard
I'm seeing evidence that some effort has been made to eliminate the use of words like global and others with meanings that mainly apply in games that are confined to one planet. I found a tech that still uses global.
==========================================I got a quest called "It's Alive?". It was about a problem at my colony on Drengi, but Drengi is my home planet. This quest shouldn't happen on my home planet.
I went through the quest and was told I needed to look for missing colonists on Drengi. The option to look for them did appear in the list of things I could "build" on the planet. I did "build it" and found the missing colonists. I chose the middle option that seemed to finish the quest. After that, the option to search for missing colonists reappeared in my build list for Drengi. When I searched again, nothing happened to the quest, but the option to search reappeared again in my build list. It is still happening.
I have a save that shows it's still happening. You can get it here. Go to Drengi and check the list of things that can be built. "Build" the "Find Missing Colonists". When it finishes, nothing happens, but it is back the list of things that can be built.
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I got a quest called "Investigation" where the Terrans asked me to search anomalies and return a data capsule to them without tampering with it. When I found it, I was given the option to return it without tampering or to try to recover the information. I chose to try to recover the information and succeeded without any evidence of tampering being evident. I then told the Terrans what I had done. They were very pleased with my "loyalty in the delicate matter". This last part makes no sense. I did the opposite of what they wanted, then I told them about it. They should be mad at me.I have a save that allowed me to go through the last part of the quest again, but this time I lied to them about tampering with the capsule. Since there was no evidence of tampering, they believed me and gave the same answer they did when I confessed to tampering. This is the answer I expecting in this case, so the previous answer is wrong.The save is available here.Load the save and go to the next turn. Skip the turn of the ship that still has turns left, and the screen will jump around as battles with the Baratak Grove occur. Wait until the request from the Iconians appears, the choose the second choice to decline the war request. The quest from the Terrans will resume. Choose the second choice. The next screen has only one choice. The screen after that has two choices. The first should make the Terrans mad, but it leads to the happy result mentioned earlier. The second choice also leads to the happy result.
The Baratak Grove in my sector didn't colonize much, only 3 class 1 worlds. They eventually declared war on me. After a series of conquests and re-conquests by both of us, I had taken the three planets they had settled, and they had taken one of my colonies. Eventually I took their home plant/capital, leaving them with only my former colony. It became their class 3 capital.I'm wondering how much trouble it is for an AI to have a class 3 planet as its capital. If they have a core world somewhere, can they make one, preferably the best one, into their capital? If they don't have a core world, how much trouble does it cause them to have a colony as their capital? This will also apply to a human player, but I expect most human players to be able to handle this better than the AI, at least for now.In this case, it didn't matter for long. I soon took this last planet to eliminate them.
In version 0.40, the AI rapidly settled planets and built starbases at all the resources. This changed in 0.45. The numbers of planets settled and starbases built by the AI decreased a lot. One change made in 0.45 was to eliminate access to citizens on colonies. It made it harder for me to get as many citizens as I needed to settle all the planets and build all the starbases I wanted, so I think that is the reason the AI started doing less. I think they do even less in 0.50.In my current game I started with the Baratak Grove and Yor in my sector. The Baratak Grove settled only 3 planets outside their home system before they declared war on me and were destroyed. The Yor haven't settled any outside their home system. The three planets the Baratak Grove settled were all class 1. There are plenty of planets still to settle in my sector. I currently have colonized 39, and there are many more left to colonize.The only starbases the Baratak Grove built were military bases at 2 of their 3 colonies. The Yor haven't built any. Neither has built any asteroid mines anywhere. They are basically doing nothing. I have found a Yor planet in a sector well away from my sector, but they have a survey ship in that sector. I'm going to guess a Drengin or Festron colony ship was found and used to settle that planet.However, in a neighboring sector, the Manti Cluster has colonized 13 planets outside their home system, with 9 of them being core worlds. They have built 3 military starbases along with 1 culture and 1 economic starbase. They have not built any starbases to mine/research any of the resources/relics in the sector. They also haven't built any asteroid mines.The Drath are also in that sector. They have settled two planets outside their home system and done nothing else.The information at the top of the screen that shows ascension status shows 2 races have each built one starbase to research one ascension crystal. Otherwise, I haven't found an AI starbase anywhere that is mining/researching a resource/relic. I also haven’t found an AI asteroid mine.The AI has really taken several steps backwards in its ability to eXpand and eXploit. This is with the AI set to Gifted and at turn 400.
