It's Monday! Have some bugs (and suggestions) :)

Bugs - (rated based on severity as: cosmetic - minor - major - severe - critical):

(except as noted, all bugs were with 1.0D1.008, sorry if they've been addressed already - but they weren't in the 1.0X patch notes, so...)

1. (severe) Upon loading a saved game, no production occurs in the empire in the first turn. Still present in 1.0X.

1a. (cosmetic) Date (e.g. 1 Jan 2255) does not advance the first turn after loading a saved game.

2. (major) Ship/fleet selection gets confused upon moving. This is very difficult to reproduce and has multiple aspects. First, there is the problem that moving a ship or fleet out of a stack leaves the 'focus box' at the bottom of the screen still displaying the contents of the stack. Secondly, there is a problem where after this fleet from the stack has been moved (seems to occur more commonly if the fleet still has MP left), the fleet remains selected even after you select another ship/fleet (if you're watching carefully, you'll see the 'highlight circle' around the first doesn't go out - and you'll have two spatially separated units selected at this point). At this point, moving (i.e. right clicking) on a location will cause both units to move toward that location.

Addendum: Ok, I have a reproducible on this problem (with 1.0X). It's verry flaky, but following these steps exactly should reproduce the problem:

A: Start a new game (I used the Terran Alliance, tiny galaxy, 1 one enemy, cakewalk difficulty).
B: Just click through the first screens, don't bother setting up planet production or research.
C: Destroy your starting flagship and colony ship.
D: From the main display select Earth, then hit the "Build Ship" button, select "Scout" and "Buy Now".
E: End the turn.
F: You'll get the message Scout 4 was completed, launch it by right clicking on the blue notification icon.
G: Repeat step D, hitting "Build Ship" and "Buy Now"
H: End turn
I: Launch Scout 5, again by right clicking the notification icon.
J: You'll have Scout 5 selected - add Scout 4 to the selection by clicking in the ship box and create a fleet.
K: Now select Earth again, "Build Ship", "Buy Now"
L: End turn
M: Scout 7 is complete, again launch by right clicking the notification icon.
N: Select Earth, "Build Ship", "Buy Now"
O: End turn
P: Launch Scout 8 by right clicking on the notification icon.
Q: The ship box at the bottom of the screen has your Fleet, Scout 7 and Scout 8 listed, with Scout 8 selected.
R: Select Scout 7, then the Fleet, then de-select Scout 8.
S: Form a new Fleet out of Scout 7 and the Fleet.
T: Move that Fleet one square.
U: Select Scout 8 by clicking on it. NOTE: In normal operation, this should de-select the Fleet you just moved, but...
V: V is for Voila! You should now have your Fleet AND Scout 8 selected. Right clicking on the map should send both ships to that location.

Apologies for the excessive detail on the reproducible, but this method worked 5 for 5 for me to recreate the problem.


3. (cosmetic) Population over 1000 billion freaks the display out (in lower right, says "0.001212072 T)

4. (major) Tech trading in diplomacy is non-additive. I.e., if I trade tech1+tech2 to someone for cash, I end up with less cash than if I traded tech1 first, then traded tech2 as a second transaction. This makes the 'best' way of trading pretty painful. (Don't say "Balance by annoyance".)

5. (cosmetic) Dreadlord ship named "Ship [4,4].[66,69]" in the Siege scenario of the campaign.

6. (minor) Eyes of the Universe Wonder doesn't update sensor ranges until the turn *after* it's built.

7. (minor) Eyes of the Universe Wonder - even after getting to the next turn, does not clear fog of war until ships/bases are individually clicked. Also, ships in a fleet will not clear the increased sensor range unless the fleet is disbanded.

8. (major) A ship (armed) on Auto-Explore orders ran into another empire's freighter, resulting in the "If your ship attacks the freighter, said empire will declare war on you etc... etc..." dialog popping up. No matter how many times I clicked "No" on the dialog, the box kept popping up. In the end, to clear the dialog box I had to click "Yes".

9. (minor) When setting ship production from the planet screen (i.e., by using the "Build Ship" button in top right of planet screen), production does not actually change until you hit the "Done" button, which exits the planet screen. Changing the production then hitting the "Back to Planet" button leaves production *unchanged* - this is annoying.

10. (major) When ships are combined into fleets, the remaining movement points sometimes get reset to full.

11. (minor) Campaign mission "Achilles' Heel" defaults to difficulty "Cakewalk"

12. (cosmetic) Discovery Sphere and Zero-G Sports Arena have the same graphic.

13. (minor) When starting a new game (after re-launching the application), the computer remembers all of your previous settings *except* for victory conditions.

===

Feature requests and suggestions:

1. It would be helpful to have a place to enter some brief notes on a colony world. E.g. "Build research", "Needs defenses", etc...

