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galciv2 1.3 Beta 2a bugs

galciv2 1.3 Beta 2a bugs

test123

Well, i already wrote this once but the thread seemed to be lost somehow. so again:

One time i captuered a planet it got a civilisation capital (like my homeword got) instead of a normal starting colony. it wasnt a captial of any race and not a homeworld. But i dont know if it was there b4 i got the planet.

Large ships take up 6 logistic instead of 5 like tooltips and manuel says. Or was this changed in any earlier patch?

In the govourner screen where you can change the production of all planets at once, it showed my that some planets were building an old construction ship design. When i tried to select the design in order to change to production, the game locked up. so i got to close it via windows. Also i dont think that any of my planets produced this design for real(cause it was old and i dont make planets buiding old designs), which may be the cause for the crash.

debug.err following
18,850 views 46 replies
Reply #26 Top
some new things i forgot last time:
-i think i remember that in former times more than one ship could be selected and sent off orbit. am i right, i am not sure. but on the other hand there is something not working well:
if you have two ships/fleets in one sector and klick them both, not only the info isnt sure about what fleet is selected, me too! also, most of the times if you click two or more fleets/ships, you can't "manage" them, but you have a detail button instead. something is acting there strange...

- i lilke to klick and hold left mouse button to scroll the map around (the big one). sometimes it just goes back to the point where it focused on, but there is nothing to focus and it is going back all the time. i have to do something else, f.i. select a ship and focus that, then its gone..

- tri-stronitium armor and tri-stronitium armor II are equal!

- one big bug that's (i assume) related with the memory bug:
from time to time there is no research/labor-units even when i have hundreds of facilities and research buildings.
after seeying that everything is saying built/research time : "never", i klicked at the "domestic stats" to look whats going on. usually one of the tabs above are selected. in these cases the tabs were not selected at all?! anyway, whatever appeared and reappeared, there were no research expenses, even if i put that button up to 100%. but money i was going to get about 5000.. hmm..?!

i dont know if stardock is interested in the save game, but i can't reproduce, but i figured that it happens the more research facilities i have. it's a huge universe and the game takes more than one gigabyte in memory.

forgive me my language, its just my school english
Reply #27 Top
some new things i forgot last time:
-i think i remember that in former times more than one ship could be selected and sent off orbit. am i right, i am not sure. but on the other hand there is something not working well:
if you have two ships/fleets in one sector and klick them both, not only the info isnt sure about what fleet is selected, me too! also, most of the times if you click two or more fleets/ships, you can't "manage" them, but you have a detail button instead. something is acting there strange...

- i lilke to klick and hold left mouse button to scroll the map around (the big one). sometimes it just goes back to the point where it focused on, but there is nothing to focus and it is going back all the time. i have to do something else, f.i. select a ship and focus that, then its gone..

- tri-stronitium armor and tri-stronitium armor II are equal!

- one big bug that's (i assume) related with the memory bug:
from time to time there is no research/labor-units even when i have hundreds of facilities and research buildings.
after seeying that everything is saying built/research time : "never", i klicked at the "domestic stats" to look whats going on. usually one of the tabs above are selected. in these cases the tabs were not selected at all?! anyway, whatever appeared and reappeared, there were no research expenses, even if i put that button up to 100%. but money i was going to get about 5000.. hmm..?!

i dont know if stardock is interested in the save game, but i can't reproduce, but i figured that it happens the more research facilities i have. it's a huge universe and the game takes more than one gigabyte in memory.

forgive me my language, its just my school english

update: (did somebody delete this post?! if i wouldn't have copied it i would have written it all over, grr)

the last hang up i talked about is reproducable.
just buy a ship so the finance is going into minus, then go to "domestic stats" and jsut tweak a bit at the research rate. it goes instantly to zero and income is more than 5000...

i will email the savegame to the address mentioned above.
Reply #28 Top
update: (did somebody delete this post?! if i wouldn't have copied it i would have written it all over, grr)


Your first try at posting that post is still right there above this one...
Reply #29 Top
rxnnxs

The find button, I believe, is used to find any ships with remaining moves. Also, I believe there is an option to turn off auto-focusing. I'm pretty sure to focus on a ship in the "find ship" screen, you have to click on the thumbnail of the ship itself--this has always worked for me at least. As for your lack of research, if you credit reserves fall below -500 bc, all production will stop until your reserves rise above zero. If you are running in the black then...well that's just weird.
Reply #30 Top
Actual production times for social projects and the times given on the planet screen are different, the actual time seems to be about 25% longer. This only seems to happen when I mess with the military/social/research sliders.

