Hello, We are working on a hot patch for 2.7.1 that includes support for offline DLC access, a new enemy map maker, balance updates, and bug fixes. To enable the patch, please do the following: Steam Select Galactic Civilizations IV from your Steam Library list. Right-click and select "Properties." Select the BETAS tab. From the dropdown, select "Insider" and click Close. (if you don't see this option, restart Steam.) Steam should pull down the changed files; if you ever want to return, do the same as above but select "default." Epic Open the Epic Launcher Select "Galactic Civilizations IV: Supernova - Insider's Edition" Install and play! Please note: The opt-in (Insider Build) is an early preview of the next update, and you might experience bugs or other issues. Important This insiders build is for English only! We have adjusted the DLC system such that you don't need to be online to access the content. We'd appreciate any feedback on how the changes work for you. We are investigating an issue where colony ships may be having their destinations reset. We would appreciate any feedback related to this issue in the comments or on discord. 07.17.24 Changelog Ships Fixed issues with the Altarian Corvette and Frigates that caused them to sometimes disappear in the Ship Designer. Minor change to probe description Updated Yor Ship designs Older Pre-existing Yor Ship are still included as "Classic Yor" ships Improvements Updated Improvement descriptions to better match their effects. "Tower of Endless Night" can no longer be destroyed and rebuilt multiple times. Misc. Updated Leader/Citizen Traits to reflect their effects more clearly Fixed a problem with Colony Ships and Transports that prevented them from reaching their destination. 07.11.24 ChangelogCore DLC no longer requires active online access. Fixed a stuck turn caused by a lost unit: Gameplay Balance Manufacture Population (Yor) cost reduced from 120 to 50 Recruiting Station Colony Growth reduced from 20 to 5 (hat-tip Draver) Citizen Threshold Mult changed from 1.5 to 1.2 (hat-tip DraveR) Prisoners now apply the proper bonuses Updated several Operation Abilities to give multiplier bonuses instead of flat Events "Precursor Food Processing Discovery" no longer has duplicated options Fixed a misspelled tooltip text key for the "Ancient Library Satellite" event The "New Generation" event now provides the Scientist Citizen when you are playing as Arcean. Factions Festron shouldn't be able to murder and replace citizens who don't have a food cost. Baratak's " Convert Dead Plant" artifact power now converts dead planets… Improvements Rewrote the "Enforcer Den" Tooltip to include income and research bonuses as well as Enforcer trait specifics "Freemind Center" now scales Ship Maintenance with Resolve "Stellar Forge" can no longer be built on a Capital World. Fixed plural endings on single-use Wonders Policies "Look the other way" now only gives +10% Crime "Toxin Spreading" now only removes Diplomacy Ships Removed debug Nanite ship designs that weren't intended to be released Lowered Laser Beam Attack to 1 Raised Particle Beam Mass from 5 to 6 and Manufacturing Cost from 5 to 7 Fixed "Thug bomber's" tooltip Species Added Phenotype tooltip to explain their abilities and stats better. Replace biology with phenotype in the "opponent tooltip" for MP (and diplomacy list friends/enemies). Techs Fix some tech categories never getting picked for discount Clvs with the Cartographer's ability can get the Acquisitions tech Text Added New Species Types Added to Galactapedia Cleaned up Ship Design descriptions Cleaned up Policy Descriptions Iconian Players no longer receive Yor conversation responses UI Fixed the left scroll button not working on trade route subentries Tech entries no longer turn grey GWG Added a visual marker to enemies in your territory Prevent situations where the citizen promotion UI would get stuck beneath the planet window and above the research complete popup. The Diplomacy tooltip is no longer blank for human players in Multiplayer. Closed exploit with the Galactic Bazaar. No, I'm not going to tell you what it was!
Hello,
We are working on a hot patch for 2.7.1 that includes support for offline DLC access, a new enemy map maker, balance updates, and bug fixes.
To enable the patch, please do the following:
Steam
Select Galactic Civilizations IV from your Steam Library list.
Right-click and select "Properties."
Select the BETAS tab.
From the dropdown, select "Insider" and click Close. (if you don't see this option, restart Steam.)
