Bugs in Beta 1.1 version 3

These are the bugs that I have noticed so far in the new Beta:

1. When you have an event when colonizing a planet that increases production by a percentage, it shows up on the details window for the planet, but, if you notice, the production for that planet is no higher than for any other planet that has the same number of factories built. However, any special event that increases research by a % does work appropriately.

2. In 1.0.X, your home world gets a 10% production bonus, in the current beta, it gets a 10% research bonus instead (it shows up in the details window). Not sure if this is intentional or a bug, but should at least be documented somewhere.

3. If you play with no tech trading on high difficulty levels, the computer players will pick on you saying that they won't attack you if you give them some techs --- however, no techs are listed but some paltry amount (like 50 bcs). This is pretty funny.

4. You now have neutrality centers, but unlike other improvements, research centers, etc. will not automatically upgrade to them. You have to manually go into each of your planets, and manually upgrade each research center. If you "don't" do this, and research some higher research tech, they will upgrade to those "new" buildings.

5. Click on build nothing in the build window, and it will set it to build rangers. I have been careful not to exploit this, but I am sure others will!

6. You have an option now to remove old "functional" components when upgrading a design. However, if I upgrade a design without having those functional components set, then there appears to be no way to take off any of the parts from before (someone let me know if I am missing something). But if you choose TO remove functional components, then all components are removed whether they were jewelry or functional components.

Also, I don't know if this is happening to other people, but after the game gets going for awhile, the autosave will frequently crash-to-desktop. I have emailed these exceptions (using smartexception) to [email protected], but have yet to get any email back from them.

7,667 views 14 replies
Reply #1 Top
1. Really? Works fine for me.
2. Bug, moons should give the 10% prod. Bonus and rings give the 10% research bonus. We're talking about moon planets right?
3. Well, at least they adapt to running on their own. 50bc to go up to normal from hostile sounds sweet to me
4. Well, because they haven't got the UpdateFromJ listing as a building like all the other techs have. If they did, when you nicked the tech from someone else when you were good or evil, you would get the bonus. Which would be lame.
5. Irritating that, but they actually don't work. I looked at it and thought "What the hell?" Clicked build, and nothing happened. It's a graphical error, I don't think it works.
6. Only for basic ships. It works as normal for custom ships.
Reply #2 Top
the war, unless it is higher democratic which require election, or else, I think, be just graphicall problem, try to point the mouse to region around the planet, you sometime you may locate the actual planet it is indeed a graphical mislayed. (beside, if you keep repeating war with a race, and truce, the factor benefit for negotiation is gone, and the war will go until a race fallen!)
Reply #3 Top
Some ship commands (e.g. Update) are not availalbe if the ship is in orbit or part of a stack.

Intitial racial abilities still need work. Now every race can be improved over the supplied intial abilities.

Computer controlled races often do not select the best (highest level) planet when settling a star system.
Reply #4 Top
In the build ship display, there is no identifcation of ships in orbit.

In the upgrade ship display, there is no indicator of the types of already-installed components.

If you upgrade an existing design, you cannot remove individual components.

In the planet screen, you cannot see ships in orbit. This is particularly desirable for planets without starports.

There should be a green light component in addition to the game supplied red, yellow, blue and white lights.
Reply #5 Top
Yes. I want nice green lights. Green lights ftw tbh.
Reply #6 Top
I've noticed all of those bugs except for number 5 as well... I have some to add to this list though...

7. Despite one of the fixes being listed as improved A.I. usage of tiles on planets, I've actually found them to be dumber than before.
a. A.I. puts 6 Advanced farmings on a planet with no morale boosters except maybe a stock market.
b. A.I. upgrades buildings with soil enhancements/Habitat Improvement/Terraforming for some reason
c. A.I. upgrades buildings to the same building (My personal favorite)
d. A.I. only seems to recognize manufacturing and research bonus tiles while ignoring the rest.
e. A.I. puts a Starport on every planet, but sometimes forgets to put manufacturing buildings on smaller planets.
f. A.I. doesn't always build on every good tile.
g. A.I. still fails to understand how to specialize planets.

8. The 4 starbase per sector limit works, but only for the player it seems. My personal favorite was 6 A.I. influence starbases within 4 tiles of each other all in the same sector, and all of them empty...

9. I've seen the A.I. build mining starbases where their isn' t a resource, I have the save game to prove it if you want to see

10. The A.I. complains about starbases I've built. Normal, but complain about ones I've built 2 sectors away?

11. A.I. can complain about starbases and make threats, why can't we complain when they build an ungodly amount of starbases near me?

