Marcathonas Marcathonas

Beta 1.2 bugs

Beta 1.2 bugs

First bug is that in the mod, the leader has been changed. This only works during race select, and then reverts to Alan Bradley's picture. Also, instead of the planet intended names for Earth, the Sun is now Earth, Earth is now Earth, and Earth 2 is mars, etc.

Other than that, the log rules, as does the new UI. EDIT: Ok, partly my stupidity here. I forgot to wipe customrace0 files, and it seemed to screw it up. You need to delete any terran race files or the mod won't work, and just calls everything "Earth"
54,770 views 126 replies
Reply #51 Top
There is also a disrcrepancy between income, expenses and net income in Domestic Policy and the treasure tooltip.
For example, I currently have (inc./exp./net) 802/781/21 according to the Domestic Policy-screen and 752/780/-28 according to the tooltip.

Also, part of the 'Clear News Icons'-tooltip for the red X is outside my screen's boundaries. I play in 1024x768.

EDIT: I have discovered that Domesitc Policy and treasure tooltip are the same at the beginning of every turn. The treasure tooltip isn't updated when there are changes in prod. etc on planets during a turn.
Reply #52 Top
If found a shipyard bug. I continued a saved game and all of my user designed ships are gone from the shipyard. The ones that have already been built are still in the game, and the ones currently being built are still there, but I can't select any user designs as are they are no longer on the shipyard list. When I go a shipyard currently building my custom designs, nothing is displayed in the shipyard build window. I can't continue building a user designed ship when the currently building one is complete. The shipyard just becomes idle.

I checked the "My Documents/My Games" folder and the ship files are still there. They just no longer are available in the game.

Reply #53 Top
3 Bugs (Didn't read the above posts, sorry if mentioned):

1:Freighters:

Freighter's with lots of movement only move one per turn if on autopilot destined to a planet, although if you click on them they show they have their normal movement (eg. 8/8) and you can manually move them the correct distance. It's like the game is mistaking them for freighters that have already set up trade routes. New problem to the beta, I think.


2:Custom Race:

I play with random races. I don't like facing off against the "custom leader" of the "custom race". Didn't happen before the 1.20 beta.


3:Mouse pointer lost after resume from screensaver


This mouse pointer problem happened in prior versions as well.


Not a bug, but really needs changing with the game as buggy as it still is - let me save and reload the GD game, please!!!! I have to leave the computer on with galciv running all the time so I don't lose my production/research. The game inevitably crashes, usually after a day or so. I've been unable to finish a single gigantic sized game yet, and I'm starting to get really teed off. I'm ready to give up on the game after countless wasted hours of playing. This 'feature' is ridiculous - if needed to prevent 'cheating' keep it to metaverse games only.

Also, the pagefile size gets HUGE the longer the game runs. I'm repeatedly getting messages that windows has to readjust the size of my pagefile - I have 1 GB of RAM and the pf is 2GB - this should be way more than adequate.

Reply #54 Top
I've noticed the same problem as PirateRob - the upgrade button strips off all the jewelry - but only after a save and load. Up until the save all the jewelry stays where it was during an upgrade, but afterwards, it's gone. Very annoying if you've downloaded any of the hull packs from the library! If you check the "keep functional parts during upgrade" box, the jewelry is still stripped off, but the functional parts stay - they're just tacked on the base hull at the closest point to where they were with the jewelry.
Reply #55 Top

PirateRob said:

selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design.


I did not experience this problem at all during my 1.2 beta-1 game, and I upgraded my ships throughout the game. Perhaps the check box in the options screen inadvertently became unchecked?
[Captain] [Top 25] [3rd Place Empire] [Racial Victory] [5 Game Winner] [Human] [Over 15 Battles] [Neutral] [Tough]


It appears that ships created in version 1.2 work just fine... but ships designed in versions prior to 1.2 will not upgrade properly. So, I have to re-do all my designs.. Its not as bad as I feared but still annoying.

Rob
Reply #56 Top
I also experienced the stripping of jewelry of the ships. I spent a lot of time making base ships on which to add my weapons and armor, and those ships, as well as the current ships in play have all the jewelry stripped off when I try to upgrade.
Reply #57 Top
The AI still can't tell the difference between a base and a planet and will declare war if you have transports near one of their bases. ...Even if that base is next to your home world. This just ruined a game I spent 3 hours on.
Reply #58 Top
Ok here's a big one. I loaded up my saved game & none of my custom ships work right. They worked fine before I loaded my game. Now, whenever I click the upgrade button, it takes me to the ship but it's not the right hull and it's stripped of extras and the actual items on the ship are placed randomly on the hull. I can send in a saved game or whatever's needed.

I was thinking I might as well kick out a few suggestions...
- Maybe an option that when you select a ship, it re-centers your mini-map on that ship.
- Make the rally point list sortable alphabetically or by time (when it was created).
- When a GNN report comes up that says I've finished building something on a planet, I'd like if I could see ships in orbit around that planet somehow (tooltip maybe). If I could see exactly what I have there, I'd know if I want to change my ship-building there.