The two saves available in the previous comment are from this game. I have earlier saves available if they might be useful.
I like to see fleets with the numbers when you zoom out far. Maybe it would be even better to show the logistics value instead of the number of ships. This could be true in general (at all zoom levels), I am not sure.
A symbol for survey ships is displayed at maximum zoom level. I like this. Military fleets are not shown though. My first impression is, that it would be nice to see both types at maxed out zoom level.
Commanders: Ahead of their time?
I hope that major changes will be forthcoming in this aspect of the game. The commander ships are way too powerful and make it pointless to do much in the area of combat ship development until much later in the game. These ships shouldn't be available until you have the technology and ability to build them. I would like to think that this is a science fiction game, not fantasy.
To me, it would also make more sense to make them fleet commanders and perhaps only let them get the affect all ships in the fleet type upgrades..
The above was posted elsewhere, before I saw this thread. I did notice in another section that the intent was for these ships to be available when the player had the proper technology, but that isn't the case for my current game. In any case, they really should have to be built, and not just purchased for the price of a leader.
This is my first alpha and I like getting a new game every so often. It's almost like designing scenarios, which I did for Railroad Tycoon 2 and 3. Lot's of restarts until you get it right - although here, I am dependent on you guys to do the fixing. (Far beyond my skills. RT2&3 had really easy map editors.) Of course, now I am getting attacked by everyone because I didn't develop any other ships, but they haven't researched invasions so maybe I will survive.
Oh, on another point, when choosing random, it would be nice if instead of none, extremely rare could be substituted for things like resources. This is my second game where I haven't found a single source of Elerium, although the black market ships seem to be able to find it.
Review based on Test Edition V0.50.190544b
Played as Terrans, Arm, Normal Difficulty, Huge Sectors, Distanced from AI, mix of abundant and occasional settings, Conquest Victory, Very Slow in both Pacing and Research, 8 AI opponents.
Review:
If playing on a map with abundant anomalies, do rewards like +10% Influence Growth for 50 Turns stack? If not, suggest adding this to alert player.
Ship Design:
As in my last feedback, I know it’s early. Having played 577 turns in my current game, ship design—the slot system—is not satisfying. A recommendation:
Hull size:
Tiny – 2 slots
Small – 4 slots
Medium – 8 slots
Large – 16 slots
Massive – 32 slots
Weapons/Defenses number of slots required:
Tier 1 (early tech) – 1 slot
Tier 2 (middle tech) – 2 slots
Tier 3 (Late tech) – 3 slots
(Maybe add an “anti-air” defense module to counter interceptors, etc.?)
Carrier modules:
Tier 1 (early tech) – 4 slots (2 interceptors)
Tier 2 (middle tech) – 6 slots (2 interceptors, 1 bomber)
Tier 3 (Late tech) – 8 slots (5 advanced fighter/bombers)
Specialty modules (e.g., Survey) would all require at least 3 slots so they can’t be carried on tiny hulls.
The above suggestion gives designs more versatility. Tiny craft can have a weapon and defense early, and can mount a tier 2 weapon mid game. Small craft can mount a tier 1 weapon and 3 tier 1 defenses, or a tier 1 carrier module with no weapons or defenses, or even a tier 3 weapon late game. And so on.
Right now, the slot system is too confining. My large hull ships are losing after only ~4-6 single combats with tiny space monsters.
I would also like special events or end game tech that could increase slots, the equivalent of getting better miniaturization in GC2 and GC3.
