How To Handle Space Bugs
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0.92 Changelog
Reserved.
Any way to fix this pathfinding bug? There are hexes between ship location and anomaly that will not let me choose them and then I get this when I try less direct ending points.
scifi, I'm curious, did you happen to start a new game, after having been in another one? I've noticed weird things on the map when I do that. If I quit out of the game completely, then load up, it's fine.
Yes, it was a new .92 game, and exiting game (not going to main menu) does solve issue, but that's not very helpful if you didn't save game before trying to move ship. This issue keeps coming up so I can only assume the Dev's know about it. Just making sure they know it's still there in .92
I'm trying out a custom civ (built in .90, now using in .92) to see if it plays ok. I have a question about Factions. I thought the assigned factions would be determined by the base civ you choose, but this doesn't seem to be the case. I used Human & didn't get the same as the Terrans. So I'm wondering if there is something that controls this or is it just random for Custom Civs?
Also wondering if we'll be able to eventually mod a totally custom civ in the game by adding a new race with selected Factions attached & a custom home star system, or will this have to be done by tweaking XML files like it was in GalCiv III?
Custom Civ still not getting discovered prototypes -
I absolutely love the idea of playing with the Krynn and getting citizens of all species. There is one kind of awkward thing about playing with the Krynn, and that is that their "default" ideology is Harmony while a lot of the traits they would really like are in the Individualism tree. This isn't necessarily a problem, and if you pick from both Harmony and Individualism, it fits thematically with the idea of the Krynn as a collection of various races with a common religion.
There is, however, one thing that I would change. Right now, when you play the Krynn and you select the Preferred Culture trait (from Harmony), you get -5% approval for all your citizens. It's kind of a bummer when one of the traits in your preferred ideology tree is completely unpickable. The Preferred Culture trait is supposed to give +10% approval to every citizen of your starting race and -5% approval to all other citizens. Since they Krynn start out with every race (at least in theory), wouldn't it make more sense when they select this trait if their citizens got +10% approval instead of -5%?
You need to send save games to the Dev's otherwise they will NOT be able to fix your problem.
Save games with instructions on how to reproduce the problem are GOLD for them. Complaining about something without sending them is like spiting in the wind.
A company has open betas so that more eyes are on the game, and it will help it be more bug free when they release it.
But as a beta tester which you are you are obligated to meet them halfway when you find one of those bugs.
scifi1950 disregard if you have sent a save, this post will still help others.
Also, if you are not already join the Discord channel there is a lot more discussion and You are not alone with this problem or a multitude of other glitches.
Had the event that was supposed to give me a scientist citizen. Didn't get one. Was this because I didn't have the tech for training citizens to be scientists? If that's why, I think that that option should have been blocked.
You need to send save games to the Dev's otherwise they will NOT be able to fix your problem.Save games with instructions on how to reproduce the problem are GOLD for them. Complaining about something without sending them is like spiting in the wind.A company has open betas so that more eyes are on the game, and it will help it be more bug free when they release it. But as a beta tester which you are you are obligated to meet them halfway when you find one of those bugs.scifi1950 disregard if you have sent a save, this post will still help others.Also, if you are not already join the Discord channel there is a lot more discussion and You are not alone with this problem or a multitude of other glitches.
gypsy2299 - I don't think sending a saved game for this would help anyone - it's a random event, not reproduceable. And sorry, but Discord is just too much for me - I leave that venue for the intense geeks
There appears to be a bug currently where citizens' approval only goes up to 96%, even when it should go higher. You can see from the photo, this particular citizen should have an approval well over 100%. The photo doesn't show it, but ALL the citizens here are stuck at 96% approval. As a consequence, my planet is capped at 96% as well.
I suspect I'm not the only one with this problem, but here is the save file just in case.
I hope they fix the impassable hexes before release
Do they show up after you reloaded a game like going "ctrl+n"?
It has been noted that reloading without exiting may be causing this.
It has been speculated that the blocked hexes are ones that on a previous map were occupied by a Black Hole and did not get erased in the new game as far as being no go hexes.
The Devs are well aware of this and are looking for a fix.
Try saving and completely exiting the game and see if the blocked hexes are still there.
@tonymak
Edit: My bad I go here before I go to Discord.
This problem has been fixed and will be in the next update if it has not already been added.
The "hidden agenda" culture perk doesn't work. After activation I was declared war on one turn later by one race and six more turns by another.
Bugs:- MP: Game Mode selection does not work. Only Arena can be chosen. No tooltip that explains what Arena is- MP: I select Starburst, but the picture does not change. Also this should allow up to 9 players but the slider for Human Players is still max 4- MP: Victory conditions are still all disabled by defaultFeedback:- A huge starting sector is not much bigger than a medium starting sector. Some people want to play on a single sector map (not myself) but this way a single huge sector is no solution. If you got only one "huge" sector it is a tiny map- Huge starting sector and two sectors (binary) shrinks your starting sector- Huge starting sector and several sectors: you start at a bigger sector- Conclusion: something about starting sector sizes is really weired- Civ editor: following happend to me: I was almost done when I wanted to go back to change some earlier details and I pressed the button "Back"... No warning, no saving. I could start from scratch
I would love an option to start a custom civ on a random starting system instead of having to choose the starting system of another pre-existing race.
Some feedback:
-On the planet screen, I would like the population counter to have tooltips. Show what factors set the population cap to where it is.
-Population should show how much growth is needed to grow the population to the next level.
