Ray the Wanderer Ray the Wanderer

1.09[b].001 Bug Report Thread

1.09[b].001 Bug Report Thread

Noticed that Northwest Smith has posted a beta bug in the old 1.04.59 bug report thread.

This should really get a new thread all by itself.
7,823 views 191 replies
Reply #151 Top
(On 1.09b.003) - Setting a rally point and turning off autolaunch does not prevent autolaunch.
Reply #152 Top
~84,000 BC for 50 turns?
End of quote


But you've bought out the race and they've disappeared - who collects the cash?

Alex


~SDC~
Reply #153 Top
~84,000 BC for 50 turns? But you've bought out the race and they've disappeared - who collects the cash?Alex
End of quote


Exactly what I'm talking about. I agree it's highly unlikely, but it is still possible.
Reply #154 Top
Re: Post # 149 - As I play the game further I come to realize that the game can't destinguish between the two "rally point 3"s. If you select the second one in the list on the "set rally point" window it will assign it to the first rally point instead.
End of quote


To add to this, renaming the rally point is all that's required to fix it. The determination is purely by the rally point's name.

The game also appears to stop trying to distinguish between rally points once it hits the first space in its name. (I haven't tried escaping the space, but that's not something most players would be aware of in the first place.)
~SDC~
[Message Edited]
Reply #155 Top
Am I missing something, or can you only specify a ship to go to a rally point when it's created from the home base? I can't seem to figure out how to get an already created ship to go to the rally point.

Any ideas?

Thanks,
Mike
Reply #156 Top
Crash loading a saved game on 1.09b.003.

After my normal morning bootup of my PC I tried to start GC and reload last night's saved game. Nothing in the debug.err file strikes me as significant to the failure. I am sending the saved game, debug file, and prefs.ini file to Cari.

I got the following SE report:
-------------------
Stardock SmartException Logging Information
-------------------------------------------

OS Version : Windows ME
Video Card : NVIDIA GeForce2 GTS/GeForce2 Pro (IBM)
Application Exception code: C0000005 ACCESS_VIOLATION
Crash Addr: 005C685B 01:001C585B D:\GALACTIC CIVILIZATIONS\GALCIV.EXE

Processor Registers (x86):
EAX:0C8C85A8
EBX:06F5FF2C
ECX:0C8CC76C
EDX:00000000
ESI:00000000
EDI:00000038
CS:EIP:0187:005C685B
SS:ESP:018F:0090F464 EBP:0090F484
DS:018F ES:018F FS:2487 GS:0000
Flags:00010286


Current Application Call Stack:

Addr Frame Logical addr Module Name
---------------------------------------------
005C685B 0090F484 0001:001C585B D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
005C1944 0090F85C 0001:001C0944 D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
00484E06 0090F9EC 0001:00083E06 D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
00488FC0 0090FA54 0001:00087FC0 D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
004074BC 0090FA80 0001:000064BC D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
004072A1 0090FA98 0001:000062A1 D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
00406E09 0090FBC0 0001:00005E09 D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
00408A7B 0090FBDC 0001:00007A7B D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
00522E2A 0090FBF0 0001:00121E2A D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
0058A116 0090FC14 0001:00189116 D:\GALACTIC CIVILIZATIONS\GALCIV.EXE
BAABDFF6 0090FC40 0001:0001CFF6 C:\WINDOWS\SYSTEM\DDRAW.DLL
BFF63613 0090FC60 0001:00002613 C:\WINDOWS\SYSTEM\KERNEL32.DLL
BFF848F7 0090FC74 0002:0001B8F7 C:\WINDOWS\SYSTEM\KERNEL32.DLL


Debug information for each stardock app follows ....
Reply #157 Top
Am I missing something, or can you only specify a ship to go to a rally point when it's created from the home base? I can't seem to figure out how to get an already created ship to go to the rally point.
End of quote


Currently yes. I have suggested hotkeys for us to send ships in space to those rally points.
Reply #158 Top

(On 1.09b.003) - Setting a rally point and turning off autolaunch does not prevent autolaunch.
End of quote

Um, why would you want to prevent autolaunch when you've set the rallypoint?

