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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!

88,092 views 317 replies
Reply #276 Top


I've also had the "can't create fleet" and "previous ship stays selected" issues, as well as the "on loading a savegame research/production doesn't advance for a few turns" but I've also noticed on every load all ships gain full movement back- so i could conceivably move entire fleets anywhere i wanted by continuously saving and loading the game (yes i tested and i can get multiple turns out of the same ships w/o ever clicking the turn button. but perhaps the most annoying glitch i've encountered is in upgrading ships- if you build a ship, then improve it, then gain enhanced miniturization by researching it, sometimes the ship space values decrease to lower than what you currently have equipped- I have been unable to upgrade ships before because they were no longer big enough to mount the modules that were currently on them. but if i create the same ship new it works correctly. very annoying.
Reply #277 Top
Playing a "Battle of the Gods" game, I did not get the Ethical Choice dialog and was not able to research any of the three ethical alignments or their buildings. When I play a "Normal" game, I get the Ethical Choice dialog just fine and am able to build the appropriate buildings.
Reply #279 Top
Bug 1) When attacking a planet. You can choose any type assult (mass drivers for instance) . if you loss the battle no damage occurs to the planet. So easy way to destroy the poplulation of a planet without consequences is to engage with mass drivers, loss and then attack with traditional warfare.
Bug 2) Ctrl-N to reset a game. (You are forced to go throw the start menu's for every vtrl-n you've done.)
Reply #280 Top
another possible bug - if you drop your espionage funding everything still stays in the same, all the information and stealing remains as if you are still paying for it. I don't know for sure if this is a bug as you could argue that the spy network is in place and thats what you paid for, you should need to maintain it with funding though.
Reply #281 Top
When experienced ships take damage in combat, the damage highlighter still treats them as if they had their original hitpoints. So, if a medium ship has 100 hitpoints, but has taken 17 damage, it looks like it is about to explode (90% red overlay) when it is really in good shape.
Reply #282 Top
After loading a game, some of the statistic graphs show "negative peaks" to zero. This always happens when I load a game.
Reply #283 Top
Hi,
I am getting 2 bugs that I really notice when playing galactic civilizations 2.
The star background doesn't seem to load properly and sometimes, a large proportion of it appears white. If it appears is completly random as I can get rid of the white part by saving and then reloading until there is no white anywhere.

More annoyingly, I don't seem to be able to add certain components to my ships when I custom build them. I have never been able to access any shields or life support components or phasor 2 for instance.

Is there any way around these problems- especially the second one!?!
Reply #284 Top
I've now played the game against Genius AIs (still have to play against Incredible) but I noticed it doing a few things wrong that it also does on the Bright level. I feel these are fairly obvious mistakes to be avoided...

1) The AI never builds farms. This not only means that the AI has a limited revnue base to do construction and research with, but also that its' worlds are that much easier to conquer, because they all contain either 5 or 10 billion people.

2) Maybe the number of troops to land on a world is hard-coded, rather than dynamicly determined, but the AI almost never invades my planets with enough troops to take the planet over. I usually have 15-22 billion people on my planets, and they are pretty capable at fighting off invasion after invasion of 1000-2000 troops. On the flip side, I figure out how many troops are needed to defeat a given enemy, and tailor-make my troop transporters to carry just enough soldiers to obtain victory.

3) The AI builds Super-Projects on top of special resources... particularly food and morale. Maybe these aren't useful because it doesn't build farms, but I find these to be crucial assets within my own empire. (It is also annoying that these can not be dismantled. Sometimes I'd rather scuttle on Omega defense to get a +100% morale resource on a conquered planet.)

4) The AI doesn't seem to specialize planets depending on the resources found there or the size of the planet. It seems to build fairly similar items on all planets. A few times my spies have revealed that various types of capitols have been constructed on Class 7 or 8 worlds when the AI has a a Class 16 that would have made a much better choice. Likewise, the AI will sometimes build more than one type of capitol on the same world, limiting the full advantage of utilizing that capitol with buildings that are synergistic with it.

5) The AI trades technology a little too willingly. I don't like disabling tech trading, because I think it is a cool (and pseudo-realistic) part of being a space-faring civilization. However, when I play, I choose a few races I want to be friends with and am more willing to trade tech with them. Maybe if the AI stuck to the couple races that they had the closest relations with, or just their allies, instead of trading with everyone, a happy medium would be found.