12. After the A.I. destroys a starbase or mining facility, it will attempt to attack it again for the next 2 - 4 turns even though it's already dead. (I know this because the camera zooms to where the A.I. killed them and is still sitting there trying to kill it again.)

13. To upgrade one starship costs, we'll say, 1000bc, having 10 of them would make it cost, 10000bc, correct? Wrong, if you click on the upgrade all, it would probably cost around 12000bc to upgrade them all at once.
a. To get around this, just upgrade each ship individually

14. Miniaturization is screwed up. If you upgrade a design after researching miniaturization techs, and have it keep all existing components, you will notice the normal hull size increase, but the component size will also seem to get smaller by the same amount of miniaturization, essentially doubling the affect of miniaturization. (i.e. How else can I stuff 15 Black Hole Generators, 10 Ultimate Invulnerabilitys, 8 Zero-Point Armors, 2 Aereon Missle Defenses, and 2 Hyperwarp Mk III engines on one Huge hull!) Although, it kinda balances out because the cost for using the bug and fully utilizing the space it enormous! This doesn't work if building from a new hull!

15. A.I. builds more freighters than it has available trade routes, understandable, except that the A.I. keeps sending the @#$%^&!! things around trying to make new routes when it can't... Although it does come in handy when one of their old routes is destroyed since you won't have to wait more than a turn or two for a new route.

16. A.I. ignores morale a lot of the time, but despite their planets having 41 billion people and a 23% approval rating, why don't they ever revolt?

17. Advanced farming STILL only gives 8 food/week, same as intensive

18. Reducing the costs of techs on the normal rate may have been a bad idea since most of the A.I. players and myself were able to get everything within 8 years.

19. In my opinion, the costs of the Stock Market and Industrial Sector are WAY higher than they should be, but that's just my opinion

20. Political Capital doesn't double influence, just adds the same as a Cultural Exchange Center. Only other advantage from it is that it adds 50% to morale. It also doesn't cost enough in my opinion.

21. The U.P. tech sharing issue is bugged, if I vote for 3 shared techs, and say 1 shared tech wins, I still get 3 techs from each race! Also, no matter how far ahead or behind I am in research, it still says the other races cleaned up even though in reality I did. (Especially when given Industrial Sectors and Supreme Miniaturization!)

22. I build a scout with enough sensors to see 21 parsecs, yet it only goes to 15, I build another one with 23 parsec scanner range, still only 15 max, is this intentional?

23. The desctription of the Galactic Showcase says it increases the cultural influence of the planet it's built upon, but instead adds a 25% bonus to diplomacy...

24. Get rid of or change the Galactic Guidebook. By the time someone actually builds the thing, all of the anomolies are already found, at least in Metaverse games.

25. Have and option for influence not cause planetary revolts if victory by Influence is not checked, this way one can't get a "Military" conquest by subverting everyone else culturally.

26. Raise the natural pop. caps, or have the Soil enhancement trees raise the natural cap. I hate having a little class 5 planet and not being able to get it's population to the 5 billion of the initial colony

27. Having Planet Quality bonuses are worthless after every planet has been colonized since conquered planets don't get that bonus.

28. Abandoning planets permanently removes buildable tiles that were created from Soil Enhancement and the other terraforming techs.

29. Abandoning a planet with a Super Project or Galactic Wonder prevents you from building it again even though you don't have it anymore.

30. The description of the Omega Research Center doesn't clearly state wether it gives the bonus on the planet it's built on or on an empire scale.

31. A.I. tries to trade some weak tech like Miniballs II or Missle Defense theory for my Quantum Driver III or some other really high weapon tech.

32. A.I. doesn't research any of the sensor techs until it runs out of other stuff to research

Anywho, I am sure I can think of more, but I am typed out... And yes, I am VERY long winded as you can all tell!
Reply #7 Top
Some of the ones that you listed are actually not considered "bugs" but features. My comments below:

7. Computer usage of tiles --- Yes, they seem dumber now than ever before. They routinely ignore special squares, including research bonuses (why build a research center on one square without the bonus, and build something else on the square with the bonus?) I conquered the computer's class 5 planet (i.e. their Mars) in the current game, and they had one factory, one starport, and three!!! farms! This was in a suicidal game. What the...?

8. Look at the game, it could be because the computer captured an opponent's starbase (or was given it, they love to give me their starbases when I am fighting a war). I have not actually seen the computer "build" more than 4 in a sector.

9-10 I haven't seen this.

