How To Handle Space Bugs
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0.77b Changelog
This leader is not yielding double experience as advertised - don't know if this is a problem with all leaders with this trait:
These survey explanations are still cropping (scrolling is not available either):
Confirmed - only survey ships upgrading in this release. Is this mechanic going to be reinstated for Commander ships and all other military ships in a future release?
They have said, multiple times, that Commander ships aren't implemented yet, but should upgrade, and all other non-survey ships will gain HP on leveling up with no other options.
Thanks for that info Adam, hadn't seen anything on the forum addressing what the plan was for so long I was starting to get worried they were changing their plans.
When was Beta 0.77b.278074 released, date and time. I started playing Beta 0.77b Thursday Feb 10 at ~9am EST. I had played a bunch of Alpha before this. To my surprise when I started a new game on This Thursday morning I could zoom in and and I would have the grid I so dearly wanted. If I zoomed out it would disappear but I could live with that. Around 8pm EST I saved the game and quite GalCiv4 and launched Fortnite which I played for about 2 hours. When I ended Fortnite and relaunched GalCiv4 about 10pm my lovely grid was gone. It reverted to the way Alpha was, zoom out and get grid, zoom in and nothing.
I don’t know what variant of Beta 0.77b I started with Thursday morning as Epic is stingy in what it wants to show you in the pick screen. I finally figured out how to find the additional release info. You go to library, pick “list” and then on the games list on the right most position, select “…” and it will divulge the information you are looking for.
However, having looked at your explanation at the top, I see I failed to notice the “…” when looking at the games in the initial library page.
I guess the lesson here is Stardock givith and it can takith away 🤪. Seriously, I love the game so much I find it hard to stop and do my Fortnite daily challenges. It is so addictive.
Yes, there was a small update.
It seems for this game (unlike GC3 that is built on the same engine according to BW) it is an either or situation.
I and many others want the grid to show farther zoomed out.
As in GC3 you have the grid 100% of the time this is no problem, however for some strange and unknown reason they either cannot or will not set it to 100% for GC4.
Since it is either 4 or5 clicks out before the grid showing up in the latest update, and most players want it this way rather than having the grid disappear after five click.
The grid should have options for when it is visible .. minimum and maximum zoom levels.
That way, everyone can be happy. Seems simple enough with some XML and an option set in the Galaxy screen.
I really wish they would explore letting us assign commanders to prototypes. Most of them become outdated pretty quickly if we can't upgrade them.
Hi! I'm really enjoying the game, and I'm extremely glad to see the shift to "less but more involved/important" planets/cities. It's something that I've been wishing for the genre to do for many years. So big kudos for that! Alright, here are some notes and feedback from about 40 hours of playing 0.77a/b:
- There's no way to see the Deceptive/Persuasive/Intimidating stats.- Asteriods don't have decay, so it's always better to send them to core worlds.- It would be nice to show planet class on uncolonized list.- Extended reinforced hull on survey ships can be taken over and over, it's a bit OP due to the % to HP.- Sometimes the battle previewer gives very wrong odds, like "Moderate casualties" and all your ships are destroyed.- Resourceful didn't increase mine output.- You can build designs from prototypes, making them better and repeatable.- Pirates/precursors/monsters should form fleets instead of spamming the map with units, which makes them easier buy annoying to deal with.- Would be nice to see which map resources (durantium, etc) are being extracted while on the map icon mode, it's hard to find the ones you are not extracting yet.
Here are two "issues" I'm having regarding the design of colonies and starbases, which I feel kinda go against the core idea of eliminating pointless busywork:
1) I don't like how resources extraction work on colonies. From what I could gather from dev posts, the idea is to make a core world a decision based on many factors like distance to other planets and which ones will support each core, and that it's not the idea to make it on every 20+ planet you come across. The thing is that until late in the game (when you can make extraction a "colony upgrade") the only way to extract luxuries/resources from planets is by making it a core world and building the extractor. Many times you might not want to make the planet a core world, as it might redirect a lot of colonies that are better for another planet, or it's right next to another "core worthy" planet, etc. So you have to leave the resource un-extracted for a long time. The thing is, you can do a tedious process of assigning a governor, rushing the mine and firing him and get the extraction early, and then repeat the process every time you unlock an upgrade. Personally, I think that extractors should also be colony upgrades and unlock at the same time, kinda making the planet a "mining colony". Give it an upkeep to balance, of course, maybe even make it 2 credits. I think it can streamline the process a bit and remove "degenerate gameplay" that you feel you have to do to get an advantage but it's not fun to do.
2) I think the way starbases work are a bit stuck in the previous paradigm, with a lot of tile counting which is made worse by having a circle as reference and on top having to take into account ranges that do not exist at the time of placing the starbase. To be more clear with an example: Most of the time you place starbases to extract resources, so you try to place them in locations in which you can get most of them. The first issue is using the circle to represent grid distance. There are several situations in which you just don't know if the target tile is inside the range or not. To make matters worse, there's a common upgrade that gives +2 range, which is not visible when placing the starbase, so you also need to calculate that blindly. Not saying these are HUGE issues, but I feel they detract from the experience, as I prefer the choices to be more of a strategic matter (like which amount of resources I want to invest to obtain something) rather than tile counting.