AI ships have a tendancy to get stuck. They just stop moving and sit there no matter what is going on around them. This seems to happen most often with transports and invasion fleets, as well as culture flipped planets.
Reply #31 Top
@kryo: yes, thanks, i have some problem with my ie. firefox aint allowing me to write, and ie uses just the offline versions. after flushing everything in the garbage i've seen it. unfortunately, i can't edit my own post, whatever.

@theprogram: yes, i am dumb. i remember this of course thats why, omg..
well, the other things remain unsolved, like the find button.
usually, if you have a ship with moves, the button finds it. but i have so many ships that my find button aint finding.. i dont understand that.
and if you use the fleet list, the search option aint working also.
if you have a ship in the shiplist, if you click on the image, the camera movesto the ship. while you are having more and more ships, this is not working most of the time.
Reply #32 Top


The correct production times can be forced by clicking the concentrate on social icon then clicking it again.
Reply #33 Top
Just noticed something strange with the ai planet improvments. Checking planets controlled by the Torians and Yor they have Decommision (Upgrading xxxx) and a build time in the weeks. I went through a number of turns while watching a planet and when it reached 0 the improvment disappeared and then they started building something else on the tile. I went through their planets and most of them were like this.

The time seems to start at 50 weeks for decommision. When I do the same thing on my planets it works right away as it should. It's a modded game but I never changed anything with the decommision improvment. Wondering if anyone else saw this.

It is really crippling the ai since the planet is stuck until it decommisions the improvment. I watched one planet finish and start to decommision another improvment and the time set to 50 weeks.

I'll have to try a game without mods to see if that is the problem.
Reply #34 Top
@blynch10
i second that. i have the same but use NO mods. i just wondered about that when i raided a planet and usually i just tweak some stuff but leave prohjects there. but i also wondered about an upgrade that was named decomission.
it takes quite a while and at first i left it as it was, but after some new overtaken planets i didnt se a cause and decomissioned myself.
mqaybe thats the way other civilisations are pushed back in evolution. me myself have selected not so bright torians and arcaneans.
they also build a diplomatic or morale building on 300% research fields and so on. i thought that definitive comes from stupid selected ai, so it might come from the brigthness of the selected AI.
Reply #35 Top
umm, another wish:
anybody of us will agree with that: every menu should enable the mouse-wheel.
f.i. the GNN-news is not scrollable this way. and by the way: i would like to have a key, where i can make the GNN news reappear. i am talking about instandtly the old messages. i doesnt make sense when i can focus on a planet but the news are covering it. i would like to close and reopen it afterwards. or by double klicking going right to the planet..

but here is the wish and the little bug:
if you use the scroll-bar at the right, the scrolling should also take place when the mouse pointer is not exactly over the bar. now it is doing just that. and it is hard to stay in this area. AND, if you click below the handle of the scroll bar, it SHOULD go a page down, but it goes just to the very bottom (this takes place for sure in the small ship-build-menu when you click at a planets BUILD button).
and by the way make a use of the page-up pg-dwn keys just to scoll down all of the list pageways.
Reply #36 Top
it looks like i am the only one who has problem s with this beta or i am just the only one who says it out loud:
look at this pic, it is a usual ingame picture BUT while rightclicking the constructor(s) do not move! they dont move but habe moves elft. why? somebody tells me..



Reply #37 Top
1.3 beta 2a. No debug because I finished the game. Sorry for that.

I had a small-hulled ship with 15HP which got hit in a few battles, one after another, with 14HP shots. Yet my ship kept its 15HP. Eventually I felt bad about the cheat and sent it into an orbit as if to repair it, and after that it was like a normal ship. It was fighting alone, so I know that it was the one taking the shots.
Reply #38 Top
Since someone else seems to have seen this too, I'll post what the ai is doing.

Yor - Intelligent - 6 Planets Total
Planet Social Action-Decomission(Upgrading.. Weeks Empty Tiles
Embor IV 38 ADV Market 6 0
Iconia 17 ADV Market 22 0
Tiberius IV 12 Xeno Lab 15 2
Gladstone III 38 Fatory 22 1

Torian - Intelligent - 2 Planets Total (after War)
Planet Social Action-Decomission(Upgrading.. Weeks Empty Tiles
Bevoria II 25 Starport 30 1
Aquarii III 42 Xenolab 42 1

Terran - Intellilgent - 7 Planets Total No sign of this decomission bug.

I'm not sure what would be causing them to take 50 weeks to decomission a building since mine is instant. They have plenty of social production and when one planet finished decomissioning it built a entertainment network with a time of 6 weeks.

Also why would they decomission the building instead of just upgrading it directly to something else?

I've also seen one planet finish the long decomission and then start to decomission another that sends it back to 50 weeks. Social production doesn't seem to have an effect on it.