Unbeleivable work guys & gals
Reply #59 Top
Oops, ignore my first post. I set the Social Spending at 66%, that's why the numbers were funky.
Reply #60 Top
If you're looking at the starport for a given planet, the tooltip sometimes does not match the ship that you're hovering over, instead it's the name of another ship somewhere else entirely.
Reply #61 Top
Another bug, I'm not finding it posted yet.

I'm using Logitech wireless keyboard and moues combo, I need to use 'hardware mouse' option.


Are you using an Nvidia video card? I think there is mention in the readme file, or one of the posts somewhere, that Nvidia users may need to use the hardware cursor. It is not because you are using a wireless mouse.
Reply #62 Top
It appears that ships created in version 1.2 work just fine... but ships designed in versions prior to 1.2 will not upgrade properly. So, I have to re-do all my designs.. Its not as bad as I feared but still annoying.

Rob

Strange because my ships from older versions upgrades correctly (with all their jewelry on).


Initial AI weapons choice still seem bugged and very unrandom to me. In my first game, all the six AI:s choose missiles. In my second, all AI:s choose guns.

There is also a typo when you choose mod-folder in Options and go to a folder without any mods in it. There is an 'A' that should be removed in the text to the right: "...this directory. AUse this folder...".
Reply #63 Top
(please sing aloud to the famous song styling of "C.W. McCall" in the immortal song of "Convoy")

Starbases to the left, starbases to the right, I didn't have nowhere to build.
They had them bases built clean to the planet
and some of them bases were space savers to boot.
Military in f ront, economy to the right, influence in a few...

Well anyways, a song writer I am not, I am an avid reader though and I know I have read that starbases shall not be built within 4 parsecs of each other unless one of the bases be a mining base.

Has this changed as a rule or is this a quirk in the games I have been playing. Last night the Altarian were so bad that I had to position a string of ships to have a path into my main trade planet. I damn near saved them for last as it was they had to go, as well as their starbases somewhere near the end. So the problem corrected itself.

Perhaps this is a result of the AI checking to see where it needs bases at and what type. But, what the AI is missing is the recognition that it needs to spend some cash upgrading the bases it has in that sector first or prior to just blindly building bases one after another.

Not being a coder all I can say is that I wish you all luck and good hunting.

W/R
Suralle Straykat
Kat Lord @ Large
Reply #64 Top

Thanks for the feedback, guys. We'll keep chipping away and will probably have another version before the end of the week.

simiesque: the planet details number actually shows the raw number before bonuses (and focus) are factored in, so the colony management number is actually the correct one

Reply #65 Top
Ok so I found a nice ship yard bug from 1.2b1



Basicly the whole jewelry on a ship got really messy after pressing upgrade button.

here is the debug.err Link

Noticed that the debug.err says that my game is a metaverse, which is is not.

Update:

Ok so the game does this now to every ship I have, so its not just that ship on the picture. Basicly ruined that game for me, too lazy to redesign all of my ships Pls check it out SD.
Reply #66 Top
I still have the problem that ships which should fly to colony rally points do not in fact fly there but stay in the tile where the planet launches it's ships, and the autopilot is turned off. This appears to be more common if the planet/starting location is not currently visible when they get launched.
Reply #67 Top
However, I have noted that I get to fire exactly the same amount of ships that the enemy fleet has left (which is to say the other 3 or 4 ships in my fleet just sit there and take it up the ole stove pipe if they are getting fired at.)


Suralle, so you're saying if you have a 8 ship fleet vs an AI 4 ship fleet, only 4 of your ships would fire, not 8? Please check your ships that are not firing to make sure they have weapons. If they don't, they will not fire.

If they do have weapons, could you please send your saved game to [email protected]? Thanks.


Darth Griffin, do you have saved game from when you got those notifications? If so, please send to address mentioned above. Thanks.

I wonder about the Tech Tree... 1.11 seemed to have extra techs (mainly along the weapons trees), but 1.2 seems to now be merged in strange ways? Is anyone else a little suspicious of the tech tree?

Are you playing with mods enabled? The Example mod adds a few new techs and move some of the techs around by changing their requirements.
Reply #68 Top
Just ran into an really bad and annoying bug in 1.20.009 beta, smae problem as sam0t, take a look at this. This is how one of my ships appears in the SHIPYARD SCREEN, which is exactly what it's supposed to look like:



HOWEVER, when i press the upgrade button and am taken to the UPGRADE screen, my ship then looks like this:




ANY IDEAS?
Reply #69 Top
I have a similar problem with upgrading ships. This only occurs after loading a save game.

