How To Handle Space Bugs
So you want to help us deal with space bugs huh? Well, there are plenty of them. Here we will give you some pointers on how to best help us.
Go to give feedback
How to tell which version you are on?
0.81 Changelog
Imprison them using the same mechanism you use to promote them to Scientist, Entertainer, Trader, etc.
you get them by clicking on the citizen while in the planet screen, same way you do to change their profession from worker to something else. one of those options allows you to imprison them
The latest sitrep is now complete. Thank you everyone for helping bring our attention to bugs, typos, and your general feedback on the game.
Starbase Module BugI provided some information about this along with two saves directly to Derek on Discord. It was for beta 0.80. Here is some more information I have found in beta 0.81.The save "Starbase Module Bug" is available here.Load the save. You will start at one of my ships that is surveying an anomaly. It is also at the end of the turn. DO NOT GO TO THE NEXT TURN. Zoom out a little and move to the upper left to the yellow star named Vanga. Zoom in to it and find a starbase named Vanga Starbase 1 just above it and just below the planet Vanga I.The starbase is a communications starbase I'm using to increase influence in that star system. Look around it and see that there is no resource or relic near it. Double-click on the starbase to get the information page about it. Notice the available modules include Xeno Archeology Lab and Techapod Mining Unit, but they are greyed out. I don't have any way to use those modules because there isn't anything near the starbase to use them on.Look at the top of the screen and see that I don't have any modules available. I'm building them and will have one available at the start of the next turn.Close the starbase screen and go to the next turn.Do what you want with Terran Alliance request. Look at the top of the screen and see that I have one module available.Go into the starbase screen and see that the two modules are no longer available. Those two modules are appearing when they can't be used AND I don't have any modules available to use.I hope this helps find the cause of the bug.
Map is generating impassable, contiguous empty space hexes, sometimes they contain anomalies that cant be scanned.
This is happening in every game I play. I have only played as humans. This ends up ruining the game because I encounter very long walls in the middle of space. I did not see this issue in the previous version.
I've seen this in one 0.81 game as the aliens that eat everybody. I haven't experienced this issue as other races (yet).
Bug: - Five Years event should give approval bonus but it does notExploit:- Minor Civ "Lantern" mission: build a construction (+10% crime). I built it, mission finished. Next I removed the construction. I get no crime malus anymore but the quest bonus is still applied
Drath Growth Makes No Sense There are three versions of it.Here is version 1.
Here is version 2.
Here is the starting growth on their current home planet.
For comparison, here is the starting growth for the Terran Alliance on Earth.Notice the Terrans growth is less than the Drath growth.
Colonies or Not?Here are four examples where "colonies" is used. Does it really mean "colonies", or does it mean "core worlds" or "all planets"? Also, two of them refer to "growth". If it really means "colonies", then "growth" is meaningless.
Not a bug but feedback .
You can have 1000 micro bonus's inc tech tree that add 3-10% in the whole game to bug fix that means nothing in real terms bc commander ships able to be used in combat are OP requiring nothing but coin, Even a medium hull ship normally a mid game tech is barely equal esp when commander ships have defensive bonuses.
You can have 20 techs as a AI and the best ship they put out is less than the starter war commander ship you can get.
All any player needs to do is meta commander ships and recruit them with any HP leader buffs, MV for other ships and its game over for the AI.
Remove all war ships that are recruitable via commanders esp the resolve etc bonus's that get us 18 values off the bat if i waited longer for HP buffs and other things after 10 turns it would be another 25% hp nearing 100
btw, not sure if it's a bug or not but the onyx dont actually get the listed 0.5 growth rate until they have 50 promethion, and they only start with 30. 30 seems like kind of a lot for them to already be getting a big decrease like that to the base 0.5. even when i research starbases first and go strait for the 2 nearest purple stars (the purple ones are actually very light lavander on my screen and kinda hard to tell from the grey ones far away btw) and dont use promethion for anything else or any hull healing, it still takes at least 25-30 turns to get enough promethion just to reach the actual 0.5 mark and have 50% the growth rate of most races (not even including the fact that they dont have that starting policy that increases growth by 100% that most races do). I dont think that there is any way for the AI to counter their early attacks though because of the 3x hp, esp with commander ships, so i think that this makes them way too overpowered in one aspect, and way too underpowered in another. i really think silicon-based life forms should be able to have another good tactic besides just attacking from early on with huge unbeatable ships that just get bigger and bigger to counter a ridiculously low growth rate.
I really like that they're bigger and tougher than the others with a lower growth rate, makes them very unique esp with the healing that costs growth rate, great touch. but i really think that it needs to be balanced a little more so that it works best at being competitive in both combat and growth without being too overpowered or underpowered in either one.
No (new) bugs today Immersion breaking (no big deal though):- Before speaking to DL Bradley he looks indifferent. In detailed conversation he is very angry- Plague event on a colony. -100% man. -100% GDP. No effect. You should either not let this happen on a colony or apply the effect to base values as wellRequest: - Please check all events if they should happen on Core Worlds only. Fun fact: I read Old-Spiders post after I wrote this up - I used Colonial Supplies: No 10% approval at Core Worlds. Please be consistent in the use of „Colony“. Often you mean all worlds including Core Worlds and sometimes you really mean only coloniesFeedback:- Utility modules should cost more than one slot
if the Onyx choose to attack a lot early on and use up their promethion to heal their ships early on then yeah, they should have a crappy growth rate early on to counter that. but otherwise give them a chance at competing with the other races for planets and resources.
When will the next drop be?
How do you heal there ships with promethium? I never figured that out and just useds nano bot artifacts on a big low hp fleet.
The AI player is STILL taking out defended anomalies without a survey ship.
Send save games to Developers so they can fix this.
