How To Handle Space Bugs
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0.90 Changelog
I just started a new game using version 0.9 and the first thing that I noticed that was different was that the constructors no longer have the circle around them that indicates their range. When you get close enough to a resource the graphic indicating that you are close enough to mine the resource appears, but the circle was also very useful in determining the radius of effect before approaching the resource.
For example, if I want to position a constructor to be able to create an Economic starbase that will also capture a relic, the circle is very useful.
Just my 2 cents worth.
continues with several areas of the map "unavailable" . forcing the spacecraft to make unnecessary journeys.
sometimes the planet is in an inaccessible place. getting useless.
I second this. The circle was sometimes hard to see, but it was extremely useful for planning for expanding constructor range with additional module.
I've made 2 matches, both with problems to go to a new sector. the ship simply stops at the entrance and stays there (stopping game continuity)
Firstly, thanks for the ability to turn off background nebula. <two thumbs up>
Secondly, I still see a circle around my constructors unlike the previous posters. Maybe turning off background might help?
I noticed that selecting drath citizens for a custom civ still only gives the 0.8 growth. i really think that this growth reduction should be tied into the "war profiteers" ability instead of the drath citizens. the +25hp policy is what really works to balance the low growth rate. without that they're just a slowing breeding version of the iridium.
i personally really like the way they look, and would like to be able to use them as a custom civ without the low growth rate.
plus it makes sense that war profiteers are slow breeding since they're prob killing themselves off a lot due to their love of war stuff prob not great parents either
plus combining a silicon 2xhp race with war profiteers +25hp woul just be insane. at least give them another growth reduction if they do that
and war profiteer +25hp would go really, really well with mimot too. maybe make war profiteer give -20% growth so it'll effect the mimots a little more if they use it
I see that you still haven't fixed this (11, 12, 13 do not follow pattern of "st, nd, rd). I know it can't have a very high priority, but please fix it before release of gold version to public. It just looks so sloppy
Hotfix came out with in a couple of hours.
I have not really played 0.9 yet. This is just some quick first look feedback:- Civilization editor: would it not be better to have a preference for each ideology "spectrum"? Maybe a slider or point system- Minister of Colonies does only increase approval at Colonies and not at Core Worlds. As far as I know approval of Colonies does not matter (no election) but this is old feedback. My point now is, that this slot should be locked behind a later technologie as to not lead new players into a bad decision- Nebula Background. I got another proposal in comparison to just turning it off: Opacity slider for Nebula Background. New thread: https://forums.galciv4.com/511239/nebula-background---opacity-slider
This was hotfixed. Update.
New SitRep for 2022-03-31 has been compiled.
Clipping
Now on live. Version No. updated.
Great work Stardock you are so listening to the feedback which is great, the only thing yet to address is.
1. Commander ships with OP attack stats still 5-10 times better than anything a shipyard can build most of the game. AI is not aggressive enough to use there commander ships to get ahead in any way. Who cares if the AI build 50 warships you just kill them with your commander ships over and over all game while there commander ships just let you gang attack them (2. mv below easy as)
2. Movement bonuses still OP and AI doesn't use it enough the game is purely mostly won by how fast you can get to anything all game.
3. Anomalies way OP in all my games im smashing them turn after turn while the AI ignore them in there own Artifacts ignored i just roll around the map collecting them from AI spaces all the time they respawn all game with tech.
In summary 75% of the games earnings come from Commander ships, Movement focus, Anomalies focus. Ive played games where i ignore everything else apart from the top 3 and the AI is slaughtered. Planet management is worthless vs the above.
First feedback from me, as I've not had much time to play earlier versions.
Having loads of fun playing the game.
These are the things that jumped out at me while playing. Not in any particular order.
Looking forward to the next version.
Pathfinding issue - anyone else seeing this?
I find if you just go to the save/exit page and return most of the time it clears the turn.
Part of the slow down is both your and the AI's ships move slower if in your field of view so you "can see" them.
As this is something most players want to "see"🤷♂️.
It slows way down when you have a slipstream being traveled and in your view.
I and others have reported that AI fleets made up of ships without survey modules are able to survey defended anomalies. I, and I think others, have provided saves that show this.In a game with beta 0.90, I've seen multiple occurrences of this bug very early in the game. I think I also have a save before it started, so maybe whatever causes it can be seen as it happens. I have the save, a screenshot and a text file that explains what to do to reproduce it. The zip file containing them is available here.
The save is at the end of turn 9. If needed, I also have saves at the end of turn 5 and at the beginning of the game.
Tried playing a totally Custom Civ. After completing the planet scan mission there was no prototype available in my shipyard list.
Oh man being able to change the colors of a civ in a single player game would be sweet. No sure how hard that would be able to do or if it’s even feasible but damn would that be useful at times.
Change map color with the map theme button just below the right corner of the main picture in the custom civ screen.
Ship colors are changeable in the ship section of the custom civ builder.
If you are asking for special colors like Burnt Seinna or Passion Pink that might be more problematic at this time.
My understanding is this version is on the same engine as GC3 and I know modders were able to change colors in the graphics with at least one changing uniform colors.
While designing a custom ship, I found a bug where some ship modules disappear.
So here I am (photo #1) playing with the Baratak and I decide I would really like my Ranger M3 to have more Point Defense. This photo is of the standard Ranger M3 before I make any changes. As you can see, it comes with 5 Harpoon missiles (two of them are on the left, and I don't know why), a hit point augment, a drive, and some advanced barrier shields. I'm only using 8 out of 12 component slots, so I want to use my remaining slots for Point Defense.
I select Advanced Point Defense and select "Place." Now we get photo #2. At the bottom, the 3 Harpoon missiles on the right have disappeared, even though you can tell they are still equipped because over on the right, the missile attack value stays at 32 and the inventory says "9/12."
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