How To Handle Space Bugs
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0.81 Changelog
Bugs:- Manufacturing district got a base effect of +0% manufacturing- Invite leaders is bugged. After execution no new leaders were available. I moved back to galaxy screen. Some seconds later to leader screen and there they wereRequests:- Could you change hotkey G so that it turns on/off all grid options? This would support the playstyle where you most of the time do not want to have the grid on and can quickly turn it on if you want to move a fleet in detail. Those who like a fixed setting can still go into settings to adjust it in detail- Could we assign Governors out of the pool of ministers? So that we avoid the "got fired" penalty? Alternatively, could the "got fired" penalty be applied at start of a round if ministers got fired last round and are still unassigned?Feedback:- All texts including "Colony" or "Colonies" should be checked. If Core Worlds are meant, texts should be changed- Pollution is no global multiplier (like approval). I think it would be better if it was. Now: I got a high polluted world but agriculture districts are still as efficient as they are on a non polluted world. Same is probably true for crime and income (not checked)- It seems to be too easy to rush to the medium commander ships. I got them at turn 25 on standard speed and I have only focused on it the last two or three tech choices- Maybe I was lucky but with 0.81 battle viewer always showed the action. No empty space - Insides from Battle Log: interesting changes of how defence works (compared to GC III). High armor also gives a minor defence against missile and beams (?)
I still say we need an "Executive Order" for Constructors. The need for resources has become critical. Changing some of the Survey findings from Colony ships to constructors helped, but that mechanic is just too random.
I didn't see the ability to expand the reach of mining constructors show up in the module list in .8 and so far not seeing it in .81 either. If it's not really there it probably should be. What good does it do to have solar systems with 3 resources when you can only reach 2 of them no matter how you position the mining constructor. Black Holes with 3 anti-matter nodes can never be fully utilized by one mining constructor without this ability.
It has been reported numerous times that AI ships without survey modules are surveying defended anomalies. I've seen this. I'm not sure if anyone has provided a save that shows this. I saw an AI fleet that looked like it was heading for one of the anomalies, so I saved the game. The next turn the AI fleet did survey the anomaly.
The save is available here.
Load the save. You should start at one of my fleets that still has moves, so click on the turn button. The fleet will move next to a lightly defended anomaly. Notice the Festron fleet just to the left of my fleet. Investigate the fleet and see that none of the ships has a survey module. Notice my fleet still has 3 moves left. Move my fleet to any tile that is 3 moves away.
The turn will continue. Watch the Festron fleet survey the anomaly.
GalCiv Sitrep 2022-03-10 is now complete.
Onyx- Love the prometheus stone extractor. perfect for them, tyvm for that. prometheon stars also seem much more common now, ty again for that tripple hp might be a little op now though... since their lore says they're excellent asteroid miners, i would like to suggest again that they have the "experienced" ability traded out for archeologist, but have the archeologist mining boost lowered. this would give the onyx the extra production they need, esp at the start, to help counter that low growth rate and no growth rate increase policy, but wouldnt make those tripple hp ships too op later on with bigger hulls and hp % boosts. this would give this race other good tactics besides just attack as quickly as possible with those big ships to take over planets in order to counter that low starting growth rate.
Navigators- i've really been liking these dune loving space bears. again though, i do think that the archeologist mining needs to be reduced, but give them a little more asteroids in their starting star system. that mining part should really be included in their race description somewhere though, it's like their best, most valuable trait and people have no idea they have it. I think their starting world setup should be changed a bit though... either just make it a desert planet or keep it what it is and take out some of the starfaring range and replace it with a resistance to pollution. they look so much like tardigrades that i think they deserve a resistance to pollution anyway.
Baratak- the Solar Wind ship doesnt actually give a -50% to decay, it's closer to 30%. their spore ability is my fav one in the game but i still dont think it should work on gas giants if that's possible, and maybe start with at least 1 extra charge again. this would help to spread out those really good class 5 planets so you cant put so many right next to a few core worlds, which is the real op part of that ability.
loving the game, thanks again everyone!!
Full wording of the results of this survey still not visible due to clipping
I think 'by' is supposed to be 'but.' It's a little ambiguous, though. Which one is centuries old--the guns or the Hive? A better wording would be:
"The guns from this ship were recovered from a crashed alien vessel centuries ago, but the Hive only recently figured out how to power them."
More wording hidden due to clipping
It should be 'disappeared,' not 'dissapeared.'
Had an event where I met the Drone Salesman. I was shocked because drones are no longer in the game. However, he took my lowball offer and gave me a Drone Bay upgrade. It never showed up in my ship upgrade modules.
More clipping
btw, i think that the current asteroid mining increase from archeologist is also kinda broken right now if used with the Yor or any synthetic race. the huge manufacturing bonuses they get, plus getting to ignore pollution for all the manufacturing buildings, would def make that civilization even more overpowered if they had a lot of nearby asteroids.
MP has serious stability issues. I've posted multiple debug.err's in the sitrep-81 discord thread.
started a MP discussion thread here: https://forums.galciv4.com/510860/multiplayer-discussion
Games coming along well!
-tid242
No way to highlight bottom row on Governors screen. Selection Panel blocks mouse.
I'm sure this has been mentioned before, but I don't see a Cybermetrics tech in the Tech Library to allow us to use this ability. Used alphabetical search.
There is a bug with the "paranoid" trait working in some cases where a planet changes ownership without actually being conquered.
Today, one of my governors betrayed me I guess because her loyalty was too low for too long. She gave the planet over to the Drath. Only, because she had the "paranoid" trait, she actually ended up back in my leader pool. This makes no sense.
I thought you had to have a transport to invade worlds? Does this not apply to Torians?
You need transports to invade core worlds. You don't need them to invade colonies. Was Acer II a colony?
Thanks for that info Publius, it was only a colony.
Drengin Prison Labor Camp gives 0% Manufacturing (description says it should be 5%).
just double checking... did you have a citizen you had imprisoned on that planet?
Also Prison Research Lab:
How do you get prisoners?
Quoting Basilisk83, reply 23 Quoting impinc, reply 22 Drengin Prison Labor Camp gives 0% Manufacturing (description says it should be 5%). just double checking... did you have a citizen you had imprisoned on that planet? No, no I did not. Thanks.
No, no I did not. Thanks.
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