Blue_Steel Blue_Steel

Bug Reports for Gal Civ 1.20

Bug Reports for Gal Civ 1.20

I built a starbase on a resource and it doesnt show up.. whats worse is that when I position it so that the starbase should show in the main screen the darn game crashes (Using StarTrek Mod) this didn't happen in 1.13 ... so whats going on... ??? (BTW I didn't get charged 2000 for the starbase... it was my first starbase.. I havn't built any others yet... Just lately I'm getting peeved....

hope this can be remidied quickly.. as it makes the game totaly unplayable for me in masso gigantic rare tight...

17,328 views 285 replies
Reply #101 Top
They get one advantage at every level - they know which the yellow stars are. Still, if you take +1 speed as a bonus, and set spending to 100% colony ship building, you should be able to expand as fast as most AIs.
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Oops, forgot about that one. Thanks. :)

Another thing I meant to mention was that if you find yourself getting lousy starts, don't be afraid to hit Control-N, and try for a better one. The purists may mock you, but who cares?
Reply #102 Top
This has presumably been around for ever, but I haven't seen it mentioned anywhere...

The following techs list "Production" as their ability, but this ability doesn't exist. I assume that these are supposed to read "SocialProduction":

NanoMining
HighDensityMetals
BistrontAlloy
AdvancedSlavery

Also a long-standing bug, and I'm pretty sure a known issue, but the tech requirements for invasion tactics don't work (all invasion tactics are available without techs). Since Mass Drivers is the only default tactic that's supposed to have a tech req, it could have slipped by, but it would be nice to have fixed for modding purposes.

On that note, are there even plans for any more GalCiv patches, or is this kind of a non-issue at this point?
Reply #103 Top
are there even plans for any more GalCiv patches, or is this kind of a non-issue at this point?
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A very good question indeed. Will the 1.2 bugs discussed be patched? :sniff!:
Reply #104 Top
Also a long-standing bug, and I'm pretty sure a known issue, but the tech requirements for invasion tactics don't work (all invasion tactics are available without techs). Since Mass Drivers is the only default tactic that's supposed to have a tech req, it could have slipped by, but it would be nice to have fixed for modding purposes.
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I didn't even know there were tech reqs for this. But it does make sense :)
Reply #105 Top
I didn't even know there were tech reqs for this. But it does make sense
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I'd have even put in requirements for some of the others... like Core Detonation for instance, but that's just me. I was fairly disappointed to find that I couldn't expand the tactics with new ones based on higher tech... :(
Reply #106 Top
I was fairly disappointed to find that I couldn't expand the tactics with new ones based on higher tech...
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I thought it was possible to create mods for the invasion tactics :notsure:
Reply #107 Top
It is, but their tech requirements also get ignored.

~SDC~
Reply #108 Top
I just saw a morale resource on the edge of my sensor range dissapear and a Drengin resource starbase appear on the square above it (the constructor had been approaching from above). A clue to the two-adjacent-starbase bug?

~SDC~
Reply #109 Top
In the few games I have played since upgrading (one anomolous, two painful, and one crippling) I have noticed that from time to time, when checking on a planet to see what it was producing, the proudction had changed from, say an Overloard, to a BattleAxe. They always seem about ready to complete (but I am not sure they ever do, I will have to check that). I reset them to Overlord and continue. So far my impression is that it happens at leat a dozen time in a game.

~SDC~
Reply #110 Top
Not sure if its a bug but.....are trade routes hard wire limited to 10? Despite researching several techs late in my most recent game and a UP vote to increase the number immediately available by 2, I wasn't allowed to form any more trade routes when my freighters arrived :(
Reply #111 Top
That's right, you can never have more than 10 trade routes.

Sometimes when I double click on a system to bring up the planet screen and the star was in the same part of the screen that the military or social projects are it registers as a click there and changes the project. Could that be the cause of you problem, Weyrleader?

~SDC~
Reply #112 Top
Sometimes when I double click on a system to bring up the planet screen and the star was in the same part of the screen that the military or social projects are it registers as a click there and changes the project. Could that be the cause of you problem, Weyrleader?
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PJ, I am not sure. I have not noticed that correlation. I will try to see if that correlation exists when it happens again.

~SDC~
Reply #113 Top
Weyrleader, I think I noticed this too. But everytime I assumed I clicked above or below what I wanted and not noticed. Or maybe PJ is right.
On the same subject I think I cannot get the Galactic Research Center to be build: it completes, the planet stops producing, and I can produce it again! (I think in one of my games, everytime I thought " I was sure I build it already", and I think ended up building it 4-5 times!)
Reply #115 Top
Something else I noticed, not sure if its a bug.

Morale bonuses no longer seem to work... or maybe they are calculated differently so as to be hard to notice... but in 1.13 if I built frictionless clothing, ultra spices etc. I would notice an improvement in morale. Now I build them and there doesn't seem to be a difference.

Planets also seem to have a lot lower moral in general... Maybe because the morale bonus of my populist party isn't working?
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Reply #116 Top
I just finished a game started in 1.2 and didn't get my tech score properly calculated. The scoring showed that no-one had researched a single tech except one race who had three. I traded only a couple of techs, I researched the rest of the tree (finished the game while researching final frontier). It seemed to be brining my score down because of this. I have a copy of the end game save I can send in if it would help.
Reply #117 Top
I just finished a game started in 1.2 and didn't get my tech score properly calculated. The scoring showed that no-one had researched a single tech except one race who had three. I traded only a couple of techs, I researched the rest of the tree (finished the game while researching final frontier). It seemed to be brining my score down because of this. I have a copy of the end game save I can send in if it would help.
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I'm just guessing, but I think all this stuff has to do with the new game save format. It was so radically altered that some of the info was left out of the save (by accident, of course). I cannot imagine how many different variables are saved, but I can easily imagine leaving a few out.

Bill

~SDC~
Reply #118 Top
Galciv tried to autosave and stalled.

After hard killing (via task manager) of Galciv I tried to reload autosave game. CTD while loading.

Checked for saved game: Null bytes. But even then no reproducable CTD should happen in any case.
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Reply #119 Top
I'm just guessing, but I think all this stuff has to do with the new game save format.
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i think bill's right. you cannot save over an old file, else your game will corrupt. delete all old save files....
Reply #120 Top
What I can do still is auto survey 3-5 ships then it stops and so I save it and immediatly load the game and get another 3-5 auto survey moves.

~SDC~
Reply #121 Top
I don't know if the AI uses the same auto-survey routines that we do, so it may or may not be related to other auto-survey issues, but I've noticed that AI survey ships seem really blind in this version.

In my last game, one of my scouts passed an AI survey ship sitting right next to an anomaly. There was another anomaly about 6 parsecs away. That ship sat in the same spot for the next 10-15 turns while I sent my own survey ship over to snag those anomalies, and it never moved.

That was one of the crazier examples I've seen, but it does seem to be pretty common lately.
Reply #122 Top
Human ships on autosurvey do the same thing in this version. It's not a case of another ship already being en route to the anomaly, because I only ever have one.~SDC~
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Reply #123 Top
maybe there is a bug.. where ALL survey capable ships are checked.. not just each empires ... ie: if another empire is already going to an anomily then maybe ALL other survey capable ships (no matter what empire) stops going for it..

which is what its beginning to sound like thats happening.. and it shouldn't.. each empire should have its own stack of all anomilies to search.. thus making it a race to the anomilies...

I've also seen my survey ships bypass closer anomilies to go for those further away.. and the only reason that i can think of is the one tat i've stated above..

Reply #124 Top
I have an idea for everyone who has the problem where they cannot submit 1.2 games to the metaverse:

Delete your endgame save!

I believe the endgame save is also affected by the saved game format differences between 1.13 and 1.19+, so you probably need to reload from your last valid saved game, delete your endgame save, win again, then submit.

I'm close to a victory; I'll see if it works.

Bill
~SDC~
[Message Edited]
Reply #125 Top
CTD Bug:

Abandoning a player owned colony causes crash to desktop at the end of turn. Same bug as always (CTD on abandonment)?

I think this bug should be hunted down and extermininated right after the priority issues. Hopefully, it shouldn't be a big deal to close out, as I would take a wild guess this is just a CTD due to trying to access a deleted object (the abandoned colony) creating this issue in the end turn cycling/maintenance processing (although I do have my game set to do a save turn every turn, so that might also be where the CTD is occuring).

Thanks for the fun game!