6) If the AI is going to trade a tech, it should trade it right away to all the other races it can, so no one can get it from them and then trade it at *their own* profit instead of the profit of the researching race.

7) The AI trades technologies with a galactic achievement before they build the galactic achievement. This is something I never am willing to do unless I'm desperate for credits. Generally, the biggest advanatge of developing a technology like Habitat Improvement, is the ability to get Aphrodisiac reliably. The galactic projects offer huge bonuses for a civilization, and the computer should protect this advantage as zealously as I would. (In Civ IV, the computer is very good about this.)

8) The AI doesn't discriminate between which technologies it trades. As a player, I am always more willing to give up a technology I know other races have because I know those other races may also trade it away. I usually have a list of technologies I don't want to share, and just don't trade them with anyone else.
Reply #285 Top
Don't know if this has been posted before but it's just too much to read through it all and there doesn't seem to be a search funktion in this forum.

1. On the planet screen. The small picture of the basic farming improvement has a dim writing at its bottom stating "unfinished picture" or something like that. Maybe one should finish it.

2. Again on the planet screen. If there is a square with lets say a 100% production bonus an you try to read that bonus' description you will find that it doesn't all fit in the box. Thus there are small scroll buttons to the right of the description box. But the down button doesn't work properly. It only recognises a click on it if you click the lower right corner of that scroll down button.

3. Maybe no bug but wrong txt: The description of the minor races states that you have to do more espionage to know more about that minor race but I can't find a espionage-slider for the minor races.

4. Planet screen again (gotta spend less time there): If you click on planet-squares that you cannot build on, it's sometimes the case that you click on an ocean and it states that it is a desert or you click on a tile at the coast where mostly land is and it states it is ocean. I have a screenshot of that if necessary. I can e-mail it to a dev if you are interested. But you have a screenshot of the later too: Link In the upper right.

Reply #286 Top
2 of the alien races start with Ion drive technology.

a) This is contrary to the story line. The game starts immediately after all the races recieve the intital Hyperspace drive.

b) The races with Ion drive bypass the intermediate advanced propulsion technology.
Reply #287 Top
I really don't think that Technological Capitals are giving the bonuses that are intended.

I.E. they're not doubling research output for that world, they're adding like 12 instead... maybe it's giving a 25% bonus, but "doubling" as the ingame text means a 100% bonus -- the same as a Manufacturing Capital.
Reply #288 Top
Ships are worthless in trade. I don't think this is intended, is it?

I can't even charge 1 BC for 36 defenders early in the game, even though the race is currently at war with a vastly superior force.
Reply #289 Top
After opening civilization maanger and enerign a planet screen from there, everytime I exit a planet screen I am brought back to civilization manager. Doesnt matter how I entered the planet screen, be it via doubleclicking a planet or by clicking the Not producing button that appears at the start of any turn. Very annoying!
Reply #290 Top
1) Ship S1_Huge_1. If you place an object on the starboard point of the triangular superstructure, it appears on the port side.

2) Occasionally, I will get the report that such-and-such civilization is trying to get along with others and pursuing economic and cultural paths. "For example, they are currently researching X." Every time that I have seen this message, X has been a weapon system.

3) I think that it kind of defeats the point of having a Spin Control system, if it is announced to everybody that you just built one.

4) The turn after loading a saved game, no research or economic activity affects the totals.

5) I am occasionally told about trade routes being cancelled when I don't control (and sometimes can't even see) either endpoint.

6) If another civilization beats you to completing a galactic wonder, the empty planetary queue indicator does not appear on the main map.

7) Tri-Strontium III is identical to Tri-Strontium II.

8) Sinularity Driver IV

9) When starting a new game, when you go to the ship style selection page, the Human button is always highlighted, no matter which ship is rotating in the window.

10) When you have chosen to view only fleet on fleet engagements, any planet with an Orbital Fleet Manager will trigger the viewer, even if there is only one ship in orbit.
Reply #291 Top
Hi!
Game ver. 1.0x.1, 1 glitch:
I couldn't flip culturaly even a single Arceans' planet.

Explanation: I had the whole universe under my influence. The only race that remained were Arceans in the middle of the uni (left becausel lots of trade routes went to my empire). Their ~12 planets had ALL red skull flags, but not a single one defected in more than 20 turns, before my ships arrived and I started the final war. Two of their planets were under 4.0+ Torian influence for much more time (40+ turns, when Drath surrendered to Arceans), one was under mine for 50+ turns, and nothing happened.
I also checked their loyality. IIRC it was not even listed.

