*** RELEASED 5/26/2022 ***
This is just the start and more will be added to this list as we continue to update.
Features
Fixes
Balance
UI
Note to self: 346024
which is grayed out for me
Are you on the Release branch, 1.01, or the Test branch, 1.02? You might need 1.02 to access it.
Note to self: 345740
First, let me start by saying, I'm loving playing this game.
Crash fixes are great. My computer is now balancing memory between the Video RAM and CPU RAM, and I haven't crashed on test.
I have had no less than 4 hostile entities on Rare, large sectors, usually within a couple of Stars of starting planet. In 1.01, there are 3 per sector, 1 monster, 1 pirate, 1 precursor. Can you "fix" it back to that before releasing 1.02 live? Personally, I like having hostile entities, but I do want them rare. Between 1-3 maybe. I also don't want to play the test server, unless you're accepting resumes for remote test team members. I have around ten years system/test engineering experience. Be happy to help. Black box or white. Anyhow, my brain switches on to something resembling work, but a "bit" more fun when on a game test server, and I really prefer to just play the game for pure fun instead of a "bit" more fun. I'm lucky that I love my work. It's even a strange kind of fun most days, but gaming is my brain release.
I accidentally removed where you said you fixed the yellow anomalies. That's great and all, but it adds an unnecessary level of micromanagement in my opinion. The beauty of survey ships is auto-pathing (I started playing this game on 1.01). Guarded anomalies make me want to turn anomalies way down or off, similar to the hostile entities. They're fun and all, but once I've started meeting rivals, I don't want to waste time cleaning them out rather than cleaning out my enemies. The rewards -when a warship, for example- are evidently tied to current tech levels, and not worth the effort of micromanaging even one survey ship, let alone multiple survey ships (from rewards). Perhaps, the logic on survey ships -or fleets containing them- can be beefed up to decide whether or not to go there. I don't know if they have any logic other than pathfinding to the next anomaly, but it seems to me the logic on the test server avoids them, so it's seeing them and avoiding them. Adding a "can I kick that yellow fleet ass?" conditional to the logic shouldn't be too hard. An engagement could result in auto pathing turning off, so the player can choose to heal the fleet or let them continue vacuuming up anomalies.
I haven't seen this posted or addressed from AIDefs.xml (both 1.01 and 1.02):
<DifficultyRule>
<Difficulty>Incredible</Difficulty>
<CreditBonus>
<MinCreditsBeforeBonus>10000</MinCreditsBeforeBonus>
<Difficulty>Godlike</Difficulty>
<MinCreditsBeforeBonus>1000</MinCreditsBeforeBonus>
I don't play either difficulty, because I find them less than fun. I'm just not that sweaty a gamer. Seems that's a typo for incredible, though.
The situation from the screenshot at the end of this post from my 1.02 test game is likely working as intended (works on live the same way), but why? I would expect to have to deal with crime from Xeloxi colonies, or colonies I sent criminals off to. There is no crime management in early game aside from shipping criminals off planet if you're unlucky and roll some, and the Security Lights Policy. I started a 1.01 game just now to see if this was a bug on test, and my Arcean civ already has 6.1% crime (not including the unlucky roll of two criminals on planet) a few turns in after colonizing Hammer and a nearby size 24. I'm no veteran of the franchise, and I'm not entirely clear on when penalties start accruing from crime, but I specifically picked Arceans, because I assumed by their description, it would be a rare thing to get criminals. Also, being new, I've been sending criminals off on constructors, thinking that would minimize crime. Yeah, no difference. I can ship them off to colonies too. On-planet penalty goes away, and nothing changes from colony crime.
This just seems silly, because if I want to deal with it, I have to use my only policy slot. Seems not cool at the start of the game when you're trying to build your civ out.
Off the subject of the above, I can't get battle viewer to work. I assumed it was bugged, but I saw the guy on YouTube use it. Am I missing something in settings? I click playback, and the music starts, the loading screen comes up and it will hang there until I <esc> out of it. I even started one, went to the store and came back. No progress in watching a super-exciting space battle, and more importantly the ship tactics in action.
Anyhow, keep up the good work.
Version 1.02.345372
That's the same as mine. The only other thing I can think of is you've somehow set it to offline mode? Or don't have an internet connection when running it?
The only offline mode I see is not enable
I can't get battle viewer to work. I assumed it was bugged, but I saw the guy on YouTube use it. Am I missing something in settings? I click playback, and the music starts, the loading screen comes up and it will hang there until I <esc> out of it. I even started one, went to the store and came back. No progress in watching a super-exciting space battle, and more importantly the ship tactics in action.
The battle viewer is bugged unless it is set to auto-start. The icons at the bottom of the viewer that allow you to control the playback are invisible. They are there and will temporarily appear if you move the cursor over them. You can start the playback if you can find the right icon.
The best solution is to go into options and set the battle viewer to auto-start.
After that is done, the icons that control the battle viewer will appear, and the playback will automatically start. Since the icons are now visible, you can easily control the viewer.
So, in my current game, I'm on turn 184, and I never got around to researching subspace streaming. A few turns back, one faction surrendered to another and gave me their planets in a different sector of the galaxy. I cannot move any ships built in that sector because I have not yet researched subspace streaming. I think this is a bit odd... probably not a bug, but maybe an unintended consequence of a design choice.
It is also greyed out for me on 1.02. Would be nice to know if other can access it?
I have no issues accessing the mods in 1.01 or 1.02. The Civ mods are not available in 1.01, but they show up in 1.02 for me.
Did you try verifying files from the Epic launch screen dropdown for the test version (1.02)? There is also an uninstall button below that which should let you totally reset your game files. Other than that I think you'll need to wait for a Dev to notice this post.
Do you have mods enabled in the Options?
Publius - I checked that in my setup and that Option doesn't shut down the Mod button on the main screen (I turned it off & reloaded). I think it just allows the game to use Mods you've downloaded.
Yes it is.
Silly question have you exited and restarted since you enabled mods?
I see the weather improvements that were missing for the Arceans were fixed in 1.03, were their Navigation improvements that were missing also fixed?
Yes I have,,, just installed 1.03
How are you launching the game?
Paul ScrogginsAssociate Technical Support Analyst
How are you launching the game?Paul ScrogginsAssociate Technical Support Analyst
AHH,,,,, I launch from epic instead of desktop shortcut and it work!! Thanks!!
Interesting, we will check it out.
I have had the same issue at times.
Checking on a new behavior I've seen in 1.03. I have now seen defense values go to 0 in a combat (when the base defense was 3). Do defense values roll 0 to their max, I had thought it was 1 to their max but perhaps I'm mistaken.
Just started a new game with 1.03, large home sector, max sectors. all of the stars except 2 or 3 in my sector are all blue stars. Did this for 4 starts on test center. Started a new game on 1.01 and there is a good mix of stars in the sector
Hi, may i know where you guys update to 1.03? I bought it through epic games and on Auto-update but it is still 1.01
Newbie here haha
Test version the regular version is the one that is 1.01
The trouble is that Epic doesn't seem to have any option anywhere to update to the test branch.
Go into your library top R/H corner you will see a circle with an S in it that is your account click on it and then click settings on the left you should see your games list GCIV and GCIV test is there you can click on to open and tick the update box...
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