STICKY: The Glitch Report

Stuff we were too blind to see

This thread is for people who have found some bug, glitch, typo, oversight, you name it.  If you are running into a serious in-game problem (i.e. one that prevents you from playing) see the other sticky on IN-GAME problems. 

Here's how to report something we screwed up on:

1) What the bug/glitch is.

2) How to reproduce it.

Note: Glitches are things that are definitely glitches.  This is NOT a wish list thread or a place to tell us how you think we should have implemented some feature differently.

Thanks!

88,009 views 317 replies
Reply #1 Top
Bug/Glitch: Insanely high population on conquered planets. On the order of billions to quadrillions.
How to reproduce: Invade a planet and win. Seems like having less survivors increases the population...a lot...
Reply #2 Top
In the Domestic report screen I don't see any sliders to adjust my Taxes, Industrieal output, Science, etc...The sliders are there because I can click on the spot below each and adjust the percentage. I just don't see any sliders.
Reply #3 Top
Being really impatient clicking on the x’s too fast to disband a fleet crashes the game every time. Been in every version so far.
Reply #4 Top
I've only been able to play for a limited amount of time before the game crashes on me (see my other posts), but after downloading the patch, I noticed that whenever I try to read the "tile description" on the planet view screen, the scroll buttons don't work and allow me to read the rest of the little message describing what the bonus does. Also, I downloaded patch 1.0X today. In the previous version, the little arrow buttons worked and I could read the whole tile desc message.
Reply #5 Top
running 1.0x

When trading with other civilizations it sometimes turns text green as soon as your credit slider is moved off 100, and it remains green no matter where you slide it to. It wont let you trade for any amount so it doesn't break that. (ie after you click done it turns red if it isn't going to trade)

reproduce: add a tech to 'they have'. try to pay for it with credits or a tech and subsidize with credits. Note: this doesn't happen every time... just sometimes. But so far seems pretty often in this 1st 1.0x game i'm playing.
Reply #6 Top
still finding that occasionally when clicking on a ship/fleet that the previous ship/fleet (having already moved) is also activated and they both move. not sure what triggers it, but it does happen quite often. this is in 1.0X
Reply #7 Top
errr appears to generate 5 planets around every star created at game start even on all rare settings... Can't stop it doing this!

Only started doing this since the latest patch. I'll try a reinstall, and yes I did try reloading.

O/S WinXP

J
Reply #8 Top
The most annoying glitch i've had with all the versions is that some single ships refuse to fleet up with any other ships. Noticed that these single ships are treated as a fleet of one. (can disband it too, but still won't fleet up)

AND no it's not running into the logictics limit. Generally after a save/reload this gets fixed.
Reply #9 Top
The quarterly report refers to the past year, when it means the past quarter. The trade popup referes to months when it means weeks.
Reply #10 Top
In the graphs at the bottom of the main screen I got corruption (only happened once so far) since installing 1.0x. It was consistently there for 20 minutes or so, but dissappeared after alt-tabbing. (the graph data for between -3 and -10 weeks approx were scattered vertically in a wierd way)
Reply #11 Top
In the economy screen, if you adjust your spending levels by using the sliders and reduce spending, the bar for the category that gets the money does not go up. For example, if I set military spending to 0 and lock it, then set social spending to 0 and lock it, research will properly show as getting 100% of the funding, but the adjustment bar will still be 1/3 of the way from the left (assuming its a fresh game with nothing modified yet).
Reply #12 Top
If you try and upgrade a planet improvement then the "upgrade" and "build" labels on the buttons are switched. Example, you select an "entertainment network" and in the menu a "media centre" to upgrade it, the button will be labeled "build". A trade centre would be upgrade though !!! Button labeling switched - functionality works.
Reply #13 Top
In Foreign Policy->Stats when you click on one of the report types (ie Economics, Military), and then click on Abilities, the report page goes blank. This goes for all races.
Reply #14 Top
When I design a ship and give it a name that has a space in it, such as "Quick Colonizer", the name shows up properly for the duration of the game, but as soon as the game is restarted, the space is removed and shows up as "QuickColonizer". This happens with any ship name I have with a space in it. I tried editing the .shipclass file in a text editor but that just crashes the game when it tries to start, so I am unable to correct this problem manually.
Reply #15 Top
I've encountered random crashes when trying to upgrade a ship design. No rhyme or reason for the crash; I sent the SE files to Stardock. A non-fatal bug is one I noticed after accidentally placing a rally point on an unoccupied planet: arriving ships stopped outside the planet, and the turn button went away. The game seemed to have stalled, but when I changed one of the affected ship's destination to other than the suspect rally point, everything returned to normal. Game should have given a error message or simply prevented me from placing the rally point on that planet. Another oddity is that several times I tried to purchase a ship I was building. The game took my money, but didn't produce the ship. I had to pay for it a second time before I received the ship. I am playing version 1.0X, with Windows XP and all my drivers have been updated. Frankly, this latest version seems to have more problems than the previous ones.
Reply #16 Top
I've had the same fleet glitch as Citizen gallagher118. One time I got them to fleet buy creating a fleet rally point however the that didn't work the other times.
Reply #17 Top
As I've mentioned elsewhere, I have several strange glitches associated with loading a game.

