Checklist of serious bugs, what is the status on these?
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GalCiv2 Forums
I believe this could be one of the best 4X games ever made, but from what I'm reading there's some big problems standing in the way. I was just hoping that someone could read this list of problems with the game and let me know what is fixed or planned to be fixed or is just misinformation! Thanks!
- Wonky money behaviour, especially with taxation. In one game I was somehow in the hole -2 gagillion credits (something like 20 digits long).
- Wandering units. For some reason (and I suspect it's related to gifted units), units will occaisionally randomly go to a location I didn't specify instead of the location I've told it to go to. At first I thought maybe they were automated (ie. autoexplore), but when the entire map is exposed for a good 50+ turns, that's just not the case.
- Wandering units part deux. Units will sometimes decide to go to the same place you told another unit to go to, usually as soon as you right click the location. (ships randomly selecting a different destination than the one I gave them, often trying to attack one of the AI's vessels. Ships which move through a wormhole and usually to an unreachable sector, will just automatically set the closest route to the nearest parsec of reachable space, which you cannot alter anyway)
- Reappearing shiptypes that you've already decomissioned. Eventually (and it's happened in every game I've played thus far), old ship designs will start showing up in the build list. No amount of fenagling with the shipyard by overwriting ship names, etc. will fix it either.
- Reappearing shiptypes part deux. Once the ships start reapearing, upgrading and building new ships becomes a crapshoot, as even though you selected the correct design to upgrade/build, the game may randomly choose one of the other designs.
- Planetary Invasion BS. It could simply be that my machine is underpowered and there's a delay between clicking "START" and when the game recognizes the click with the little odds randomizer, but it seems like there's a good 200-500ms delay in there, making any attempt at clicking when it's in your favour utterly meaningless. This could be by design, but if so, why even bother showing it at all?
- The game's various info being presented to the player is almost always inaccurate. At the planet view, it will display one timeframe to complete a project or ship, while using the lists like the F2 or F6 screens will show entirely different timeframes. This is also the same with money and approval ratings. The net result is basically being one step behind anything that happens.
- The first turn is always a missed turn. Whether it's the first turn of the game, or you've just reloaded the game, the very first turn, nothing actually happens except units moving. Anything being built and reasearched misses the first turn, every time.
- Influence overlays are always wrong. Specifically the cultural borders. It could be related to the poor updating as above, but when you reload a game, you'll notice the cultural borders are different than when you saved the game. It's only after several turns that it begins to approach the same borders as before you reloaded, which either means it's not updating properly when you're playing, or the game isn't calculating them properly when you first load a game. Either way, how is one to know which is correct?
- It could just be me, but mousewheel scrolling in various menus is borked half the time. You'll often have to hover the mouse over the scrollbar for it to work, which kind of defeats the purpose of the scrollwheel.
- AI research can randomly give them uber techs. One game, on TURN 10 (IIRC), one of the AI civs somehow managed to get a level 4 or 5 mass driver tech, but no previous techs leading up to it. The only reason I knew about it is because I was trying to trade some of my tech with him the previous turn. What's worse is that he let me trade him MINIBALLS 2 for it.
- fleets will randomly get no moves restored after each turn (they stay at 0 moves). The only solution I've found is to disband the fleet and recreate it. Again, not a showstopper, but more of an annoyance.
- Wonky money behaviour, especially with taxation. In one game I was somehow in the hole -2 gagillion credits (something like 20 digits long).
- Wandering units. For some reason (and I suspect it's related to gifted units), units will occaisionally randomly go to a location I didn't specify instead of the location I've told it to go to. At first I thought maybe they were automated (ie. autoexplore), but when the entire map is exposed for a good 50+ turns, that's just not the case.
- Wandering units part deux. Units will sometimes decide to go to the same place you told another unit to go to, usually as soon as you right click the location. (ships randomly selecting a different destination than the one I gave them, often trying to attack one of the AI's vessels. Ships which move through a wormhole and usually to an unreachable sector, will just automatically set the closest route to the nearest parsec of reachable space, which you cannot alter anyway)
- Reappearing shiptypes that you've already decomissioned. Eventually (and it's happened in every game I've played thus far), old ship designs will start showing up in the build list. No amount of fenagling with the shipyard by overwriting ship names, etc. will fix it either.
- Reappearing shiptypes part deux. Once the ships start reapearing, upgrading and building new ships becomes a crapshoot, as even though you selected the correct design to upgrade/build, the game may randomly choose one of the other designs.
- Planetary Invasion BS. It could simply be that my machine is underpowered and there's a delay between clicking "START" and when the game recognizes the click with the little odds randomizer, but it seems like there's a good 200-500ms delay in there, making any attempt at clicking when it's in your favour utterly meaningless. This could be by design, but if so, why even bother showing it at all?
- The game's various info being presented to the player is almost always inaccurate. At the planet view, it will display one timeframe to complete a project or ship, while using the lists like the F2 or F6 screens will show entirely different timeframes. This is also the same with money and approval ratings. The net result is basically being one step behind anything that happens.
- The first turn is always a missed turn. Whether it's the first turn of the game, or you've just reloaded the game, the very first turn, nothing actually happens except units moving. Anything being built and reasearched misses the first turn, every time.
- Influence overlays are always wrong. Specifically the cultural borders. It could be related to the poor updating as above, but when you reload a game, you'll notice the cultural borders are different than when you saved the game. It's only after several turns that it begins to approach the same borders as before you reloaded, which either means it's not updating properly when you're playing, or the game isn't calculating them properly when you first load a game. Either way, how is one to know which is correct?
- It could just be me, but mousewheel scrolling in various menus is borked half the time. You'll often have to hover the mouse over the scrollbar for it to work, which kind of defeats the purpose of the scrollwheel.
- AI research can randomly give them uber techs. One game, on TURN 10 (IIRC), one of the AI civs somehow managed to get a level 4 or 5 mass driver tech, but no previous techs leading up to it. The only reason I knew about it is because I was trying to trade some of my tech with him the previous turn. What's worse is that he let me trade him MINIBALLS 2 for it.
- fleets will randomly get no moves restored after each turn (they stay at 0 moves). The only solution I've found is to disband the fleet and recreate it. Again, not a showstopper, but more of an annoyance.