2. Diplomacy slider for BC is asinine. (Sorry, but it is). Selecting the BC option should automatically set it to the maximum amount to balance the deal. Having to manually tweak the slider to the correct point is about as fun as going to the dentist. Having to do this multiple times per game (or turn!) is about as fun as root canal during a prostate exam. Ditto for the IP slider, except it's even worse due to the (usually) huge number of IP's most empires have once past the very early game.

3. It should be possible, in the governor's screens, to redirect ship contruction to various rally points based on the colonies' *production*, rather than just the colonies' current rally points.

4. To increase the information density in the tech tree, consider placing small icons above each technology to inform the user, at a glance, if new improvements would become available by researching that tech - e.g. ship icon for a new ship part, hammer icon for new planetary improvement, dollar icon for trade good, star icon for galactic wonder, etc... For extra credit, clicking on the icon should pop-up a window showing the item that could be produced.

5. The Colony table (under the Civilization Manager) should also have a column for colony rally point.

6. An idea about excess food production: why not have unconsumed food sold for BC? That way I wouldn't have to throw something through my monitor when a couple of 3x food specials pop-up on a PQ7 world...
12,940 views 21 replies
Reply #1 Top
Bloody hell, I swear I posted this in the bug forum
Reply #2 Top
Item 4 doesn't happen here. 
Reply #3 Top
You probably did post in the Bug forum, but amusingly it's a forum software bug.
Reply #4 Top
I see it in the bug section, so you did. The way the forums work is that *everything* gets displayed in the GalCiv II general section, I think I saw someone from stardock mention this as a 'feature'. To me, this makes the GalCiv II general forums way to cluttered and hard to read. I wish there was a setting I could use to turn this 'feature' off.

Anyway, I've got a bug to add to your list, with the hope of bumping this thread and getting it noticed by the powers that be. I'm not 100% sure how to list this bug, I think it's fairly major as it can be exploited like mad.

At first I noticed this bug when an anomoly turned out to be a wormhole and thought the bug was exclusively limited to wormholes, but I have found that this is not the case. What happened to me (in two different games in the campaign) was that I hit a wormhole anomoly with a scout and the scout was properly recreated at the new location with all its capabilities but the scout's sensor radius remained behind at the location of the anomoly. This basically gave me all the benefits of a ship with the scout's sensor radius at that location with none of the weaknesses. The first time this happened it was at an anomoly near the bad guy's home world, so I had a free set of 'eyes' at their world that they couldn't do anything about.

The next time I noticed this bug was another campaign mission where I had built a mining facility on a resource that was subsequently destroyed by the bad guys. I still retained the sensor capabilities as if I had a mining facility in place at that loction.

I'm not a programmer, but it looks like what is happening when a ship with sensors is 'destroyed' the sensor capabilities aren't being taken out like the rest of the ship. I'm guessing that when a ship hits a wormhole the code basically creates a replica of the ship at the new location and destroys the ship at the old location, which is how this bug affects wormhole anomolies as well as scouts/starbases destroyed in combat.
Reply #5 Top
I noticed #10 and 11 yesterday.

To add to the list:

I've had a problem where I could not invade a planet. Instead of getting the planet's name on mouse-over, I get the name of a Heavy Fighter. I attack the fighter and win, but the condition remains. No matter how many times I destroy the same fighter, I cannot invade the planet. Eventually, the planet went to another AI race once the civ surrendered.

This problem persisted on a reload as well. I'll try and pull the save-file and post it here tonight or tomorrow.

Another problem: In the same game, during an invasion, the planet map and terrain in the combat viewer went all white. The game crashed once combat started, but the mouse and music continued to function. The machine eventually had to be hard-booted.

Third problem: Same game, after reloading from the crash (and still having the Heavy Fighter problem), my civ's culture was maxed at 990,000 (and something). It only lasted one turn, but it was enough to have a planet culture-flip on the far side of the galaxy.

I'll try and dig out those save files and post them.
Reply #6 Top
Balls, I hit submit once and got a timeout error, so I went back and submitted again only to double post.

Hopefully this forum doesn't suffer from the 'blue stamp' affliction in the WoW forums. "Blue stamp" affliction is when an official game poster posts once, at which point all offical game posters assume the thread is taken care of and never check it again. 'cuz it would suck for my bug report to go unnoticed again.

*edit again*

I said my sensor bug could be majorly exploited and never really posted *how*. Basically I could take a cargo ship hull, slap a bunch of sensors on it (if stacking sensors has the same affect on scan radius as stacking engines does on speed) and churn them out at the start of the game, instead of scouts. I could then zap one of these into each sector with a planet and decomission them, giving myself permanent sensor capability around each world that the computer could never do anything about.
Reply #7 Top
Item 4 doesn't happen here.


Hmm. Dang it, I just started a new game, but I'll see if I can reproduce it....