Plus on top I feel the starbase gameplay suffers a bit from the issue of doing the same actions over and over again, and having lots of instances to manage. There are resources all over the place, so there's a lot of mindless choices and management when placing starbases instead of less but more important ones. Of course, complaining like I'm doing is easy, finding a solution might be hard, and heck, maybe a lot of people like them as they are. In any case, here's a bit of how I play with them:
- I place an economic one near core worlds, no question about it.
- I place military ones near the entrances to sectors, or on borders with aggressive neighbors.
- I place influence ones mostly as "extractors" and in case I want a particular planet.
I guess my core issue is using them over and over as extractors. When I have an strategic goal for them is fine, but place a huge amount just for extracting resources feels like a lot of busywork, and they become noise when I have to do consider upgrades once a tech adds something to them that might be useful. I just wonder if it might not be better to make the miners as extractors, especially if you add a button to automate them, since right now it's also a chore to send them one by one to clusters, but at the same time you'd need to place a starbase to have control over the area if planets are not around... Maybe their range could be bigger, maybe even making it a permanent, consistent range and changing the range upgrades to other upgrades (like freedom granting more influence instead of range). So you can cover more area with less of them, plan their placement better and they become more prominent features on the map.In any case, they are small pet peeves that don't detract that much from the overall experience. Keep up the good work and I wish you all the best.
Not sure I agree with the comment “most people want the grid to remain when zoomed out”. All the comments I have seen about the grid is wishing it was at the zoomed in level.
Go to Discord and read the posts about the grid since Monday you will see how most of the people testing this game feel.I also said "many" not "most" in my previous post.Thirdly the number of posters here on Stardock as compared to Discord if much smaller. Now I will say "most" who post about the grid on Discord want the grid there 100% of the time like in GC3.
In the settings there is an option to turn on/off the grid outside your influence if one desire it.
NM double post.
Terran Resistance Commander ship Pyxis Five says that it gives +1 moves per level. It does not.
I destroyed a pirate shipyard and received zero xp for it. That seems wrong.
Turn 310, stuck on 7 Ideology points. Haven't seen any way to get more points for about 75 turns. They were coming pretty steady up until then.
Thank you for the feedback everyone. It's going into our sitrep today.
Here are some errors in FlavorText.xml
Search for fake smile; I think it should be You fake a smile.
Search for abaze; it should be ablaze.
Here are some errors in FlavorText_Old.xml
Search for aquatic. You will find a race trait called AquaticAbility. There is no such ability in the AbilityDefs.xml file. Check it to verify this. There is an ability called AmphibiousAbility. Aquatic should be changed to Amphibious. Search again for aquatic and change it to Amphibious.NOTE: Both of these errors also exist in all language versions of FlavorText.xml that exist in the Crusade expansion directory for GalCiv3. They do not cause problems in either game, but they will never appear because they require an ability that doesn't exist.
Search for incompetance; it should be incompetence. Skip the next <Text> line. The <Text> line after that contains medicore. It should be mediocre.
Search for competant. It should be competent.
Ship Range Errors
I reported some in the past, and they were fixed. I've found some more.
QuestEventDefs.xml in Gameplay\Events directorySearch for Quest_AnomalyHunt_End, then move to the scond OnEventChoice, then to ShipRange. The <TargetType> should be Faction.
Search for Special_Legion, then move to ShipRange. The <TargetType> should be Faction.
CabinetMemberDefs.xml in Gameplay directorySearch for Secretary_ShipRange, then move to ShipRange. The <TargetType> should be Faction.
I'm not sure about this one. It requires someone who understands all the xml code better than I do.ThinktankDefs.xml in Gameplay directorySearch for Thinktank_FreemindCenter, then move to ShipRange. Everything from <EffectType>ShipRange</EffectType> to </SpecialValue> I don't understand, so I don't know if it is right or wrong. Is it supposed to change the range of all ships, one ship, or what? Is the code right for what it is supposed to do?
4K problem
I've found one minor UI problem when I sometimes play at 4K. The AI's picture isn't in the right place.
In the galaxy screen, clicking on a planet shows a row of citizens to right of planet info box. If it is too long to fit in the space for it, the row resists scrolling and snaps back to the way it starts when efforts to scroll it have ended.
In the planet screen, when the list of Improvements gets to be more than 2 rows, it shows 2½ rows with a scroll bar. There is unused space below the half row. Can the area be expanded to show 3 rows?
The Planetology Tech reports it "Allows us to build Agricultural Districts". It actually "Allows us to build Agricultural Districts, Housing Districts and Kimberly's Refuge". Maybe change the wording so it shows the correct information but isn't as long as what I wrote in the second quotes.
Many events of all types have a choice that gives negative growth. Most of these events happen to colonies, which don't have growth.
The event Sleeper Ship seems to be about a colony ship to settle a new world, but it gives a constructor. Maybe change the wording or change the ship.
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