Commanders:
Have to vote thumbs down on current implementation. Commanders are simply a different way to get the Bazaar ships from GC3. In GC3, I used commanders to lead my best battle groups (fleets, whatever). Some led my best combat groups “designed” to clear an enemy’s defense forces, others led my major invasions forces.
I rarely used GC3 Bazaar ships in my mid- to late-game battle groups: They were simply not powerful enough compared to ships I could design myself.
Recommendation: I don’t mind requiring leaders to unlock Bazaar ships. I would prefer commanders be assignable to command battle groups and boost their stats (or lower them?). Maybe even have commanders in charge of several battle groups assigned to them. This would mirror current military organization: an admiral or commodore or senior captain commands a carrier battle group but works for an admiral who commands all the forces in an area. Same for generals.
(For instance, General MacArthur commanding the island-hopping campaign in the southern pacific and retaking the Philippines while Admiral Nimitz did the same in the northern pacific eventually taking Iwo Jima and Okinawa during WW II.)
This would make commanders genuinely important to the game, not just a different mechanism for getting GC3 Bazaar ships.
Ideology:
Same opinion as with version .45, Ideology is just too complicated. I like the option of saving points and selecting a more expensive ideology option instead of having to select every item in a progression. There are just too many trees. In this case, simpler is better. My opinion, of course.
Recommendation: Maybe have only 6 trees, 3 each on either side of good versus evil. Players could select from either at any time, but would have to do something consequential in game to earn points on either side (not just exploring anomalies, settling planets, etc.). Having "good" options that could avert a war with another player or help them through some difficulty, while "evil" options may actually start a war or significantly harm another player—something other opponents would remember. A "neutral" option would be "not our problem." More like the good-neutral-evil system from ye ol’ Dungeons and Dragons where in-game choices could actually change your alignment and how the “world” reacts to you.
Oh, I still don’t fully understand the mechanism for getting Culture Points. By mid game, I wasn’t getting any at all.
AI:
I know it’s early in game development but something is wrong with the AI. At turn 577 on normal difficulty (just testing game mechanics not min-maxing yet), I have 12 Core worlds and 55 colonies. My nearest AI competitor (Mimot) has only 9 colonies. The Navigators have 6, Drengin have 5, the Arceans and Krynn 2 each, etc.
Resources:
I have all resource settings at abundant. No Precursor Nanites to be found so far with 12 sectors scanned. Not in my territory, not among any of the AI. The algorithm needs to distribute a selection of every resource, even if only a few players get a particular one.
While we’re on the subject of resources, requiring specialty resources for starbase upgrades is almost game breaking, especially when some resources are so hard (or impossible) to find. This potentially cripples players without access to the specialty resource. Tetropod Hive for production upgrades? It cost Durantium in GC3. My starting sector has only 1 Durantium resource. That’s rare enough.
Bug: Very early game, I had 36 control points. I hover over the enforce law option and it says -6 control but the option is grayed out, not usable. Actual cost is (50?) control points.
Bug: Several times (about every 20-40 turns) clicking on a target to resolve combat results in no resolution. The visuals play as normal, but no damage occurs to either side. When this first happened, I tried on about 10 successive turns to resolve combat with no result. Exiting and reloading the game fixed it. For the remainder of the game, every time a combat failed to resolve, I would exit and reload the game, and it would be good for another 20-40 turns or so.
Bug?: I encountered a world that was an 8 quality. When I added a governor, it suddenly became a 77 quality world (every tile usable). Not complaining, just seemed odd.
Bug?: From within a game, clicked to load a different save and game hung for about two minutes after clicking “Yes” on the Confirm pop-up. Loading the same save from the main menu was much faster.
I picked the 'Focus on Education' Ideology in the Innovation Tree. I can't tell that it did anything. Certainly didn't gain additional Scientist pops anywhere that I can tell.