Reply #39 Top
one bug i alwass forgot:
the hit points while watching full fleet battles aer not calculated right.
in the beginning i was afraid of my ships going half or 2/3 into the red, but afterwards their damage was less than 10%!
i bet in the fleet battles, the damage is just calculating without all the bonuses they have.
Reply #40 Top

I've played 2 games with 1.3 as the Iconians in a large galaxy. In both these games, I consistently choose the "Neutral" ethical choices on the planet screens but the slider in my Civ Management section never moves from the default "Good" setting.

I didn't play with the Iconians prior to 1.3 so I don't know if this is a new bug, but with other races choosing other ethical choices moved the slider.
Reply #41 Top
I'm not sure what would be causing them to take 50 weeks to decomission a building since mine is instant.


I have just encountered this bug in 1.3b2a, beating the Yor up badly, they r nearly destroyed. Conquered a planet, found decommission starport at top of build queue, was listed as completed in 50 turns time. Just cancelled it, so no big drama, but its still a bug.

Cheeky AI, trying to deny me my spoils of war.  
Reply #42 Top
In this game I'm doing, I just had a random event bug. The Iconians got that good/evil alignment flip random event, BUT, these guys are long dead. It's the latest beta patch and I'm doing challenging difficulty if that would help.

I also got a memory leak earlier with this game and I had it once before with a different game (but same patch)
Reply #43 Top
Not a bug per se, but the quantum driver tech is worthless. The graviton driver IV has better damage/size ratio than quantum driver III, never mind II and I.

I suppose this is a side-effect of the minituarization bugfix.. Various tech tree paths should be checked to ensure the never and shinier is in fact better. QD issue happens when you have researched most of the minituarization techs + hyperion shrinker.
Reply #44 Top
Not a bug per se, but the quantum driver tech is worthless. The graviton driver IV has better damage/size ratio than quantum driver III, never mind II and I.

I suppose this is a side-effect of the minituarization bugfix.. Various tech tree paths should be checked to ensure the never and shinier is in fact better. QD issue happens when you have researched most of the minituarization techs + hyperion shrinker.



same thing with some of the ship defense techs (the duranthium and tri-stronitum ones I think) since some are actually weaker than the previous armor types. It may be happening to the weapon techs (although Barleyman already mentioned one case), but I don't pay much attention to the missile and mass driver weapon lines.

So Barleyman is right, the tech tree paths that are affected by miniturization should be looked at to make sure that the weapons and defenses aren't weaker than the previous weapon or defense on the tech tree line.

The engines, suppourt components, sensors, and capacity modules seem to be unaffected. Although the engines tend to vary sharply in component size and speed, epsecially at higher techs, but it has always been like this and is more of stragetic choice (but not neccesarily decisive in battle as in the case of weapons and defense) because for example you could either do a size 10 engine, faster, but more expensive vs a size 11 engine, slightly slower, but cheaper.
Reply #45 Top
Not a bug per se, but the quantum driver tech is worthless. The graviton driver IV has better damage/size ratio than quantum driver III, never mind II and I.

I suppose this is a side-effect of the minituarization bugfix.. Various tech tree paths should be checked to ensure the never and shinier is in fact better. QD issue happens when you have researched most of the minituarization techs + hyperion shrinker.

Old, it has been that way since release and has nothing to do with the miniaturization-fix.

Scan through Older Journal if you want to read responses from the development team about fixes in the .xml-files.

Basically, bugs like these are ignored (even though it would take very little time to fix all of them) in favor of code-changes.
I don't agree with that since everyone that play Metaverse or play without mods (probably >= 90%) are screwed but I'm getting tired of repeating myself on this issue.
Reply #46 Top

Bug 3: In the United Planets-tab in the Foreign Relations-screen. When a race loses the game, it will still be present under 'Distribution of Voting Power' and in the pie-chart. For example, in a game that begun with all ten races but only two are left alive, all ten of them will still be there.

Bug 4: In the Foreign Stats-tab in the Foreign Relations-screen. In the military info, there are Total ships, Total Transports, Total Specialist Ships, Total Attack Ships and Total Defense Ships listed. Colony Ships, scouts (ships with no attack or defense) and Constructors are counted as Total Attack Ships, not Total Specialist Ships. Currently, nothing is counted as a Specialist Ship.



While the beta did fix the problem of no production on the turn after loading, I noticed the timeline still reports those turns as having no production, when you look at manufacturing timeline.



the hit points while watching full fleet battles aer not calculated right.
in the beginning i was afraid of my ships going half or 2/3 into the red, but afterwards their damage was less than 10%!
i bet in the fleet battles, the damage is just calculating without all the bonuses they have.


These have been fixed for the next update.