11. Because we can just go to war with them. This is the real problem, why doesn't the AI ever sneak attack you, instead of giving you a full turn to respond to their going to war with you! You don't warn them, do you

13. I think this may be a feature --- this way it increases the amount of micromanaging we have to do. Busy work's good, right

14. This is supposedly a feature. Each part has a fixed size plus a % of the hull size, which is always rounded down. This can lead to humorous results when you go just above the next integer level. In my last game I had a small hulled fighter with 5 lasers and 1 titanium armor. After researching a new miniaturization level, I thought I would go in and see what else I could put on a fighter. Guess what? This time I could only fit on 4 lasers and an armor, so my old ship was better! I could still build the old one, fortunately (I guess the game doesn't check if the new miniaturization ability causes the parts not to fit any more in an old ship!)

22. There is a hardcoded limit of 15 parsecs for any object, so if you get Eyes of the Universe, there is no point in putting any sensors on your ships.

27. Not only that, but notice that if you have a planet quality bonus, it does NOT increase the number of available tiles on any planet but your own. However, if you get a planetary bonus "special event" when colonizing a planet, then there ARE additional tiles. Go figure.





Reply #8 Top
Wow, good spots.
Reply #9 Top
What was changed in beta 3?
Reply #10 Top
@Jeffrey Pinard

1.1 Beta 3A change log here. Beta 3A was released Monday evening 4-10 after this thread was posted.. (It's avaialble on SDC now.) So some of these issues may have been addressed. (In the changelog thread Frogboy says they know about the multiple starport one, but it will not be fixed in 1.1.)

https://www.galciv2.com/Journals.aspx?AID=112525
Reply #11 Top
More time to waste...

Referring to ones I listed previously that I'd love to get a reply on...

14. I agree that that part of the miniaturization makes sense. I've fully researched miniaturization in one of my games, built the Hyperion Shrinker, and actually managed to capture 3 others, giving me a total of 145% I believe. So why does the Blackhole Eruptor, which is listed to take up 13 spaces, actually fill up 11, and the Blackhole Generator, listed as 10 or 11, take up 6? Also, the Ultimate invulnerability is listed at 6 spaces, takes up 3, the Aereon Missle Defense is listed at 7 spaces, takes up 4... seems more like a -3 to size than actual percentage. (Current biggest ship with the "feature" and/or "glitch" being a massive hull with 24 Blackhole Generators, 11 Ultimate Invulnerabilities, 9 Zero-Point Armors, 4 Aereon Missle Defenses, and 3 HyperWarp Mk III, costs like 4750 points, but surround your best manufacturing planet with 16 fully rigged Economic Starbases and it can pump 'em out one a turn. Also have save game to prove it!)

17. I figured that fixing the Advanced Farming would be easy, took me 2 minutes to fix for non-Metaverse games. (Assuming the trend continues with 2 more food per week) The picture next to the description is that of Basic Farming or Xeno Farming, description and affect are that of Intensive Farming.

20. Anyone know why Political Capital doesn't do what it says it does? (Description says double influence, actually adds 25%)

28 & 29. Anyone else noticed these? (I found these out when I abandoned a planet I conquered that had a tech capital on it, thus preventing me from building mine, thing disappears, and still can't build mine! Also noticed that upgradeable tiles disappeared)

30. Any idea yet if the Omega Research Facility gives the bonus on an empire scale or planetary? The description isn't clear at all. Although, experimenting with it seems to point to a planetary wide bonus.

And now more...

33. Secret Police Center isn't exactly useful... stat indicates it adds 20% (or something like that) to morale... Ok, but even an entertainment complex adds 25%. Does the part description that says "...adds to the base morale..." mean that it affects morale on a different level? Also, it isn't very secret if GNN news reports it!

34. It defeats the purpose of having a Spin Control Center if GNN news reports it thus letting you know the A.I. has an inflated military.

35. Your rank listings in the Empire Manager window do not accurately reflect your true ranks some of the time. (If my Military rating is 186, and the other two are 152 and 120, wouldn't I be 1st in military and not 3rd?)

36. Even when the A.I. declares war against you, it still talks as if you started it unless it's getting spanked. Depending upon the magnitude of the spanking, it will either say "This war may have been a mistake on our part", or "Hah! We were just kidding! We love you guys... seriously... " etc. etc. Of course then you can really cash in on "Peace-Keeping" efforts.

37. A.I. can threaten you about it's "Peace-keeping" efforts and/or building starbases where it doesn't like them, but why can't I ever threaten them?

38. The reports for Minor Races always say that more money needs to be devoted to espionage efforts to learn more about them, but it isn't possible to give money to that!

