How To Handle Space Bugs
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0.80 Changelog
Here is a problem with tool tips that I reported in GalCiv3. I found that it still exists in GalCiv4.
Information from a tool tip sometimes carries over into a subsequent tool tip.
The tool tip shows the frigate listed in the shipyard is carrying or can carry 1 legion. This is wrong. That information is left over from a tool tip about a transport that I checked just before checking the frigate in the shipyard.
The wrong information will vary depending on what was checked previously. In GalCiv3 this also applied to tool tips about planets.
I haven't found the actual post about this in GalCiv3, but I still have zip files with a save and a video showing this. The videos are more important in this case.
The file for the shipyard is here. The file for the galaxy is here. Look at the videos to see the information in the tool tip changes depending on what was checked previously.
is should be are.
I am having an issue where I crash in the ship designer- whether from an ongoing game, or from the main menu.
It is very repeatable for me. It happens 100% of the time when I click on Resistance_CargoCylFrame piece (it's very near the top when you sort by style).
Most of the other pieces work for me (I say most because I haven't clicked on every single one yet... no crashes with other pieces yet though)
In an earlier version of the game, all the AI were launching colony ships without population and trying to colonize planets with them. They couldn't because the game correctly didn't allow that. The bug was fixed, and I haven't seen anything like that happen since then, until now.
I'm not sure what is causing this because of all the wars that are happening. I have captured colony ships in space that didn't have population, so they couldn't be used to settle a planet.
The reason I'm not sure about the cause is that I have also captured empty colony ships by destroying the shipyard where they were stationed. I'm guessing that the AI built them but didn't launch them. I can't tell if they didn't launch them because they couldn't launch them because they couldn't put population on them, which would be following the rules, or if they chose not to launch them for some reason.
Some of the colony ships I captured in space had a call sign that indicated they were built by a race different from the race that had them when I captured them. Maybe the race that had them had captured them by destroying a shipyard where they were. The AI is now very good at destroying shipyards. Some had a call sign that matched the race that had them, but maybe that race had captured their ships back from the race that captured them when destroying a shipyard.
When the AI was always launching colony ships without population, there were many, many colony ships just sitting near planets they couldn't colonize because they didn't have population. I'm not seeing many, many ships now, but I have seen one sitting near a planet that it couldn't colonize because it didn't have population.
Notice that it is a Krynn ship, but the call sign of M.C.S. indicates it was originally a Manti Cluster ship. They are at war, so maybe the Krynn captured it by destroying a shipyard.
Here is a colony ship I built and launched with population for comparison.
I ask that whoever fixed the bug earlier check to see if it is still fixed. The more I think about it, the more I think that bug is still fixed and what I'm seeing is due to colony ships being captured when shipyards are destroyed.
If that is the case, then the AI is wasting time and effort building colony ships that can't be used because there isn't enough population. Also, the AI obviously doesn't know that a colony ship without population can't be used to colonize a planet.
The Festron declared war on me. After a long time, they finally saw reason.
Now there are two things that I think are wrong. The first is that the Festron on the worlds that I conquered or was given are mad because I am at war with their species.
That's not true. I was at war with them and defeated them, but I'm not at war them.
The second problem is that one of my advisors keeps telling me this.
I don't think I should be getting that message about a species that no longer exists as a civilization. I know they dislike me, but I don't think they can do anything about it - unless there is something I don't know about the game.
The base growth rate of the Onyx Hive is half the base growth rate of normal carbon-based races. Their growth rate also depends on the amount of promethion they have.
I haven't noticed changes in the growth rate as the amount of promethion I have changes. I decided to use the console to give me a lot of promethion to see what happens. I stopped when I gave myself 5000 total promethion and the growth rate still hadn't changed.
Please check to see if promethion actually affects the growth rate.
Now there are two things that I think are wrong. The first is that the Festron on the worlds that I conquered or was given are mad because I am at war with their species.That's not true. I was at war with them and defeated them, but I'm not at war them.The second problem is that one of my advisors keeps telling me this.I don't think I should be getting that message about a species that no longer exists as a civilization. I know they dislike me, but I don't think they can do anything about it - unless there is something I don't know about the game.
They can still assimilate you can't they?
GalCiv SitRep 2022-03-07 is now done. Thank you everyone for your feedback.
Here's a bug where the AIs think I'm allied with someone when I'm not. You can see below I get two "minus signs" in my relations with the Krynn for being allied with a civilization they don't like. I also get one minus sign in my relations with the Festron, but I decided for simplicity not to show that. I can only assume they think I'm allied with the Yor, but my relations with the Yor are only cordial, and I don't even have the tech for alliances yet. (It's only turn 52.)
I also got a bug where the range displayed for the missile attack is not matching the actual capabilities of my ship.
Although from reading the description it seems, I should have 5 range, I'm sitting 3 tiles away from my target and I still can't hit it.
You can check out both of these bugs using this save file.
The ideology perk that buffs starbase mining doesn't seem to do anything.
Counter barricade at sector entrance.I like the concept of subspace streams and choke points from the defenders point of view but I see the need to establish some kind of counter.Hanakocz mentioned that there were thoughts about a different kind of travel to avoid choke points. I am "afraid" that this could destroy the strategic structure that subspace streams provide.My approach would be to not add some kind of free travel between sectors but to give the attacker some kind of buff that is specific to the task to break such barricade.The general approach I am rather sure of but how to achieve this is another story - it must not be abused for other tasks and it definitely must not be used to strengthen the barricade.Ideas:- Mobile Fortress: very slow but very strong too (guarentee slowness by multiplier at end of calculation e.g. -90%. ratio of module slots : logistic should be very good).- Special modules could power up by traveling through subspace streams. Lore could be based on some Precursor technology. This could be one time weapons, fleet wide buffs, debuffs. They would expire after a short time (maybe 2 or 3 turns)- Special modules that can only be used near a subspace stream. But this could be used by defenders too- Self destruction Drones that explode at the other side of the stream
- No star icon before scouting- Two times Loyal Leader event (+300 credits, +10 control) in short succession (I am going to start a new game with V. 0.81 now so I cannot tell if this would be repeating all time)
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