How To Handle Space Bugs
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055 Patchnotes
Turn 151 slowest pace game, anomalies suddenly reappeared. I didn’t complete any research that turn. What I believe happened is that the Yor in my sector researched Anomaly Detection. I did not have that tech.
I like having more slots for ships. Larger hulls "felt" larger. The slot system is easier to understand than the mass system from earlier games. That said, it still feels a bit too confining, like something I make is just a game design, not "my" design. Will keep an eye on this as the game moves forward. Understand the need for balance.
I like the revamped commander ships more this version. I actually used them to form fleets around.
When getting the option to upgrade a planet that claims it will add 2 hexes, the planet quality increases by 2 but it only adds 1 buildable hex.
AI is still broken. On Normal, I'm expanding far faster than the AI, gamebreakingly so. I normally play at higher difficulties, but have been playing on Normal for the Alpha. One reason I expand so fast is I use the Control Points option for a colony ship every time it is available (5 turns). I almost never build colony ships, just 7 in 373 turns.
I like playing with lots of anomalies. At higher difficulties, this can help balance against stronger AI players. I've noticed rewards don't stack. The game is only allowing 1 upgrade type even if I unlocked several between ship upgrades.
Ideology is definitely improved by seeing what the effect will be on stats. Still not sure sometimes how it relates to what is shown on the ideology screen. Sometimes the bars/stats don't seem to match what the menu options are telling me. Are the bars moving + and - independent of the totals claimed in the menu, depending on which side of the ideology option we choose? Did not confirm this, however.
Accidentally placed this under General. How do I delete a post?
During mid to late game a player is likely to have more than one survey ship on automated survey.
This means that a player may have ( I do almost every turn) a survey result.
The issue is the survey results AND FINISHING a tech both pop up and both prevent you from taking actions on the main screen. The pop for picking a new tech prevents the player from doing anything else. This is so very annoying. I cant move or observe any battle outcomes because of this.
Please allow the player to pick when they want to research a new tech and please slow down or revise when survey reports are shown. Often I engage a target only to not see the action due to one of the two issues above.
This is very important for the player to identify where his probe was lost. I cant even determine if it was monsters, Sentinels, or Pirates. I'd at least like a side notification that says Probe was lost to monsters, I click on it and it takes me to that location which is likely now in fog but I can at least know not to go there again.
I second the above. No screen should pop up automatically, with the possible sole exception of victory/loss.
It is extremely annoying when you are about to interact with a window or do something and a popup suddenly blocks it.
The player should be able to cycle through all battle results if they wish to do so, and there should be a turn battle summary to drive this.
I like the idea of prestige as an alternate victory. But the stats are calibrated right now. It should be an option for if you got really close to the other victories but haven't quite made it. Disabling The prestige victory might work better for now.
It used to happen even earlier, but Derek rebalanced it to make you wait longer. Looks like it needs another balance pass.
I think an order of operations to how menus pop up is very important it seems like they pop up at random sometimes we'll wait a second and I'll think that they're all done loading then I'll click something and then something will pop up. On the subject of surveys if you're playing a large map surveys might come up so frequently that the option of selecting a default that you don't even get notifications for might be preferable to some players. It should be an option cuz other players might want to pick and choose different options each time.
On surveys, I disagree with a default as the value selected changes based on so many factors. I think they just need to be a LOT more varied, with the opportunity to acquire any material in the game.
MAYBE a complex AI rule system like the FFXII battle control system might work? < X of Y resource, take option Z?
I think I'd prefer if the popup windows had a hierarchy of importance. Like the research complete window always popped up on top, then the colonization events, then the survey events. That way the survey events results would be able to apply to whatever research you've just started and whatever new colonies you've established.
The tech Deep Field Sensors claims to unlock a wonder that will discover other civilizations, but it only increases sensor range by 25%.Is it really supposed to unlock a wonder? Three techs earlier, the tech Anomaly Detection unlocks the planet improvement Eyes of the Universe, which reveals the homeworlds of all other civilizations. Does something need to be adjusted here?
The following claim to increase ship range, but they don’tMinister of Exploration (claims +10)
Tech – Improved Life Support (claims +10)
The pirate ships in heavily defended Precursor Anomalies (the red ones) don’t have names. This matters because it's possible to capture them.
When the number of Governors requires 3 rows, it’s not possible to scroll down enough to see the bottom part of the third row.
Sometimes the same minor race will appear more than once in a game.