Reply #8 Top
Ok, I was able to reproduce #4 pretty easily. Started a new game as the Yor, tiny size, only opponent a normal AI Terran. Research set to Very Fast in order to speed things up. Put 100% spending, 100% research into getting universal translator. Made contact with the Terrans in 2 turns. Saved the game.

I was able to sell them Xeno Economics for 97 BC, followed by Ion Drive for 97 BC.

After reloading, I tried selling them Xeno Economics+Ion Drive at the same time, their best offer was 184 BC. So I lost out on 10 BC by doing both transactions at once.

In all cases, the prices were the "maximum available", i.e., incrementing the BC amount by 1 caused the deal to go red.
Reply #9 Top
#s 1, 2, and 4 are major for me.

Frogboy, #4 is definitely reproducible, try it. It gets worse the more techs you add to the table. IIRC, I was getting more selling 4 techs than 11 at one point...once I sold them individually, I got a ton more BCs than either case. The more techs you add on, the less you get.
Reply #10 Top
#9 is VERY annoying in the later part of a large map game.
Reply #11 Top
#9 is VERY annoying in the later part of a large map game.


This is very annoying even with only 5 planets, sheesh! I was told the temp workaround for this is to select 'purchase', then hit cancel, and you end up back at the colony screen with the ship selected for building. Not sure why is has to be that way, but it's better than nothing.

Reply #12 Top
Nice post

If for item 4 you refer for the non - adding of the tech trade i can confirm it , it happens all the time and it's VERY annoying
Just start a new game on crippling - masochist , run 10 turns and try it

Always regarding tech trading i spent around 75% of my time on the diplomacy screen : it's obvious something is wrong here....

If there would be a 'what would you give me for this tech' like civ4 button maybe i would be able to start playing the game instead of passing the time on the diplomacy screen (on higher level diplomacy and trading is absolutely essential imho .. )
Reply #13 Top
Always regarding tech trading i spent around 75% of my time on the diplomacy screen : it's obvious something is wrong here....

If there would be a 'what would you give me for this tech' like civ4 button maybe i would be able to start playing the game instead of passing the time on the diplomacy screen (on higher level diplomacy and trading is absolutely essential imho .. )


Exactly. I'd rather spend more time on ships/battles/map movement than diplomacy...but I also spend half of each turn talking to aliens. I wouldn't even worry about trading techs all the time if it weren't for me knowing the Ai is doing it all the time and winning the game because of it. It bogs you down after a while.

Reply #14 Top
I reloaded the save file after the .10 patch and the problem with the planet = Heavy Fighter no longer existed.

As of yet, I cannot recreate the influence flood condition.

So, really, I have nothing to report until I give the .10 patch a good shakedown run.
Reply #15 Top
Regarding the trading - its crazy. I make a trade offer that's yellow, neither good nor bad. I ADD another technology to the deal to sweeten the pot - and the trade goes red, meaning they won't accept it!!!

Designing ships - I add components to the left and the right side of a hull. One fin goes UP and the other fin goes DOWN resulting in an assinine appearance. Same thing happens with adding two engines - one is flipped upside down. Sheesh.
Reply #16 Top
Regarding the trading - its crazy. I make a trade offer that's yellow, neither good nor bad. I ADD another technology to the deal to sweeten the pot - and the trade goes red, meaning they won't accept it!!!

Designing ships - I add components to the left and the right side of a hull. One fin goes UP and the other fin goes DOWN resulting in an assinine appearance. Same thing happens with adding two engines - one is flipped upside down. Sheesh.
Reply #17 Top
Use the hardpoint modifiers.
Reply #18 Top
#9 should be solved by being able to enter the value ourselves by typing.
Reply #19 Top

Designing ships - I add components to the left and the right side of a hull. One fin goes UP and the other fin goes DOWN resulting in an assinine appearance. Same thing happens with adding two engines - one is flipped upside down. Sheesh.



If you are using the 'J' shaped wings, then you need to select a different one (there are 2 separate pieces, one is a 'left' and one is a 'right') for each side of the ship. This is unique to that wing piece only. I had the same issue when I first started.
Reply #20 Top
Its also possible that that was one of the hardpoint mistakes, an example detailed here:
https://forums.galciv2.com/?ForumID=274&AID=102130
That one is still present after the 1.0X.010 patch.
There's a thread that lists all of them, but I havne't checked them all to see if they have been fixed yet.
But some hardpoints were definately reversed or pointed wrong ways.

Trying again, hope this doesn't post 5 copies. It said when I tried to post:

"Timeout expired. The timeout period elapsed prior to completion of the operation or the server is not responding."
Reply #21 Top
I'll add a bug. I make an alliance with a minor race early in the game, then later when I want to attack them because they are beating up on another race I like I keep getting the "You need to cancel your alliance before you attack" message, only problem is that there is no way to cancel alliances with minor races!

This should be fixed if the minor races are going to become expansionistic.