Savegame available.

BR, Iztok
Reply #292 Top
Docked ship/Ralley Point Navigation Glitch.

If a ship is docked on a planet and you highlight it and set it to navigate to rally point the ship will not move. If you launch the ship and set it to navigate it will still not move. You actually have to move the ship one square in any direction THEN set the navigation in order to get it to autopilot to the rally point.
Reply #293 Top
I already mentioned this in a seperate post, but I decided to write here anyway: My problem is that every time I save and reload a game, all the non inhabitable planets change their texture style to "venus". This only happens after I have reloaded a game, and it ONLY affects planets with a class of zero, it does not affect stars/rings/moons/habitable planets.

...It makes the galaxy look really dismal. please help! (this is in game version X, most recent patch)
Reply #294 Top
I'm getting random CTD's on my system, I can't seem to find what causes it - it mainly happens around the starship design page but not always. All I get is a 'Gal Civ needs to close - tell microsoft about this problem' page there is no real indication why - also time does not seem to be a factor either.

System Spec;
Gal Civ 2 ver 1.0x Europe
Windows XP (latest version)
Intel Pentium Dual Core 3.6Ghz Processor
Nvidia Geforce 7800 GTX (84.82 international driver)
2gb System Ram
Xear 3d On-board Sound (latest version)
Reply #295 Top
I have seen the following glitches:
- The civilization power graphs gets screwed up once in a while, the player power is shown as 0.
- The report talks about first colony ship, every time I load the game.
- Research times are show incorrectly (too long) on the first turn after a reload.
- Pirates have very high logistic limits (15 ship fleets).
- The influence borders seems to get irregular updates. Big jumps once in a while and then nothing.
Reply #296 Top
I have version 1.0x.2 and have the following issues:

1. I can't name a save file. The save window comes up telling me "Enter a name for you save game" but I can't enter a new name. When I try to type the hotkeys affect the game under the save window. I'm stuck with just the default save files, "Quicksave", "AutoSave" and "PreviousAutoSave".

2. I have the same issue with tech not advancing the first turn after a load.

3. I also have seen the irregular jumps in influence. The last being from about 64% to something like 86% percent. I thought maybe I'd completed the Restaurant of Eternity, but no, still 10 turns left.
Reply #297 Top
A rather interesting glitch: I actually decided to try upgrading an entire class of ship. Designed the new ship by selecting the old one in spacedock and the upgrade button. When finished, saved with a different name and description. Now, when any of the ships are orbiting a planet they display the correct name. If they are moving they display the old name, but new stats and if I use the ship list, they are all listed under the old name in the ship list.

Since the "existing ships" are actually the 2nd evilution of the class, the name is similar to the original name. I had chosen to obsolete, but not decom as a class, the 1st evilution which made the glitch noticable because I had to go and manually delete any remaining 1st gen ships by viewing all of the 3rd gen as well and distinguishing them by the different attack and defense stats.
Reply #298 Top
If my Social Production is 28 mp, and I build a Lab with cost 40 mp, the screen says it will take 1 turn, which is not true. On the next turn it still says 1 turn (but now it's true).
Reply #299 Top
I don't know if this has already been addressed, but if I have more navpoints set than will show up in one page of the ship and planet waypoint selection screen, the scroll arrows and drag button dont work and you can only see the first 5 or so waypoints. I did find later that I could use my mouse wheel to scroll through the list of waypoints, but not everyone has mousewheels....
Reply #300 Top
I just finished playing the entire Dread Lords Campaign, here is a few comments about some problems I have encountered along the way and that don't seem to have been mentioned here so far.

All scenarios were played at the "Challenging" Level.

1) Some scenarios were way to easy. For example, a few consisted of using the Survey ship to find out the location of the planet that needed to be conquered; restarting the scenario, and then building either a Troop or Colony ship depending on the mission and flying it straight to that planet's location to claim victory within 10 minutes of play. Perhaps making the planet unreachable or not providing the Troop Module tech at the beggining would make it more challenging.

2) When playing the last scenario of the Dread Lords Campaign, I expected a fierce battle. A tiny map is used with some 6 or 7 other planets, the Dread Lords planet is at the top end. The problem is that while I colonized all the other planets on the map and built up my production and research capabilities, the Dread Lords planet never showed any sign of life, Nil, they never built a single ship!!! I eventually built one troop ship and conquered the planet to claim the final victory and an unimpressive end to a long campaign! Did this happen to anyone else ?