Problems noticed in 4D

I've noticed a couple minor problems with the latest build:

1) When the build list for a governor gets too long, removing a buildable item after the 19th one will remove a different buildable item. (teleporters was in spot 15, embasy was in spot 23 [but 15th down on the visible list]... removing embasy removed teleporters instead)

2) galactic news that shows how much the empire has grown always seems to show a negative population despite my population never dropping.

3) initial bonuses to speed do not work as I would expect with later improvements to speed. With 5 points in speed, the initial colony ship and survey ship both move 3 spaces per turn (with 10 points it becomes 4). When impulse drive is researched the speed for these ships 5 and 6, rather than 6 and 8 (base speed for both is 4 with impulse drive from what I've seen). Without having the speed bonus apply after improvements due to drives, it makes putting values other than 4,5,7, and 10 pointless (all ships have base speeds between 0 and 3).
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Reply #1 Top
4) Torian government just revolted splitting into two factions. Problem is that the Torians had been dead for about 30 turns and never had more than 1 planet.
Reply #2 Top
This is all with Beta 4D. While many of this may have been reporteed, I don't know where a master list is kept.

1) When the last movement of a turn is to colonize a planet and you have auto turn complete on, the end of turn happens before you can choose what to do with that planet.

2) It appears that on loading a saved game that the bonuses are not applied immediately. i.e. ships are only at half hitpoints even though they have taken no damage when having their hits doubled through science skills

3) Also when loading a saved game, you appear to lose production for the month.
3a)Also, all foreign trade was missing when I loaded a game.

4) It would be nice to have a wait command for a ship (maybe there is).

5) In a lot of the screens, like the diplomacy. It would be nice if a tab key would switch between fields (like when choosing tribute, a tab should go to the months).

6) When changing the %age amount to put into your econmy (or taxation rate) and using the mouse on the arrows to increment/decrement by 1, the direction either doesn't change when trying to go back down after going up, or the amount of $$$ made is a click behind (I move %age down but amount I make goes up for one click after changing directions)

7) Sometimes, when something is researched and also a build is finished (maybe only when a ship is completed) on the same turn, the acknowledgement that you completeed research screen comes first, then the build screen, but the new research screen does not automatically come back. There is the same sort of problems when you take over a planet frfom culture, the acknowledgement comes up but then you go to the build screen of existing colonies and it doesn't go to the new planet (system) for you.

8) Just after an election, the game went into the mode where you can not move your ships except for the automove at the end of a turn. The ship information display in the bottom middle had the technology screen information on it even though a ship was selected. I may have been last in the tech screen before I endeed the previous turn...

9) After trading with one civilizations, the next civ offered items that I already had (just traded for). The tech tree was not updated already.
Reply #3 Top
on some turns, which single-clicking on AI ship, a buzzer sounds and the sector changes to my last highlighted ship (this bug been around for long time). If I double-click fast enough, the buzzer still sounds but the ship window for the single AI ship appears. When done, sector changes to my last highlighted ship.
Reply #4 Top
Not sure if it's very important, but the colonization special event with the underwater domes misspells interfere as 'interfear'.
Reply #5 Top
Few more:

1) When starbases are destroyed the benefits they grant do not go away. This affects both the player and the computer opponents.

2) Not sure if this is intentional or not, but evil civs and good civs can exchange the good/evil technologies with eachother.

3) The destabilization slider bar has no maximum value. After sliding it all the way to the right, clicking on the right arrow continues to increase spending. (also not sure if this is intentional)
Reply #6 Top
4) A pirate either moved into or started on/in one of my colonies. It was unable to move, but was able to be killed by one of my combat ships.

5) Fleet movement occasionally has a few quirky behaviors. had one fleet continually moving between two locations during one turn. By the time I stopped them they had movement of -16. Also had a fleet move through an enemy starbase when trying to select the fleet. Both fleets had just reached their destinations.
Reply #7 Top
"9) After trading with one civilizations, the next civ offered items that I already had (just traded for). The tech tree was not updated already."

As well, when attempting to trade, the AI civ's tech list displays technology that the player does not have, but the player's tech list includes technology that the AI MUST have (Diplomacy, Universal Translator, etc) and technology that the AI almost certainly has (Trade, the base Theory techs, etc). Of course, when you attempt to trade any of these techs to the AI, you're told that the AI doesn't think you've offered a very good deal.

End transmission.
Reply #8 Top
A few more also:

1) The timeline for the graphs in the domestic policy screen only goes 249 months.

2) My largest planet (that builds all the specials) will not build past the 27th item in the governor list.

3) Every so often, I get no production report (or any ships but the facilities are built on the planet) for a few turns, then when I research something it catches up and I get a few turns worth of ships all at once. The buildings will continue to be built according to the lisy in the governor screen though.
Reply #9 Top
In the diplomacy screen if you select attack and then cancel on the main screen the attack window will stay on top until you hit cancel on that window.
Reply #10 Top
Seeing the thread on the benefits for evil races reminded me of another bug I haven't seen mentioned elsewhere.

When a new minor race is created by a revolt against evil or enough destabilization, the player can request all the planets for that empire and will always receive them all as the new minor race has no military.

I'd suggest either making them function like most minor races and be absolutely unwilling to give up any planets ever, be unwilling to give them up for X number of turns, or start with defenders (or battle axes/combat transports) on those planets so that the minor race has some military might.