Playing as humans, had 'Curiosity' and 'The Gaze' in the same fleet. Fighting space monsters would show combat, but no damage was done to either side. Repeated combat just led to the same result.
Several people have reported a bug in .50 where combat stops working. If you save and reload the game it starts working again. If that fixes it for you, it's the same bug. If it doesn't fix it, I'm sure the devs would appreciate a saved game so they can find the problem.
General feedback from having played on maps of all sizes for hundreds of turns:
First of all, combat has been both improved and in some ways is lacking compared to GC3. I understand that the lack of animations is an early access thing, but what about planetary invasion? Is there ever going to be a screen where you have an additional layer of siege combat where you deploy troops and watch them fight akin to GC3?
While I don't like the new direction of population, as it tends to be far more archaic than GC3's easy-to-read number system, I understand that it's not something you guys are interested in changing. My question is, how are you intending to make planetary conquest and ruling a multi-system empire a more interactive experience? Now instead of losing several of my 5 or 10 'Soldiers', I either keep or lose 1 guy, which is far more difficult to wrap my head around actual body count losses on each side. Adding even one or two additional, interactive steps for planetary invasion would make a world of difference. Even having a phase where you are forced to decide how to integrate the new planet into your empire and whether or not to repair the collateral damage caused would help immensely.
Even on Parsec map with the 'fastest' game setting on with three opponents in the same star system, it was still well past turn 100 by the time I was able to utilize planetary invasion. If this is by design of the new 'random research pool', then I guess it's working as intended, but it feels unnecessary and like a fairly pointless addition to the game. Also, we need both 'guard' mode for ships/fleets and a way to have governors automatically take control of planets because playing on Arm or Galaxy map size and managing a large empire while trying to fight a war is actually not a very fun experience, with the camera jerking your perspective every which way and constantly having to spam click 'economic stimulus' into eternity.
Drengi feel fun but need a bit more attention and the same goes for the Festron.
That's it as far as my combat and general .5 thoughts.
As far as the state of the game, there need to be more anomalies of all three tiers, more planet events all around, more mundane and extreme planet types if possible and more events involving other civilizations, colonies within your empire and governing events that actually involve the Governors you've selected and specific citizens on your planets. All this effort was obviously made into combining Citizens with Population, yet the individual characters seem even less fleshed out than they were before in terms of interaction.
There needs to be a cost to having an enormous, expansive empire, potential fracturing of culture and rebellions. The fact that it's possible for me to have an empire of dozens of planets and not a single ship to defend them or to enforce imperial laws is weird and feels silly. By adding that level of depth to both the player and the AI players, it would prevent a large amount of that early and mid-game colony ship spam that leads to all but a handful of factions ballooning in size at ridiculous speeds. Slowing down influence gain and how far it spreads would also seriously help. Having each planet have a ZOC that only starts to appear several turns after you've colonized it would make a lot more sense and would encourage the use of star bases for purposes other than just the usual fare or mining or relic.
Also this is more of a wish, but please let us interrupt trade routes by placing a ship/s along them. This is something I've wondered about since GC3.
Thank you for your time and thank you for making a game with nearly limitless potential. Cheers to GC4
Physicist's should be Physicists.
Here is a bug. When I get an opportunity to research a tech that requires drones, I select the tech and spend the drone(s). When I exit the research screen and pick another tech, I don't get those drone(s) back. In fact, its possible to not have enough drones to select the tech again.
Godzilla vs King Kong is not fun. Every Civ has monster ships that make what we mortals build useless.
I am quiting v.5 at turn 427.
Odd. I find those special ships quite kill able. Especially if they are built alone.
I feel it would be useful if the various sectors could be named and then you can filter the lists of ships, planets etc by sector.
Also having a specific set of filter for the non-colonised planets would be useful. the main filters do group them but not in a meaningful way.
It actually costs 50 Control to Enforce Law. The tooltip is wrong.(edit) I actually checked on this because of your post, so thanks
And "physicists" is not possessive. No apostrophe, please.
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