When this happens, they are treated like they are two separate races. They give the same quest, but if the quest for one is completed, it doesn’t affect the same quest from the second version when they are discovered. It is possible to complete each quest and choose two different options or the same option twice when the quests are completed. An example would be getting research per week from one and thulium per week from another. I’ve only seen this when the quest from the first version of the minor race was completed before starting the same quest from the second version of the minor race.
Same issue. Slowest paced game turn 373. Can't see which AI player is hanging the game, but definitely stuck. Exiting and reloading doesn't help. Loading an older save and playing to same turn results is same hang.Happy to provide save game file if easier way to do that. Dropbox and Discord have both been compromised by hackers and I won't use either one.
I am having this issue as well. Exiting the game and reloading my last save doesn't fix it.
I have two crashes in the last 90 minutes. The game just freezes and I have to get task manager to terminate the game.
I have found a 2nd World (a Precursor Lab World) with a Orb of Draginol in the same game. So there are probably even more of them in one game, particularly since I was told that the Drengin also had one and was a threat.
I wonder if the Tear in Space that you get to the Pocket Universe could be one of several Tears going to Pocket Universe, and that whoever can control and use them might have a very fast way to move very long distances by using the Tears and Pocket Universe.
The Fleets that come out of the Tear look like Space Monster design ships, i.e. Guns for weapons.
I wrote up a post going over major pros and cons I have for the game. Main one currently is feeder colonies costing waaay too much food and the poor AI. Here is the link https://forums.galciv4.com/507511/feedback-055194342-after-multiple-hours
How did you attach pictures old spider?
First, you must have a picture of some kind saved somewhere. This includes all kinds of pictures, including screenshots. I think it's quicker to have the folder with the picture already open.
When making a reply, click on the + symbol to get this.
Then click on the word Image. After that, click on the Upload tab to get this.
Then drag your picture into the area labeled DROP AN IMAGE HERE and release the mouse button. Wait a few seconds for the image to be uploaded and you're done.
Notice that you can also click on Browse for an image if you want to do it that way.
- AI clears precursor anomalies but does not survey them- End of turn -> unknown civilization -> game stucks -> ESC -> Victory Screen -> game continues- On godlike: opponent wins by prestige after round 162. An idea: could prestige victory be implemented in a relative manner and not in absolute numbers? I suggest that you win a prestige victory if you are far better than everyone else in multiple areas. Others getting better slow you down.
There is a file named FlavorText_Old.xml in the Text folder that has two bugs. In both cases the ListenerRaceTrait refers to AquaticAbility.
The problem is that there is no such trait as AquaticAbility.
The file AbilityDefs.xml in the Gameplay folder has the AmphibiousAbility instead of AquaticAbility.
Aquatic needs to be changed to Amphibious in both cases or these conversations will never appear.
I've checked the FactionDefs.xml file, and it has the correct AmphibiousAbility for all races that are called Aquatic.
NOTE
The same bugs also appear in the following files in GalCiv3.
The FlavorText.xml files all have it appear twice in each file as shown above. The DreadLordsTest_MegaEventDefs.xml has the bug in one place, but that file may not be used.
All of the FactionDefs.xml files in GalCiv3 have the correct AmphibiousAbility for all races that are called Aquatic.
1.) Mousover tooltips are not working well - often they don´t disappear when moving the mouse away from the trigger-area and they also don´t get replaced by the new tooltip if the mouse if moved over slightly to a button or symbol that is next (close) to the original one.
2.) After picking your race in the setup screen the "next" button is called "Customize". I found this very confusing (Hey, I don´t want to customize my race, I just want to play it! Where is the "Next" button?)
3.) Should there be a way to recall a Leader that was placed on a planet (reverting the "core world" back to a "colony")? I managed to reassign the Leader to another planet I just colonized, but was not able to recall it into my unused "leader" pool...
4.) It is still unclear what "exploration" and "research" agreements do. And how can it be that only one side (me or the trade partner) "gives" this agreement? Is it only one-way then? I feel there needs to be better explanation of the effect to the player.
5.) The new "citizen with a history" thing is kinda nice - but I think won´t be of interest except for the very early game. Who wants to micromanage the citizens and check their history, their perks, and then shuffle them around to be workers or farmers on multiple planets? I applaud the attempt to reduce "tedious micromanaging in the late game"...but then we get new micromanaging (without any real payoff)?
Tech Tree - do you guys have any idea when you'll add it to the game?
Sort of waiting to come back to it when this is integrated. It's hard to make decisions without it.
When is the next update? The game crashes too often to try and play at the moment.
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