1: Unless I exit to the main menu and load from there, the old game's treasury balance ends up being the balance of the newly loaded game
2: Ships set to auto-survey or auto-explore, when loaded, often change their destination to another of my ships instead of their designated auto missions
3: First time after loading, end turn doesn't work right. All ships get their moves refreshed as normal, but the date doesn't advance and no production happens (even for bought items)
Reply #18 Top
Not sure if this belongs here, but after choosing to focus on Neutrality and reaserching the Neutrality Learning Centers, I see no effect. No new structure, project, or bonus is indicated, and there is no visible impact on my research rate.

Reproduce it by focusing on neutrality after the Ethical choice, and researching the tech.
Reply #19 Top
Enter Colonization Manager - Colonies, and enter a colony by double clicking on it. Click 'done' to get back to Col. Manager, and 'done' to get to main view. Then press on a "Green building complete" icon, without entering a colony first. Doesn't need to be in the same turn, as long as you don't enter a colony first, when you do enter a colony with the "green icon" and press 'done' afterwards, you'll exit out to Col. Manager.
Reply #20 Top
-Fleets sometimes lose all their movement points for that turn. I've even had a fleet be unable to move for 2 consecutive turns. REALLY annoying when you're in a war.

-ships will remain selected even after clicking on another ship, leading incorrect movement targets.

-i also just got the 'insane post-invasion population" bug.

Cheers

h
Reply #21 Top
running 1.0x

When trading with other civilizations it sometimes turns text green as soon as your credit slider is moved off 100, and it remains green no matter where you slide it to. It wont let you trade for any amount so it doesn't break that. (ie after you click done it turns red if it isn't going to trade)

reproduce: add a tech to 'they have'. try to pay for it with credits or a tech and subsidize with credits. Note: this doesn't happen every time... just sometimes. But so far seems pretty often in this 1st 1.0x game i'm playing.



I don't want to be stealing Stardock's job, but I believe this is WAD. I was confused at first, then I acutally read what they said. This happens when you're asking for a military tech that the computer doesen't want to trade.

The fact that the slider turns green at all is a glitch though. It should be always red. But that's just a little nit-pick.
Reply #22 Top
Economy Starbases affect only social and military production, and NOT research, which is contrary to their description and interestingly the comment in the 1.0x patch notes "+ Starbase Production
Modules now assist Planetary Research"....it's not on a line by itself so I guess it was left in the patch notes by mistake ?
Reply #23 Top
In another thread I read that the AI is not building colony ships at the lower levels.

I just played a tiny map at Normal and the AI (Drengin) colonized a total of 3 planets. They were bugging me early on for propulsion tech and I wonder if the new code is causing them to forego building colony ships until they have more speed available.

Definitely seem dumbed down at the lower level early game.
Reply #24 Top
Another glitch is old designs coming back to haunt you. Say, you upgrade a ship. Save, and bring back the save game, when you goto build ships you'll see two (or more) ships of the same name, and when you goto the shipyard there is ONLY the current version!
Reply #25 Top
These are pretty minor and I expect painful to fix, but here goes:

On loading a new game, you go through the same rigmarole as starting a game: start exploring space GNN report ("A Journey Begins"), select research, skips to planet. This feels unnecessary.

If a planet reverts to you due to influence and you go to starport, the turn start-up continues (pop-ups for build, etc.) (may have mentioned this before)

If you meet a new race and click "speak to", sometimes another race will jump up instead because it wanted to talk to you. Once you are done talking to this third party, the new race will appear.

The AI is want to throw itself against starbases (in its territory, but only a mining starbase (morale)) with no hope of success. Won a game easily because the AI wasted it's ship on my starbase instead of actually attacking me.

The AI became upset ("I know what you're doing") when all I had was freighters and a mining starbase in its territory.

Start-up text for "Battle of Gods" is the same as starting normal. It talks about building technologies, etc.
Likewise, Battle of Gods unnecessarily goes to research screen.

Hints display for disabled victory conditions. It's a little odd to read about Influence Victory when I know that's not a possible path for this game.

Have seen equal bonus for neutral and evil choices. Even more common is equivalent (+X% PQ, for small variations in X).

Perhaps by design: If one planet has an event on colonizations, all planets in that system are likely to have the same event.

"Gain Experience" anomaly doesn't appear to do anything (I expected the level of the crew to increase, or at least some bars to light-up)

When attacking heavily over-balanced ships, target selection system is suboptimum. In particular, if I have enough weapons to destory any ship with high likelihood (~60%), I should target the one with the highest expected damage, not small fighters that are easy to kill but have a few less weapons.