Reply #159 Top
Um, why would you want to prevent autolaunch when you've set the rallypoint?
End of quote


1. To save the rally point assignment while changing to build one ship that I want to keep in orbit and planning to change back to the ship type I was sending to that rally point.

2. I don't want to be penalized for forgetting to reset the rally point when I turn off autolaunch.
Reply #160 Top
1. In the archives of the tech you have scroll arrows but no scrollbar so it takes forever to scroll through the list of techs you've already researched.

2. "YOu " should be "You" in one of the AI relation paragraphs/replys

3. Is there anyway to get windowed mode working on 32bit colour as opposed to 16bit

4. On the trading screen on long lists of techs / ships etc.. the pointer isn't selecting the item you point at.. its selecting the next item on the list

5. until i installed beta3 my empires score in the metaverse used to go up by the amout stated in the amount (calculated by the equation and stated in my named score list {click on my name to see latest 3 games} but now it appears to be dividing it by approx 10.. ie: my 10,000+ scores are only increasing my empires score by approx 970 points instead of approx 9,700
while pre beta 3 scores are added at the correct value.. (as I've seen on others pre beta3 scores)

6. sometimes (i don't know why...) when i have a ship guarding a terror star.. and move it by selecting the ship which is guarding it it moves more than 1 space {I'm not complaining.. :) just point out a bug)

7. The longer I play the game in a single sitting the slower and more disk access happens.. IE: I play it sometimes over 12 hours straight. I have an AMD Athalon 2100 with 512mb ram gforce4 mmx400 agp*4 64mb graphics card. with nothing running in the background while i play

8. Can the route the ships take on the main map be more accuratly plotted for trade routs on the trade route map. eg: the movement of the trade ships arn't going through the same sectors on the map as the trade route is marked on the trade map.. on the main map it seems to curve.. rather then going in a straight line as is stated on the trade route map. This makes it hard to place / move terror stars to be on the actual route taken by trade ships

9. Can you add a way to sentry terror stars so that they don't have to be cycled through when placed where i want them.. like other ships can be put on sentry/guard

10. the set waypoint on the planet's ship consrtuct screen needs to be worded differently .. as your not setting a waypointnt there you are telling the ship to go to a waypoint.

11. When I placed a waypoint on a planet I couldn't delete the waypoint when i no longer wanted it there

12. I thought that the earlier releases stated how many planets(colony's) you had .. in beta3 its reporting how many systems (not actual colonies) that you have on the player status screen
IE: I have colonized say 90 planets over 25 systems and its reporting that i have 25 colonies

Thats all for now... i'm sure there were others that i've forgotten.. but these should keep you busy for a while :)

Keep up the Great work
:HOT:
Reply #161 Top
3. Is there anyway to get windowed mode working on 32bit colour as opposed to 16bit
End of quote


As I recall, this is a limitation in DirectX. It won't attempt to display 16-bit graphics when the computer is in 32-bit color modes, and all of GalCiv's graphics are in 16-bit color.

6. sometimes (i don't know why...) when i have a ship guarding a terror star.. and move it by selecting the ship which is guarding it it moves more than 1 space {I'm not complaining.. just point out a bug)
End of quote


This one is known. It's been around for a while now, and has something to do with fleets that have a Terror Star in them.

11. When I placed a waypoint on a planet I couldn't delete the waypoint when i no longer wanted it there
End of quote


If there's a second object in the space, you have to be very precise to trigger the waypoint instead of the object. I use them mainly for directing constructors to resorces and starbases, and I run into this alot when I rename the waypoint to something describing the location, instead of the generic 'rally point xxx'. Clicking on the corner of the space with the waypoint works when a resource or ship is blocking the waypoint. I don't know if that will work with stars, though.

