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STICKY: The Glitch Report

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!

88,013 views 317 replies
Reply #76 Top
Bug: Computer knows where everything is even if he didn't explore first. You can easy test that with the autosurvey funktion with your ship. Don't explore just klick "a" for autosurvey. Your ship will find all anomalies but you haven't even explored one piece of the universe yet. AI knows where all planets are etc. Thats anoying. I have to purchase 5+ colony ships in the beginning all the time and fly them blind into unknown space to have a chance to get some new colonies. If I would wait till I've explored those areas first and then build a colony ship then you can be sure that the AI will have those planets already. As I said AI knows where everything is and that needs a change. You can easy test that when you just start a new game and press "a" (autosurvey) on your fleetship. The ship flies to every anomaly as if you would already know where it is.


I believe this is as designed for the autosurvey and was changed to do this late in gamma. Do a search on this as it has been brought up quite a few times.
Reply #77 Top
It's been mentioned in it's own thread, figured i'd put it here, as well. There appears to be a new bug since the last patch. The influence calc is going screwy and one empire is getting total influence for one or two turns. Unfortunately, because of the way Influence works, I can't send you my save game, because reloading resets the influence calcs. One of the guys that had this happen said it was after he had conquered a planet. Not sure if that's what caused in my current game or not, because it happened to the Arceans, not me. But, I have seen it twice in my current game.


Yes having the same problem sometimes and its the same AI race aswell. Arceans. Also I noticed that AI surrenders a bit to much now. I had a AI which gave up but still had about 10-11 planets and a good amount of influence and military. Its annoying, AI shouldn't surrender if they have more as 2 planets, don't think they should surrender at all. That kills the fun in the game, when you cannot fight and they all whimp out.
Reply #78 Top
Occasionally the Drengin will refer to themselves as the [TheirShortName] in diplomatic discussions.
When declaring war on you the Humans boast their giving away Hyperdrive "Technologu"
Reply #79 Top
I believe already stated above but obsolete or upgraded ships showing up in the quick build window is annoying. In my current game I have 2 or 3 "Hvy Scorpion Mk2" listed (I upgraded a couple times).
Reply #80 Top
I initially posted this in tweaks, but think it may actually be a bug: Fleets of ships do not show up on the diplomacy screen when trading with other races, only individual ships. If the fleet is disbanded the individual ships appear again, but there is currently no way to trade fleets. Also, there is only a black screen when clicking to check where in the galaxy a ship is located during diplomacy, rather than the minimap which popped up in GalCiv1 (and looks like it should here too).
Reply #81 Top
When saving and reloading, all production and tech research stops for the next turn. Ships/improvements rush built the previous turn (before loading) will be kept on "0 Turns left" hold for the next turn after reloading.
Meanwhile, ships will move and enemies will trade techs, etc.
Reply #82 Top
- Planet class resetting on load.

Build a soil enhancement on a planet and the planet class increases by one. But after saving and reloading the game the planet class is reset back to the initial value.

Reply #83 Top
I found three things...

-first, the words "unfinished image" are written at the bottom of the basic farming structure image
-second, the "turn" button is somewhat too large and if you happen to have a world on the lower right corner of the map, you can often hit it accidentally (well i often do)
-third, if you double click, say a flagship and try to have it auto survey the area, if there are no anomalies, autosurvey just won't work... it's okay, but if you ever try to do it more than once, then when you close the status windows of your flagship, you're going to see the "can't auto survey because there are no anomalies" thing as many times as you've tried to do it. hmmm i don't know if that's clear hehe. anyway i think it should appear as soon as you try to click it, instead of appearing after you close the status window.

that's it, thanks
Reply #84 Top
The PQ resetting to base value on reload is the second most annoying glitch I have encountered and would like to see fixed.

A couple of easy ones that will just be xml edits probably (but I guess doing them myself would invalidate metaverse games):
VR Centers only give +40% Morale, whereas Zero-G Stadiums give +55%
Advanced Farms only give +8Mt Food, the same as their predecessors.

Not had a chance to confirm if the next one still exists in v1.0x (as don't like having to reload due to PQ reset), but building the No Mercy Invasion Center caused reproduceable immediate CTD whenever an invasion was attempted after it was built. Simple answer is not to build it of course, but if one of the other evil races built it would the same happen if they invaded one of my planets? Also if the planet it was built on culture flipped to me, would the error re-occur? If so, it is a potential game-breaker!

AI behaviour - they're still building cr@p on resource bonus tiles (had a farm on a +700% manufacturing bonus tile on one planet last night, with 4 factories built elsewhere)

Finally a couple of things to reduce micromanagement that would be nice to see implemented:

The ability to fleet up more constructors, to save having to wait for 14 (when building an influence starbase) to move individually when you give the stack their initial movement orders. Setting the logistics value to 1 for constructors would achieve this. Is this possible? Obviously this could allow for a potential exploit by fitting a huge hull with a constructor module and then adding weapons, so I guess there would need to be a check that all weapon values were zero in there aswell - still, it would make life easier.

And on to the most annoying thing in the game... please make the Esc key always replicate the action of clicking on the "Done" button. It does for some screens (e.g. GNN News, Tech screen etc), but when you hit Esc with the planet window open, or the relations screen, or the economic screen you just get the options menu. Most frustrating!