Steam should pull down the changed files; if you ever want to return, do the same as above but select "default."
Epic
Open the Epic Launcher
Select "Galactic Civilizations IV: Supernova - Insider's Edition"
Install and play!
Please note: The opt-in (Insider Build) is an early preview of the next update, and you might experience bugs or other issues.
This insiders build is for English only!
We have adjusted the DLC system such that you don't need to be online to access the content. We'd appreciate any feedback on how the changes work for you.
We are investigating an issue where colony ships may be having their destinations reset. We would appreciate any feedback related to this issue in the comments or on discord.
Fixed issues with the Altarian Corvette and Frigates that caused them to sometimes disappear in the Ship Designer.
Minor change to probe description
Updated Yor Ship designs
Older Pre-existing Yor Ship are still included as "Classic Yor" ships
Updated Improvement descriptions to better match their effects.
"Tower of Endless Night" can no longer be destroyed and rebuilt multiple times.
Updated Leader/Citizen Traits to reflect their effects more clearly
Fixed a problem with Colony Ships and Transports that prevented them from reaching their destination.
DLC no longer requires active online access.
Fixed a stuck turn caused by a lost unit:
Manufacture Population (Yor) cost reduced from 120 to 50
Recruiting Station Colony Growth reduced from 20 to 5 (hat-tip Draver)
Citizen Threshold Mult changed from 1.5 to 1.2 (hat-tip DraveR)
Prisoners now apply the proper bonuses
Updated several Operation Abilities to give multiplier bonuses instead of flat
"Precursor Food Processing Discovery" no longer has duplicated options
Fixed a misspelled tooltip text key for the "Ancient Library Satellite" event
The "New Generation" event now provides the Scientist Citizen when you are playing as Arcean.
Festron shouldn't be able to murder and replace citizens who don't have a food cost.
Baratak's " Convert Dead Plant" artifact power now converts dead planets…
Rewrote the "Enforcer Den" Tooltip to include income and research bonuses as well as Enforcer trait specifics
"Freemind Center" now scales Ship Maintenance with Resolve
"Stellar Forge" can no longer be built on a Capital World.
Fixed plural endings on single-use Wonders
"Look the other way" now only gives +10% Crime
"Toxin Spreading" now only removes Diplomacy
Removed debug Nanite ship designs that weren't intended to be released
Lowered Laser Beam Attack to 1
Raised Particle Beam Mass from 5 to 6 and Manufacturing Cost from 5 to 7
Fixed "Thug bomber's" tooltip
Added Phenotype tooltip to explain their abilities and stats better.
Replace biology with phenotype in the "opponent tooltip" for MP (and diplomacy list friends/enemies).
Fix some tech categories never getting picked for discount
Clvs with the Cartographer's ability can get the Acquisitions tech
Added New Species Types Added to Galactapedia
Cleaned up Ship Design descriptions
Cleaned up Policy Descriptions
Iconian Players no longer receive Yor conversation responses
Fixed the left scroll button not working on trade route subentries
Tech entries no longer turn grey GWG
Added a visual marker to enemies in your territory
Prevent situations where the citizen promotion UI would get stuck beneath the planet window and above the research complete popup.
The Diplomacy tooltip is no longer blank for human players in Multiplayer.
Closed exploit with the Galactic Bazaar. No, I'm not going to tell you what it was!
"Updated several Operation Abilities to give multiplier bonuses instead of flat"What abilities were updated ?
pls watch this thread
https://forums.galciv4.com/528959/page/1/#3936420
we need godlike AI focus more on battleships and fleet limit
I have find 1st bug on this beta version
this is when I colonise planet approval from race missing, you have to transport to new colony new colonist to make it normal and send this bugged one to your capital to reset this status
https://imgur.com/a/55MS9Vf
another bug how game see planet limit in transport
https://imgur.com/a/lSrg4gu
It would be helpful if you would state in the changelog announcement whether or not we need to start a new game or if we can continue playing a game in progress in order to test the new version.
For example, I am continuing to play a very large game and I now see that colony ships are "forgetting" where they were going. Is that a bug in the new version or is it an artifact of continuing to play a game that was started under a previous version?