As a temporary workaround. you can select a different waypoint and use the 'next' button to get to the one you want to remove.

~SDC~
Reply #162 Top
I'd also add the mention of pre-checking for anomalous that Bluesteel mentioned in his original post - possibly a warning that a game MAY be anomalous before sending it.

Alex


~SDC~
Reply #163 Top
Anomaly beasts immediately take 80% damage the turn after it is uncovered by an surveyor. Is this how it is supposed to be?
Reply #164 Top
pre-checking for anomalous
End of quote


This is getting incredibly frustrating - it shouldn't be this easy to get anomalous scores..... >:(

Perhaps something can be done to sort this out, or to let us know exactly what the triggers are!!!
Alex

~SDC~
[Message Edited]
Reply #165 Top
Ray.. I think thats because its just hatched... it gives you time to move away if your not strong enough :)

I've found another bug: :(
The computer players have just allied them selves all against me (in normal) .. however I am the only one in the game that has that tech... (yes I can trade it to any of them.. but i havn't) .. I think that this is definatly a bug.. as I think of it.. I can't make an allie if i don't have the tech.. so why should they be able to..

Reply #166 Top
1st bug
found bug that seems to ctd everytime i destroy new colony in same turn as it was established on subpar worlds. i do this hoping for morality bonuses to send it one way or other when trying to get an alliance victory because seems much easier to get them to like you if your morality is close to theirs.

2nd bug
some of the modded parties dont show in the election window or the domestic window
Reply #167 Top
Why is it that Stardock Central will not display the Expansion pack beta, even though I checked off display
beta prerelease software. I have been unable to download this game , though I am a registered user.

~SDC~
Reply #168 Top
Why is it that Stardock Central will not display the Expansion pack beta, even though I checked off display
beta prerelease software. I have been unable to download this game , though I am a registered user.

~SDC~
Reply #169 Top
Why is it that Stardock Central will not display the Expansion pack beta, even though I checked off display
beta prerelease software. I have been unable to download this game , though I am a registered user.

~SDC~
Reply #170 Top
I have been unable to download this game , though I am a registered user.
End of quote


A registered user of GalCiv or Drengin.net? Access to prerelease versions is one of the perks of a Drengin.net subscription.

(For a brief history lesson, Stardock found in the past that registered users of Windowblinds couldn't understand the implications of running beta test versions and they eventually had to restrict access to them, such that only Object Desktop users see most of the non-release versions. This seems to be a carryover from that relevation, although I could be mistaken.)

~SDC~
Reply #172 Top
On 1.09b.003 ---
Has anyone else noticed that the AI seems to senselessly build more than one (per race) expensive unimproved star base in a sector? I saw four in one sector in my previous game. I have several sectors in my current game with several sectors that already have two. The races that seem to do this the most are the Arceans and the Torians (so far).
Reply #173 Top
In 1.09C.001, a very minor behavior problem:
I was trying to see if a problem I was having with my governors' social project lists was the result of continuing a game started on 1.09B in 1.09C. As I was emptying and reloading a governor's list I discovered a behavior that makes the operation rather difficult. After moving a project to the candidate list the available project list repositions to the top of the list. As I was getting to the last few projects I had to continually page the list down to get at them. This is not likely to be noticed by anyone unless they find a reason they want to completely empty the governor's list and rebuild it after having researched enough techs to make the candidate list long (I have most techs researched at this point that provide social projects), so I would call it a "very low priority playability issue".
Reply #174 Top
On 1.09C.001 - an amasing bug - the great dissapearing terror star.

While building a star base I had a dreadnaught on the same tile in Guard mode. When I built the second terror star module on it the star base dissapeared. I have now completed the terror star and it is still invisible, although I can still see it in the stacked ship list and can still add improvement modules to it. I have yet to see what the affects are of saving and reloading the game.
Reply #175 Top
The invisible ship bug is still around in 1.09C as I have also observed. Starbases as well as ships. Save and reload still works.