There are Precursor Anomalies that state they have been "explored" when they have not.
I get a reward from them.
I know they have not been explored because the nearest AI is at minimum 5 sectors away and yet to meet my probes that are at 3 sectors and 2 if not more sectors from the nearest AI (turn 75).
it requires a commander to be in the fleet. if you click on their commander ships you can see that each one has a special heal ability, this is what it is.
Technologies are missing from the tech tree. The following items and their prerequisites are missing for the science victory:
Beyond Mortality
Ascension Gate
Precursor Understanding
Planetary health and growth technologies are missing. This includes Cybernetics and the Cybernetics Hospital.
The planetary defense technologies are included in the Orbital Manufacturing branch. They need to be on a branch adjacent to the Planetary Invasion technologies.
Range Bug
In previous games I’ve seen AI ships moving well beyond what I think their range limit should be. I have also seen my automated ships doing this, but I didn’t understand why. I could provide a save that showed it, but that wouldn’t provide any evidence of why.In my current game I found my automated survey ships were doing the same thing. Since they are my ships, and I had earlier saves, I began checking saves until I found one before it happened. I then kept track of my automated survey ships until they began going beyond their range limit. I then carefully checked each turn to find what happened.
Here is a screenshot showing what I first found.
The sectors are labeled A, B, C, D. I’m playing as the Yor and started in the yellow circle in the Sector A. The arrow labeled 2 is at the range limit for my survey ships. The arrow labeled 1 is where I found my ships. The arrow labeled 3 is where they are going. They have to take the long route because there is no subspace stream connecting Sectors A and D. When I saw this I realized that in all previous occasions all the ships were going to a sector that was close to their starting sector but wasn’t directly connected with a subspace stream.Since the range line is in Sector B, sectors C and D should be well beyond their range limit. So, how can they go to location 3?When the game’s cursor is on a tile in space, a tool tip will appear that shows that tile is out of range if it is out of range. No tool tip means it is in range. That tool tip didn’t appear at point 3. It did appear 1 tile closer to survey ships. That destination is in range for some reason. The ships can go there because they can travel through areas that are out of range to get to areas that are in range. That has been true since GalCiv2. The ships are going there because there aren’t any anomalies that are in range, so they are doing their secondary task, which is to clear the fog of war anywhere that is in range.That leaves the question of why that area is in range. I went through multiple tests and found that it happens when the tech Subspace Streams is researched. For some reason it makes part of an adjacent sector in range when it should be out of range.Even stranger, if I use the console to give myself Subspace Streams the bug doesn’t happen.I have two saves that show this. They are Range Bug 1 and Range Bug 2.
Here are the steps to take for Part 1
Start GalCiv4, the load the save Range Bug 1. You will be at a fleet of Yor ships. This is the fleet that should be used to determine range. Make sure it is selected. Zoom out a little to see the subspace stream on the right side of the sector. This shows that I have already researched subspace scanning.Open the console and use the fownc command to show the galaxy. Close the console. Move below the sector with the Yor to find the sector labeled D in the screenshot above. Move the cursor into that sector and get the tool tip that Subspace Streaming is required.
Open the console and use the unlock MasterTech_SubspaceStreaming command to get the tech. Make sure the fleet is selected, then check the tiles in Sector 4 that are closest to where the Yor are. They will all be out of range.
This shows that using the console to get the tech doesn’t cause the bug.
Here are the steps to take for Part 2
Exit GalCiv4, then restart it. Load the save Range Bug 2. You will be at the Yor fleet again, and it doesn’t have any moves left. Notice that only one turn is needed to research the tech Subspace Streaming. Go to the next turn.Subspace Streaming has been completed. Select whatever tech you want to research next. Go to the next ship with moves. It will be the Yor fleet. Open the console and enter the fownc command, then close the console. Make sure the Yor fleet is still selected. Move to Sector 4 and see how many tiles are now in range. There will be some in the area closest to Sector A between the two yellow stars. If you move the cursor far enough away from the upper edge of Sector D, you will start getting the tool tip that indicates those tiles are out of range.
Something about researching the Subspace Streaming tech causes tiles that are in a close sector that isn’t connected to a starting sector to be in range when they shouldn’t be.
quick idea to help diversify worlds... right now people usually throw in a little housing and approval stuff, but mostly go for 1 type of resource to have each core planet boost (research, manufacturing or economy). this is because the adj boosts usually make it the best choice.
if the entertainment districts added +1 to all around them, like the healing pools in gal civ 3, then players could make a line of them to separate their core worlds, and have multiple types of improvements on the same world instead of feeling like they have to only go for one at a time. everyone usually needs a few entertainment districts anyway, so this would go very well with the current mix of stuff u need. makes sense that entertainment districts would boost everything around them too... everyone likes a good nearby vacation spot
Thank you for your feedback so far everyone. We've compiled a new SitRep from this.
For comparison, here is the starting growth for the Terran Alliance on Earth.
Notice the Terrans growth is less than the Drath growth.
I've reduced Drath growth to match their lore. But as to the story about only being able to be born on their lost homeworld... well the Drath are known to lie.
Good call, I'll switch this to "all our worlds".
OBSERVATION What you don't want to do is have a lot of empty sectors unless you crank down the hostiles. Otherwise you'll have infinite hostiles because there is no check on their growth and spawning a new ship every few turns.
I love the Civ VI mechanic of city-states sending their units to take out their camps. I also love the Civ VI Barbarian Clans Mode where barbarian camps turn into city-states after 50 turns or so. I'm not sure what the right mechanic is here, but this isn't it. It doesn't appear that I can take them out until about 100 turns into the game. (At least with no active trading partners.)
There are many great features available to you once you register, including:
Sign in or Create Account