OK, I started a new game and sent the starting colony ship to a planet that was farther than it could travel in one turn. On my next turn, the colony ship had forgotten where it was going and I had to send it to the target planet again. This seems like a new bug.
I started a new game and my colony ships also are losing their pathfinding from turn to turn so I'd say it's a bug in the update. A real PITA, so please fix asap. Let me know if you need a saved game.
In the screen snapshot below, the text associated with the "Directive: Energy Maximization" option states, ".... we can permanently increase production on Yor At Home" (Yor At Home is the name of my home world), then the next line says "+10% Manufacturing to all worlds". Which is it: increase production on just my home world or on all worlds? If it is all worlds, is it just my worlds that exist now or does this bonus apply to new worlds when I colonize them as well?
Did there happen to be another Civs /hostiles on the ship's routes?
I have had freighters before that I had to re-target every turn to a minor.
Finally, when I got close saw the Minor's ships were orbiting or at least moving around breaking the path.
Not saying this is your problem, just a might be what is happening.
Did there happen to be another Civs /hostiles on the ship's routes?I have had freighters before that I had to re-target every turn to a minor.Finally, when I got close saw the Minor's ships were orbiting or at least moving around breaking the path.Not saying this is your problem, just a might be what is happening.
Not the cause in my game. No other ships on map.
No, I was sending the free colony ship on my first turn to a planet that was discovered by my free probe. On the second turn, the colony ship forgot where it was going and I had to direct it again to the target planet.
Some additional information:
Just a thought from what has happened to me.
Something happened for sure. Verify ships forgetting their destination and it's impossible to get new core worlds off the ground because morale is incredibly low, I haven't tried the reshuffle colonists act yet.
At turn 100 with 5 core worlds all with virtual theatres, my capitol world can't do anything except spam supply ships to build up my core worlds that take like 260 plus turns to build something. Citizens with 7 diligence as workers do not seem to help.
luceo non uro
new colony guy missing approval from main race for example 40-60%
you have to send some1 from your main world and resend to your capital or other colony bugged pop to fix it, yep its annoying bug
Exactly. Haven't tried that yet, though i shall directly. This update is a buzz kill. Probably won't get fixed 'til next week.
we also need godlike AI fix to focus more on fleet like battleships less on small ships and more on fleet limit techs
AI have this bug too just picked one of thier planet =D
https://imgur.com/a/kPA5Z10
Unable to transport citizens. The load button is greyed out even after selecting a citizen to load. Sent another colony ship. Now both citizens are marooned, the colony ship is trapped in orbit and can't be reloaded and the load transport button is still greyed out so no loading a transport to move one of them.
Going back to live 'til it's fixed.
Expanding on the Approval issue on new core worlds, it appears that the first citizen does not get the bonuses associated with your civilization.
The first screen snapshot below shows the breakdown of the Approval of my first citizen on a new core world.
The second screen snapshot below shows the breakdown of the Approval of my second citizen on that same world. Note that it is getting +50% for being Yor and another +10% for being Synthetic. Neither of those appear for the first citizen.
This makes it very difficult to get new core worlds going since both Manufacturing and Research are affected by the Approval of the citizens on that world. I recommend making a fix for this a high priority since it has such a large impact on the game.
I allready told that, for now you need to transport there new citizen to fix it and send back old one ^^
Seems like there are a lot of game-stopping bugs that should have been identified if anyone is testing. Instead of fixing advanced or extremely limited bugs that have minor (but critical) impact, let's focus on the basic mechanics of the game and stop fixing things which are not broken.
This is why you test before releasing updates.
Valkdrvr - I would agree with you if this was intended as a "public" release to main game. However, it was only done on the Insiders version. Stardock has stated many times (including on the notes to this release above) that only people who are willing to be Beta testers, i.e. - experience and report glitches/bugs, should play Insider releases.
Oh FUDGE!!!!!!! I bought the Warlords DLC. I didn't know I was running Insider's Edition. Holy Sith Spit. I feel like a nuub.
Anyway - keep up the good work folks. I'll be over here getting my foot out of my mouth.
End Transmission
do devs even read thier forums?
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