-Why does more population slow growth? Shouldn't more population increase growth rate?
-Why is the cap to morale 96%? I would like to get the whole 100% morale.
-Tool tips for morale is not good. Its hard to tell how many entertainment districts would be needed to max out morale. I might get 3% morale with an entertainment district, but instead get a 1% improvement to morale. What is the base morale?
-When selecting ships, I want shift to select all ships between the 2 selected, and for ctrl to select ships one at a time. Currently shift acts like ctrl.
-Shift + Tool tips don't work in the tech navigator. Its hard to get fine details while looking at the big picture.
-Maybe change the button to explore tooltips should be alt (I want shift to do something else).
-I want to be able to zoom out when using the tech navigator. Probably a GalCiv 2 habit. It made moving around the tech tree easier.
-It seems that the tech navigator has 4 separate tech trees, but you can only explore them if you have a tech from that tree in your hand. I want to be able to explore all the tech trees, even if you don't have a required tech card in hand (such as when you focus your tech tree).
-I want to be able to destroy colony upgrades. The AI seems to like spamming orbital shields, which I think is a waste.
-I want to be able to use automate to not only change what ships are being built, but also make it repeat build. At this time, you can only add ships to the build queue. If you want repeat build, you need to go to each shipyard and make the change.
-I want to be able to use automate to add missions and goods to the build queue.
-I want rally points to be able to make multiple fleets. Currently everything breaks once you have 1 full fleet (all other ships don't join fleets).
-I want to be able to assign orders to fleets at rally points such as sentry (so I could build up fleets).
-I want rally points create fleets of certain size and composition. For instance, it might make a fleet that uses 4 medium combat ships and 1 survey ship.
There seems to be a balance issue with ascension crystals, relics, and research. Ascension crystals add to raw research (like +1), relics add a percent bonus to research (+5%). If you nab a few ascension crystal and relics, and then upgrade them, you can get some ridiculous research. You can get up to 15 of raw research from ascension crystals, and you can get up to 36% research from relics. If you can nab a few ascension crystals and relics, you can get an explosive growth to research
I got to over 800 research on a single planet in my last game. A single planet; not research spread over a bunch of planets. Basically the research chart extended itself to show a max of 13000 points. I rose to near the top, while everyone else was a flat line at the bottom. Normally I would expect 20 to 40 research points per planet, assuming it was a good research planet.
That's due to the Ancient race trait. They are the only ones that get that research boost. Was the same in GC3.
These are all really good suggestions.
yeah i got some pretty insane research numbers in gal civ 3 from being an ancient race mining ascension crystals. from the numbers you've throw up there though, it def looks like this might need a bit of a nerf in gal civ 4. if it's anything like 3 this type of thing can really only be done by players too, AI didnt focus on it like it should have in gal civ 3 i remember.
but yeah, for an ancient race, those crystals were the best resource in gal civ 3 and i made finding and capturing them my top priority at the beginning after colonizing the huge nearby planets. (only went after the planets first cause the AI was going for them too, they werent really rushing the crystals cause there's no reason for them to usually). the only drawback is the starbases and research required to make it work, but once u have those it's smooth sailing.
i havn't tried this tactic in 4, by my guess is it's kinda like 3. if you can just stay out of the fighting long enough to get those and build them up, you've basically won the game unless someone takes out your starbases. i guess this is similar to how an ascension victory is supposed to work anyway though. but yeah, i think this is one of those things that players can exploit to make it an easy game, but the AI prob won't become too overpowered over it. i'm actually working on custom races right now to try out once the game hits 1.0, and the Borg are synthetic, Ancient, Archeologists. so we'll see how the AI does with that trick on a custom race so far though i havnt seen the AI take too much advantage of this so i dont think it's too big a problem, but yeah, those numbers should prob get nerfed a bit so it's still a bit of a challenge for the player
Bugs:- Switching back to terrans is still a thing (setup)- Manti Cluster: no drones protect my planets/shipyards/star bases- Buttons (bottom center) disappeared (only once). They reappeared after reloading- Battle Viewer: "invisible ships" two times in a row- Event with - x % manufacturing as a result for a colony (no core world)- Starbases: archeology lab is in the list (top right) but no relics are in the area of the starbase- Please check the growth formula. I removed Land Exploitation and one world's growth decreased. Also: maybe growth with only a few pops is too low
Feedback:- Approval cap at 96% is not intuativ. It pushed me into wrong decision making (taxes, approval destricts)- Approval 2. In previous versions you could see the "theoretical" approval of your citizens (also above the cap, e.g. 121%). That made decision making easier: increasing taxes, building approval improvements, loading ships. Please make this number visible again. Also morale tooltip at core worlds: e.g. 2.5/2.0 included the information that your people were really happy (time to increase taxes). 1.9/2.0 is an information loss in comparison- It's alive event. Persuasion success. Result: + 2 food but -25% manufacturing. I take such things with sarcasm but other people might do a table flip because of something like this - I explored most of my starting sector. A lot of nebulae but no elerium so far (medium starting sector, several sectors, anomalies and resources standard settings)- Tooltips of ships at galaxy map should show their battle role
They are, but they're mostly QOL things. There are so many things legitimately broken with the game that they really need to focus on those.
The UI for 2K/Medium UI has greatly improved, thank you! However, there are still a couple of things I've noticed.
Looks like text cut off, I can't scroll to see what it says (yet tons of space underneath):
Icons look screwy on main page:
There should be a comma between raiders and the.
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