JavaCodeToad
Reply #70 Top
Just installed the latest beta 1.2 beta 1 . During the game I was researching Beyond Mortality. I was 45 weeks
from completing it and the game display goes black and the exe causes a windows error.

system specs

AMD 64 3500 +
2GB DDR 400
Asus A8V-E Deluxe
2 Maxtor 250 GB sata drives
DVD drive and DVD-+RW drive
WinXP with SP2 + latest patches
ATI 1600 pci-e 512mb with Omega drivers 3.8.252



Reply #71 Top
I have this savegame which, on the campaign map with Charon - I built an Influence Mine and had a number of cruisers scattered around it and a fleet type waypoint over it. Taking a cruiser from the bottom left stack and moving it into the mine will crash the game. Always. Wondering if any of the devs will send me an e-mail so I can send him the savegame.
Reply #72 Top
Here is what I found:

1. The most and majorly annoying issue I have with that Beta-Patch is, that controlling my ships ain't what it used to be. Before the patch the ships where 1st doing there moves and then ship after ship without orders were selected to receive their new orders. This is no longer case. The ships are only semi-selected which means the status-bar shows that some ships are selected but I cannot order them around and they are not centered. I have to either click the ships or use Tab and C to get the same effect as before. This new behaviour caused me not noticing that Colony-Ships had reached their destination (a system with no colonizeable planets) to be sent to the next. I switched the Autofocus option on and off but didn't notice a change in the behaviour (or if there was a change, it was not what I wanted.)

2. While I could not find any totally horribly bugs in the buildup of AI-planets (like 10 Entertainments on 1 planet, as in 1.11) there seems to be an issue regarding the homeworlds. While the AI developes any other planet in a way, I can agree with, they just ceased building on their homeworld when only half of it was filled. It is not that they would not have been to slow about building and not come any further, the build que is empty. This was case with all home-planets I checked: Yor, Arceans, Thalans and Drath. I haven't seen that on any other planet but the homeworlds. This will hinder the AI especially on smaller maps with less planets and more opponents.

3. When Tech trading is off and someone wants tribute, you can still get the message, that "You are too poor to... So we demand some of your Techs." That way you can get away with a very small amount of tribute to keep agressors content.

4. Having Generic Leader of Custom Race greet me, was somewhat strange. I think the random picking of computer-players shall exclude the Custom Race.

5. I had two false positives about a threat of going to war. If three civs have planets near my fleets all three feel threatened and one of them even declared war. However, I like it that way. Better a false positive than an ignored threat.
Reply #73 Top
I think the auto focus fixed the wrong thing.

When it automatically selects the next ship with movement points left, it doesn't auto focus on the ship if it’s off the screen. This can be confusing.

It shouldn't auto focus on a ship that is already on the screen. A ship that is already on the screen should just be highlighted.

It should never auto focus onto a ship that has been clicked on by the mouse. If I clicked on it then it’s on the screen and I know what the selected ship is. The beta still centres onto clicked ships, this is rather dumb and annoying!

I think:
If it's already on-screen then never auto focus, whatever the selection reason.
If it isn't on the screen then we need an option for auto focusing.
Reply #74 Top
Suralle, so you're saying if you have a 8 ship fleet vs an AI 4 ship fleet, only 4 of your ships would fire, not 8? Please check your ships that are not firing to make sure they have weapons. If they don't, they will not fire.

If they do have weapons, could you please send your saved game to [email protected]? Thanks.


Actually I have deleted them in the interest of reinstallation of the entire game due to the string not found error plus the fact that cheater codes were detected. However, I did send them to Carielf so she may have them, I will check when I get home to see if the email is still valid and forward them although I fear the zips were in the game area.

All ships I create have weapons in combat minus troopers. I can assure you that the post referred to was with all combatants with weapons aboard. Typically both Laser and Gun type with shielding. What would happen is:

Round 1: Everyone on both sides fires. Damage Calculated. Ships on both side destroyed if any.
Round 2: (I am the instigator) 8 Ship fleet, only 3 or 4 would fire (usually from what I can see however many defenders are left) than the defenders calculated fire happens.
Round 3: (Assuming defenders left) Only 1 or 2 of my ships fire (even though 6 or 7 maybe left) than 1 or 2 of defenders fire.

Now I understand that firing happens at the same time. The problem I am seeing is that not all of my ships that are capabable of firing in round 2 do not. Therefore I may have to go to round 3 where I may lose a ship that is damaged instead of it living like it should have if everyone had fired.

Follow me?

W/R
Suralle Straykat
Kat Lord @ Large
Reply #75 Top
Race modding tested by copying and renaming the Example mod folder. Edited the raceconfig.xml file with new race names, portraits and logos.

Portraits added to the mod folder are fine.

Additional race logos added to the mod folder (mods/example/gfx/race/logo) do not appear in-game. Logos have to be added to the galciv2/gfx/race folder. Any limitations to size of the logo file? I have one logo which works fine when playing as a custom race, but will not appear in-game on a modded AI controlled race.

Is the species specific first contact animation, played whenever you meet a new species, set by the DefaultTradeMovie tag? Can that be set to a static .GIF or .PNG image rather than an animated .bik? Its rather disconcerting to see an animated Dregnin greeting you for the first time, when you're expecting something completely different. Would it be possible to use a portrait.png? My tests suggest a no to these at the moment.

Is the smalllogo tag in raceconfig.xml used anywhere? The examples seem to lead to a none existant directory.
eg gfx/race/small/racelogo0.png