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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...

17,332 views 285 replies
Reply #76 Top
I have a saved game using 1.20.085 (not the latest, note) which can be used to reproduce the auto-survey-not-working bug. You click on next turn a few times, and a survey ship ignores a particular anomaly. At that point, you can save the game and reload it, and the anomaly disappears. However, if you send the ship to the anomaly manually, it will succesfully survey it. Do you want the zipped save file emailed (with instructions)?

~SDC~
Reply #77 Top
I have the Survey ignore thing also.
~SDC~
[Message Edited]
Reply #78 Top
Another goodie is when colonizing I found a yellow star with a 16 planet on. When I colonize the planet it changes to a 12 but the star stays yellow.
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A pure good race got to the planet before you, took a -PQ morality event, and abandoned the colony. I've seen the exact same thing described before, only it was the player who colonized the planet and then abandoned the colony. The PQ penalty appeared to dissapear, only to return when he tried recolonizing.

~SDC~
Reply #81 Top
Send me please serial Object Desktop & Gal Civ. --. Email
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Huh?

~SDC~
Reply #82 Top
Hi everyone!

It seems to me, that 1.2 is not saving which production rally point is set on each planet. It is a little annoying to reset the production rally points everytime you load a saved game.

I started a new game with 1.2.

~SDC~
Reply #83 Top
Aviator99_UK experienced an interesting bug when playing out our recent succession game.

Looks like our Kolaz queue has picked up some things that we should not be able to build at this point. We are in year 2181, and have not researched very far. We certainly should not have completed Terraforming on a planet (see second shot). Not to mention, we are not even close to Terracomputers, either.

His post on the subject is here. http://forums.civfanatics.com/showthread.php?postid=1623926#post1623926

The two screenshots he posted are here. http://www.civfanatics.net/uploads6/rbgc4-av-bug2.jpg
http://www.civfanatics.net/uploads6/rbgc4-av-bug1.jpg

The only modification made for SG play was that I XX'ed out my GalCiv serial number in the orginal savegame using a hex editor. Two people have played for 12 turns each since my original savegame.
[Message Edited]
[Message Edited]
Reply #84 Top
Ar you sure that this bug isn't linked with the fact that IDs instead of Code are saved for the improvement?
Reply #85 Top
#84 by Citizen Peace Phoenix - 2/26/2004 11:11:04 AM Ar you sure that this bug isn't linked with the fact that IDs instead of Code are saved for the improvement?
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Are you talking about registration IDs?
Reply #86 Top
One other thing: After upgrading to 1.2086 today my savegame from 1.2 is kind of corrupted: Some planetvalues are lower and a number of other things seems to be wrong as well. It seems a to be a conversion problem with the save games. Please fix ASAP. I would really like to continue my current game.

~SDC~
Reply #87 Top
I am speaking about the ID used by the .exe to reference the various improvements.
Look at this thread to understand what I mean http://www.galciv.com/forum.asp?BID=GF&id=142016
[Message Edited]
Reply #88 Top
One other thing: After upgrading to 1.2086 today my savegame from 1.2 is kind of corrupted: Some planetvalues are lower and a number of other things seems to be wrong as well. It seems a to be a conversion problem with the save games. Please fix ASAP. I would really like to continue my current game.
End of quote


Look at the link in the post #87. It is worst than a conversion problem :(
Reply #89 Top
On the SG, not only did we gain terraforming but we also lost every other improvement we made on our planets. We dont however, have the terraforming tech as far as I can tell. Instead we simple gained it and had our build orders set to things we dont have the tech for.
[Message Edited]
Reply #91 Top
I saw an interesting bug in the last game I played. A space Shark was sitting on top of a massive pile of AI dreadnaughts and they didn't move. I eventully went an killed it.

~SDC~
Reply #92 Top
The same summary screen also keeps telling me that I'm falling behind in tech, even though I seem to be pretty far ahead, although that's harder to judge.
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GalCiv compares your tech to the total tech in the galaxy, not to any particular race's tech. You cannot get any better than 'Doing OK,' which happens if you greatly outpace every AI in the game, major or minor. The more races that have been generated, whether or not they have later been destroyed, the farther ahead you have to be.

~SDC~
Reply #93 Top
Send me please serial Object Desktop & Gal Civ
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I don't think anyone should be giving you serials for anything by the sounds of it

Just say no kids
Reply #94 Top
Were does the Basic Logistic tech hide?
I got the latest built of GC and can't research it.
Which is its TechID (may be overlayed by a mods ID)
Reply #95 Top
Yep I've had The Terraformer crash every time I've tried to research it too :notsure:

Something else I've noticed is that if I get a general event that say for instance increases the economy, if I save while this is in effect, then reload the game, although the event still seems to be active, the effect of it seems to have vanished, so I'm not getting the increased economical benefit.

Trust me, I noticed when I reloaded and was actually losing 450 per turn when before I was gaining 350, BIG change there (I had increased spending to %100, which was why it dropped so severely)
Reply #96 Top
Docked my colony ship with my home planet, the crew was transferred to the population stat BUT the colony ship itself disappeared (not in orbit). Has anyone else seen this??? :sniff!:

Humane
Reply #97 Top
Colony ships disband on unloading

use transports to create a perminant transfer ship

Reply #98 Top

The same bug that has been with this otherwise fine game since it started. The computer players get too much of a headstart.Always get huge empires at start of game that is impossible to do for a human to do.If I played Kasperov at chess I would probably lose. But we would both have the same starting conditions so wouldnt feel screwed like with this game.
Reply #99 Top
The same bug that has been with this otherwise fine game since it started. The computer players get too much of a headstart.Always get huge empires at start of game that is impossible to do for a human to do.If I played Kasperov at chess I would probably lose. But we would both have the same starting conditions so wouldnt feel screwed like with this game.
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What difficulty level are you playing at? The way I understand it, the AIs only get bonuses at the very highest level. IIRC, at anything below Bright, they're actually penalized.

As for start conditions, AIs get the same setup as you do... one planet, a colony ship and a survey ship. If they're building large empires faster than you are, it's likely that they're simply expanding faster, and there are plenty of ways to deal with that. ;)
Reply #100 Top
the AIs only get bonuses at the very highest level
End of quote

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.



~SDC~