39. If you form an alliance with a minor race, I have yet to find a way to break it except by refusing to come to their aid.

40. Disable Minor Races option is unchecked, but since I upgraded to BETA 3, I have yet to encounter a minor race.

41. Having Minor Races appear late in the game is essentially adding a free class 15 planet for you. All you need is at least 1000 Troops in a transport with enough range to get to the planet. (Assuming you want to use Traditional Warfare and want to have a decent starting population size) Why not make all of the Minor Races appear at the beginning or at least make this piss off the other alien races.

42. After conquering remote planets and causing an enemies fleet to be out of range, they seem to just sit there most of the time instead of returning to somewhere in range. (This is assuming of course A.I. fleets with no life-support components, nor any Starbases or Planets within 8 sectors is out of range)

43. What does that little number in parenthises mean next to influence? I've noticed that when it's above 4, planets want to revolt. Is it a percentage of the people that want to switch over to the culture of the race whose sphere of influence it's in? If so, then how come I had one lone A.I. planet on the verge of revolt, still not revolting at (117.2)?!? Of course, they revolted finally 2 turns later...

44. Have an option that lets you choose wether to start the flagships as a scout or a surveyor. Starting them as a surveyor defeats the purpose of the Galactic Guide book and the U.P. issue of limiting Anomoly exploration. Starting without them makes it more lucrative to research sensor techs initially!

45. How much money does the A.I. start with!?! They seem to be able to pump out Colony Ships every other turn and scouts every turn. I love it when their is only a handfull of empty planets left and you can watch 10 Colony ships from each nearby race try and get to it first.

46. A.I. seems to be almost completely Omniscent of your fleet and ship locations despite them being out of sensor range.

47. A.I. seems to attack ships on a first come, first serve basis. I can take one REALLY fast scout and dance with enemy fleet while taking one or two of my own fleets and taking planets with only any orbiting ships to worry about.

48. U.P. issue that taxes you for 10% for being at war STILL is only 10bc.

49. The U.P. issue that adds foreign starbases/planets penalties for them being located in other race's sectors is too low. 8bc per week per foreign planet/starbase is nothing even early on in the game.

50. A.I. tends to vote on U.P. issues that would seemingly help relations towards a more powerful race, unless they are the most powerful race. However, even if you vote with the same tactic in mind, it seems to not affect relations at all... intentional?

51. Some U.P. issues that affect only evil races still come up even though no evil races are still around.

52. After Beta 3 install, all of my elections for senate will be up for next week in the Empire Manager, but they will always be next week... Is your government a bunch of procrastinators, or is this a bug?

53. Randomizing U.P. issues makes it difficult to get good issues, or sometimes ones that actually do something. Have an election for a U.P. leader based upon population, not influence, that will actually make issues happen worth happening. (Similar to Master of Orion 3, one of the few good things that changed from MOO2 to MOO3)

54. Give us the ability to set targetting priorities in battle... I hate having my ships in my fleet waste 3 rounds picking off 9 small ships first while their Large and Massive ships take several free shots at my ships.

55. Quarterly reports accurately show your technology rating, but the listing in the Empire Manager window shows the technology factor for invasions...

56. A.I. spends most of it's production building ships sometimes and putting no effort into social production, thus actually leaving some useable tiles empty.

57. Two Rangers appear in the core ships list, both have same stats such, but have different descriptions

58. When I upgrade a ship, even core ships, the ship I am upgrading from disappears... intentional?

59. Sometimes I've accidentally obseleted a design I wanted to upgrade (mis-click usually), why not add another tab for viewing obseleted designs and possibly recovering the design?

60. Once you get a population of over 999.999 billion, wouldn't it be 1,000 billion, or 1.000 trilliion? When you get to the 1 trillion mark, it's actually displayed as 0.000100000 t, or some other really small number which does actually show your correct population total, just 1000 times smaller (or some factor of 10) than it should.

More to come... but I am tired of typing! I am so long-winded when it comes to posts... Somebody want to put all of these in a single list/sticky/journal entry? The more people that read and respond to these the better!
Reply #12 Top
Oh yeah, I have also noticed that the longer I play, the greater the chance that Autosave will crash the game. I now just Quicksave at the end of every turn.
Reply #13 Top
Are you still referring to Beta3? That is unclear. Beta3A is now out and a lot of this may have been addressed.
Reply #14 Top
I didn't know they made another Beta3, heh, didn't they think the update was good enough to be Beta4? Thanks though, I shall pick that one apart as well. A lot of my bugs/glitches/complaints refer to gameplay overall, I should've been more clear on which ones were Beta3 specific.