Got to be a great game if it's a minor UI glitch that annoys me the most.
Reply #86 Top
Don't know for sure if 1.0X caused this, but it never happened before I got the patch. Whenever the Terrans conquer a minor race, the entire map is flooded with Terran influence. It happened to me twice so far. Didn't notice if it was the same minor race both times. Every planet ends up with a >900 Terran influence ratio. Needless to say, it is kind of a game stopper.
Reply #87 Top
Ah, traders!

Its a bit weird that traders say "this trade route has become too dangerous!" when a planet joins your empire.

we also need a way to see how many trade routes we're currently limited to. It's annoying to have a freighter in transit (or a few in transit) and then get the "this is the maximum amount of routes you're legally allowed to have" message.

Please make the traders use some other cancel message when a planet switches sides and the route is killed so I don't panic looking for who is looting the lanes, and please add some way to check how many routes we have left.

thanks!
Reply #88 Top
and please add some way to check how many routes we have left.


Try going into the economics screen (F4) and selecting the trade tab....
Reply #89 Top
There seems to be an influence "flooding" glitch. Link to thread about this topic: https://forums.galciv2.com/?ForumID=162&AID=105346

What happens is that one civilization will suddenly get insanely high influence throught the entire universe, causing every planet to go unstable. this usually corrects itself within one turn, but sometimes a few planets are turned because of this. This bug was also around in GC1, but I only saw it a few times there.

I'm not sure what causes this bug, but I have the saved game file when it is in effect, if you would like me to post it.
Reply #90 Top
If you have a survery ship set to auto-survey, and then upgrade it to another ship which does NOT have a survey module, you will sometimes get an always-repeating popup about how this ship can not explore anomalies (by always repeating I mean that as soon as you dismiss the dialog it reappears). It is possible this only happens if your ship would explore an anomalie on the same turn that it comes out of upgrading.
Reply #91 Top
It should be impossible to ever have (or obtain) a technology without all its prerequisites. A few races star with such technology.
Reply #92 Top
1.01X.0009

Invasion bug, getting trillions and quadrillions of inhabitants after invasion. Resulting in cultural territory consuming the entire map.

Planet quality grows after loading save game, once improvements i.e. soil enhancement are made, and a game is reloaded, planet quality has grown, SIGNIFICANTLY. all my planets are 20+ now.

Cultural territory shrinks, then re-grows after loading a saved game.

Random Crashes to Desktop.



I've noticed far more bugs in this build than the previous.
Reply #93 Top
The hint box when a new/save game loads disappears when the game is loaded. Sometimes I can't finish reading the text before it disappears.
Reply #94 Top
1) Espionage doesn't go away

2) Unless I'm very much mistaken, dropping your espionage spending to zero doesn't remove your espionage ability. As soon as you hit a level of espionage, drop the spending to zero and come back say 52 weeks later. Your level of espionage is unchanged, and the stuff in the report tab appears to be up-to-date (In that it's different than it was before, so the assumption is that it's current info). This seems wrong. Dropping your spending should drop your espionage level.
Reply #95 Top
Glitch: A race's PQ ability only affects the number of usable tiles on the home planet. Also, future changes to the PQ ability will not affect any planets, including the home planet.

You can reproduce this by changing a race's PQ ability to a very high number and starting a game. The first planet will have a very large number of tiles, but any planets colonized later will have the default amount. There is more information on this glitch here:

https://forums.galciv2.com/?ForumID=162&AID=105050
Reply #96 Top
I'm playing the game on Simple setting (still learning the game) and after I had a Defender ship blow away the Andinians' three scout ships it had orbiting Andinian IV

I asked the Andinian's to give me Andinian IV as tribute, and they agreed to give it to me. Great. Only when I go back to galaxy mode, it shows the planet still under the Andinians' possesion, and when I go back into diplomacy mode, it shows the planet under their possesion still as well.

It did the same thing in another game when I attacked the Paulos on Paulos I with a ship and took out all the planet's ships in orbit. I went to diplomacy mode, asked them to hand over the planet, they agreed, and I clicked send. But it still showed them as controlling the planet in the galaxy mode and the diplomacy mode, even after they agreed to give it to me as tribute.
Reply #97 Top
I think that I found one source of the game locking up. The Monster Anomaly (type 12) appears to lock the game up. While scanning the anomalies within anomalies.xml, I noticed the first anomaly was Monster1. I had never seen the monster yet and at first I thought that was the result of the occurence setting of 3. Since I had successfully tested individual anomilies that I modded by creating a .xml file with just the anomaly being tested, I decided to check out the monster by using anomalies.xml with just Monster1. As soon as the AI or I surveyed the anomaly the game froze. I double checked the file and appears exactly like the anomaly in the original anomalies.xml file.
Reply #98 Top
Running 1.X.10...

1. Loading the game up with a desktop of 1280x1024 yields a 1024x768 sized black window.

2. Hitting ESC in the tutorial window causes the game to hang.

- Nobody
Reply #99 Top
i have the new patch for the game but in the ship building screen when i click something in the bar and remove it and then click on another part to remove the old part pops back on so i have to pick the things on the ship and remove them that way, because taking them off from the picture on the bar doesnt work still.
Reply #100 Top
The thinner tiny hull for terrans has a hardpoint with a wrong axis. It's in the "tail" section, and looking from the back, the left hardpoint axis should be pointing to 10/11 o'clock (as the right one points to 1/2 o'clock), but instead it's pointing to 9 o'clock. Here's a couple screenshots to make it clearer: