How To Handle Space Bugs
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1.04 Changelog
feedback: AI fleets do not seem to know how to target military starbases yet. I have an opponent in my current game that should be able to curbstomp me but their ships are just milling around instead of attacking my military starbase (they killed the ships i had parked on my planets that they couldnt invade though)
Also, the cost/cooldown of the impress foreign fleet executive order should probably scale with the size of the target fleet. Seems like it could be OP in some situations. Does the AI know how to use it?
Also some of the executive order icons look really similar
edit: test edition 1.04.347466
The first time I used a military starbase it was at a star system with a core world and 4 colonies. My AI enemy didn't seem to know what to do. Then it sent a powerful fleet that destroyed the starbase and the 3 or 4 ships I had stationed there. I rushed a constructor at the shipyard so I could build a new military starbase. During the AI turn that same AI fleet moved and destroyed my shipyard before the constructor could be built. They then sent small fleets to attack and conquer my defenseless colonies and a transport to take my core world. I never recovered.
The AI can be surprisingly slow and dumb at times, then can be smart and vicious at other times.
Extreme planets are red in the galaxy map to show they can't be settled until the Extreme Colonization tech is researched. I had a game where they stayed red after I got that tech. I tried to repeat the problem many times and failed every time. After thinking about it, I remembered that I got the tech in a trade instead of researching it. I was able to do more testing and verify that was the cause. I have a save available here that shows the problem in action.
Load the save "Extreme Planet Color". Zoom out and notice all the red planets. Check them and see that some require extreme colonization in order to colonize them.
Others require different techs. Go to next turn.
Acknowledge completion of research for Universal Translator, and choose any new tech to research. Acknowledge the event about completing the research.
Contact the Yor, and propose a trade. Ask for their Extreme Colonization tech, and offer both of your techs, open borders and enough credits to get them to agree. Accept the trade, and leave the trade screen.
Look at all the red planets and see that all are still red. Check closely and see that the extreme planets are still red but no longer require the extreme colonization tech since you now have it.
You can keep playing if you want to. The extreme planets will stay red.
However, saving the game and loading the save will fix the problem.
This problem only happens when the tech is acquired by trade. I have verified that if it is acquired by research, the planets change color correctly. I don't have a save that shows that. I have no idea what happens if the tech is acquired by a race gifting it to you.
The Done button for the starbase screen is active only for the lower half of the button. This can be very frustrating. It has been this way since the alpha and was reported then by players.
Also, the mining starbase for Xeloxi appears very large in the starbase screen when it is built.
This screenshot shows the size of the starbase and the active area of the Done button.
If you want to easily see the huge image of the starbase happen and see the active and inactive areas of the Done button, download the save available here.
You can build a Communication starbase with the constructor near the home planet and see that has a normal size. You can also verify that only part of the Done button recognizes the cursor.
You can build a Mining starbase with the constructor near the promethion and see how large the starbase image is. You can zoom out to see that it is a problem with the default view. You can also verify again that the Done button doesn't work the way it should.
A leader candidate that is Xeloxi has an ethical trait that reduces crime. That seems odd.
While playing as the Xeloxi I got the Poor Housing event.
It includes complaints about poor housing causing crime. It seems odd that the Xeloxi would be complaining about crime. It does mention insurrection and other things, but why the problem with crime?
Also, notice mention of colony. This event happens on a core world, not a colony. Maybe colony should be changed to planet or something else.
The Xeloxi are allied with pirates and can't attack them. Ship graveyards and precursor anomalies are protected by pirates, but they can be attacked by the Xeloxi. If the attack doesn't destroy all the pirate ships, they can't be attacked with a ranged missile attack because we are not at war.
The description for a Corrosive planet indicates it can't be settled by non-carbon life forms.
This implies carbon life forms can colonize it. I'm playing as the Terran Alliance, but I can't colonize it without extreme colonization. Text that is similar to text used for other types of extreme planets may be better.
The Empathy Engine is an artifact that can appear on a planet at the start of a game. The description uses "factions" when "races" is probably better to avoid confusion with the factions a race can have. Also, it should be possessive "race's".
pleeding should be pleading.
Old-Spider, you are the best. Im going through all of these. Thank you.
This is more to do with the overall game but could we add some kind of option maybe in pacing which ensures that we can't get the early to mid game one faction which has begun it's inevitable steam roll of all the others? quite often it's a faction marked as 'peaceful and diplomatic' which ran into the Festron early on and now wants to rule the galaxy. In every single game no matter the setting it's always the Minmot if you've included them. I'd really like to be able to get a map which has a good spread of rare habitable worlds and allows for a long game. Possibly make it much harder to take worlds and also possibly make races attempt to access their trade options and also make minor races much more proactive. Really there are any number of things that could be done but it's really annoying to get a decent balanced map to find that one of the factions is now ruling the universe and your only option is a big war which is really boring for a trading diplomatic faction.
Oh and please please please allow for choosing multiple races but not all in the create civ thingy. I love having a truly multicultural society but it's a pain to have to constantly watch for a random Festron which turns everything (including Yor) into other Festron.
Two bugs I found today on test.
For some reason in the shipyard my ships all say that they carry one legion. This is obviously not true.
Next, the active for Harpoon Salvo does not appear to be working. Here's a photo showing it installed on my military base and describing what it is supposed to do.
Now here is a photo of the area. I should be able to Harpoon Salvo the Terran fleet since we are at war. That's the hex showing 7 ships. It's within range of my starbase, but there is no orange missile icon thingy for me to click in the bottom left.
After the last update had another look at parts that are missing/not working..ie..Registration reward parts that show in parts menu but can not be used ... Assault fighter parts this is a grouped item wings are out of proportion also the interceptor front parts out of proportion can this be looked at and maybe corrected. Also have not been able to upload designs has anyone else had this problem with ported design's from GC3.
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