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.
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How to tell which version you are on?
OK I realize my resolution is my problem,,But I can`t run it beyond 1280 X 1024.
This pic shows what I have.
My other screens are like wise.
The Orbital Factory colony upgrade did not in fact increase the Minerals produced by Mars. (I had already selected the +1 Minerals colonizing event, if that matters.)
Enforce Law actually costs 50, so either that cost or the tooltip is wrong. And as I've pointed out before (here or on Discord or maybe both) Enforce Law sometimes actually increases crime. It needs to be looked at.
It did not used to cost 50. This is new with .50 and based on the tooltip still saying it costs -6, that has to be a bug, then.
Just got an event to give me a free class 5 planet. However, I don't have any class 5 planet in my inventory. Not to mention, this event doesn't auto align to said planet so you can see it or tell you the name of said planet.
I had the same event, with the same result (no planet), on .45.
That event usually gives a class 3 planet or maybe a class 2 planet. I looked at the xml code for it, but I don't remember all the details.. I do remember there was a range in planet class with 2 values. I think they were 5 and 8. When I changed it to 5 and 5, I got a 2 or 3. When I changed it to 8 and 8, I still got a 2 or 3. When I removed one of the values, the game crashed.
Ascension gates are on a planet and can't be studied by a starbase. gates should be crystals. The same error was common in GalCiv3 before they were finally fixed. Now they're back in GalCiv4.The error is in StarbaseModuleText.xmlIt appears twice in XenoArcheologyLabModule_Name, so be sure to correct both of them.==========================I've noticed that the AI and I research differently. Here is a screenshot showing a trade screen that shows techs that I and an AI (Altarian in this case) can trade to each other.This means only one of us has researched that tech. Other AI have similar techs when I trade with them.Notice the difference in the colors of the tech icons, which shows the difference in types of techs we have researched. Mine are mostly in Engineering and Warfare while the AI's are mostly in Colonization and Governance. Of course, the techs both of us have researched won't be in list of techs we can trade to each other.Does this show a problem with the research priority for the AI, or does it show a problem with my priority?I normally dominate the AI when it comes to warfare and can take all of their colonies rather quickly. I usually have trouble getting planetary invasion, so I have trouble taking core worlds. This is in the process of changing as the AI is getting better at warfare. In Alpha 0.50, the AI is better than I am at using the new Commander ships, which is causing me a lot trouble in my current war. But that has nothing to do with tech. I have medium ships while the AI is still using a few tiny ships. I am also getting a lot of the techs that increase my logistics while the AI doesn't make any kind of fleets. Without the Commander ships, the AI would be helpless. I'm wondering if the AI needs to do more research in the Engineering and Warfare techs. With the somewhat random techs that can be researched, does the AI start going down a path that it can't get out of?I need to note that I just research techs that show up in the list of possible techs to research without using the re-roll option or anything like that. I just choose from whatever appears in the first random list. I do carefully choose what to research to try to eventually get techs that I would like to have. Also, the AI is set to gifted in this game.I'm just wondering if the priorities for the AI's tech research need to have any adjustments.==============================I've noticed the AI aren't colonizing as much and aren't building as many starbases as they did Alpha 0.40. A lot of good planets and resources are just sitting there in space, seemingly completely ignored by the AI. Some AI take a long time before colonizing any planet outside their home star system. Others colonize some extra planets, then stop. It seems like they mostly forget the eXpand part after a while. Those that can use subspace streams seem to prefer colonizing a planet in another sector instead of one in the star system next to their home star system.Here is a screenshot showing my sector at turn 330.The Corporate Sector only colonized five planets before stopping. I have 22. There are 48 still uncolonized because I haven't been trying to settle a lot. I have starting trying to settle all the large planets that can become core worlds, but there are a lot of them still to settle.The Terran planet was settled by the Altarians from another sector before they surrendered to the Terrans. The Altarians settled only 3 planets in their home sector.In Alpha 0.45, colonies were removed from supplying population for shipyards, and this different behavior started. I wonder if there is a connection.I'm not very aggressive when playing. I mostly take it easy and watch what the AI is doing. I don't think they're doing as much as they should. I have the AI set to gifted.
I found a little bug. A ship will travel in "out of range" regions when going to a point "in range" using different hyperspace lanes.
Btw, the hyperspace lanes concept is awesome, thanks for developping that!!
Just a heads up we are reading all of this! Thank you for all the feedback you're giving us both here and on discord folks.
Thanks from me as well. This feedback in invaluable and goes a long way to making GC4 great.
You happy one! I had enough control... and lost 50
Another bug (accured yesterday before the last hot fixes): ideology effiecency did not reduce rush costs - at least not the rush cost of a tiny 200 credit ship.
Typo: see below. Should be "are" instead of "our." Favored has the same text and same typo. I assume this is the right text for Favored and a placeholder for Humility.
Not sure why this world is class 5. Might as well be a dead world. Also, there's no type to it.
Feeback On Upgrades:
Ship UpgradesUnused ship upgrades from anomalies do not stack. This ends up (perhaps counter-intuitively) encouraging me to delay upgrading ships because if I don't have an upgrade slot to use those juicy anomaly upgrades on, then I risk losing out on upgrades. And it's not at all clear that this is intended or not.
Now, if this is intended in order to make me choose between upgrading to avoid losing out on combat/utility now or keeping my ships abilities lower for now "just in case" I might get a more powerful upgrade, that's ok. But if this is the intended gameplay loop for these upgrades, please communicate via tooltip on the anomaly popup whether or not I already have a copy of that upgrade stored for later use. And ideally also communicate somehow in that same space or in the ship upgrade menu that I can only store one of each of the "free" anomaly upgrades.
If this is not an intended gameplay choice, then the Ship Upgrades menu should have an indicator on the corner of the icon for each limited-quantity upgrade indicating how many I have in stock. For the resource-dependent upgrades, the number could show how many I'm currently able to build.
Colony UpgradesThe available quantity of these should be treated in a similar fashion as ship upgrades, with an numeric indicator on the upgrade menu icon of how many of them I have stored. For the ones where I can build as many of them as I like, provided I have the nanobots, either an infinity icon or a quantity currently able to build would be great to see.
Here are a couple examples to clarify what I mean:
Terran Gunboat damage animation placement seems... off.
Playing as festron: you can trade advanced starting techs. This seems to be much too strong at early/mid game. Maybe disable trading of starting techs?
Got a high authority value: I can unlock conscription without unlocking anything above. Maybe this is intended but the lines between the traits imply a requirement.
When a Commander ship is destroyed, it is not shown very well on the screen showing the Commander ships.
I think it would be better if the whole section about the destroyed ship had a big red X and/or a notification that the ship has been destroyed.
We have now pushed this build to live. Please ensure you verify your files!
Edit: Oh, you fixed it just as my comment showed up!
It is intended, you don't have to unlock the traits in order
Thanks Maybe remove the lines though. It could be confusing, like it was to me.
- Advisor suggests to colonize planet xyz but it requires extreme colonization. There are other planets that are ready for the taking- Tourism does not generate any income- Some QoL idea: A little check box for each executive order. Executive order checked + executive order not on cooldown + enough control -> highlight executive orders (same way as highlighting ideolgies if you have unspent culture points)
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