bug: Immediately following a United Planets council vote, my civilization income (on main screen) was showing as zero. If I opened a few windows, then returned to main screen, it was refreshed back to the correct value. My spending value didn't get messed up, only income.
ProudCanadian
bug: The "effective range" circle for a Military Starbase that I constructed was continuously being cut-off into a semi-circle at the point where it crossed the gridline boundary of a sector. This persisted for many turns, but eventually I noticed that the problem just went away.
bug: The racial Logistics starting bonus is not being applied. Playing as the regular Iconians, I should start with 6 Logistics. I got "Basic Logistics" tech and had only 3 Logistics (which I got from that tech). I should have had 9 at that point. Playing on, more Logistics techs gave the correct extra bonuses, but I never did get my starting 6 Logistics points.
bug: The 200% farming bonus is erroneously being doubled to 400%. I had a planet with a single Xeno Farm on a farm bonus tile, and that planet produced 35 mt/wk. That is (base 3mt + (xeno 8mt * 400%)) = 35 mt. It should have been a total of 19 mt.
bug: When a Starport is decommissioned from a colony, the military build progress bar should be reset to 0.
bug: Ships within range of a Military Starbase are not displaying the bonus attack stats that the "assist" modules should grant them. Is this a display bug, or are the bonuses not applied at all?
rare bug: A "ghost image" of one of my ships remained on the main map long after the ship had moved from that tile. It was just an image, and I could not interact with it in any way.
question: Using "Traditional Warfare" invasion tactics, I have never once seen an improvement destroyed during an invasion. Is this normal? I thought some were supposed to randomly get trashed.
bug: The Drengin surrendered to me, but there was not popup or anything to tell me about it. I just happened to notice new planets in my colonies list, and saw them on the other side of the main map. I hadn't even met the Drengin yet.
On some planets, the Xeno Farm improvement only yields 3mt / wk. This is no better than a Basic Farm. I have confirmed that the Xeno Farm was NOT in the middle of an upgrade, but was in fact a fully constructed Xeno Farm. This means my planet got a grand total of 6mt / wk (since it started with 3mt / wk). This happened to me in previous Beta versions. I can't figure out why some colonies exhibit this and some do not.
All AI starbases should have a label that specifies its type: Military, Cultural, Economic or Resource Mining. The graphic does indicate this, but I can't remember which is which, and neither will novice players.
AI starbases sometimes show on the main map, even when they are outside your current scanner range. This is confusing, because when you click (double-click?) on them, you get a popup saying that this information is TOP SECRET and you need ADVANCED spy knowledge to see this. If you put a ship within scanner range of the base (which you shouldn't even know the position of in the first place) you can then single-click and see the owner of the starbase.
My only complaints about minor races are these: 1) In my current game, these were SO MANY in the early game that they took up many of the nice planets 2) When a new minor race comes in mid-game, then start with all the tech that you have. This a total bullsh*t! If I worked hard to get a tech advantage, it is dumb for a minor race to just "appear" with all of my tech and then start trading it to everyone. They should only start with techs that several other civs in the game als
oops! I posted about 50 bugs on the Beta 4D Notes thread. I didn't see this one last night. -PC
Wow! These Beta versions are getting MUCH better each time. There are many new features in this one, over 4C, and 4D is very stable. I have been playing on my crappy work laptop for hours without any crashes or lockups. The zoom-in/zoom-out seems a little smoother to me this time. The Minor Races are a lot of fun, but may be a bit too powerful (just my opinion so far - I'm still in the early game phase). My biggest complaint right now is the bug that kills saved games (you can n
bug: When you create your first Resource mining starbases early in the game, you have immediate access to EXTREMELY POWERFUL starbase weapon upgrades like "Atlas Sling", "Devastation Beam", "Combat Armor", etc. This was not the case in earlier Betas, so I'm quite sure this stuff was unlocked by accident. Also, the smaller weapon upgrades that you used to start with (like "Battle Stations") are not coming up in the list when you upgrade. Config file issue maybe?
comment: A minor race named the Vegans? I don't want to kill a bunch of granola-eatin' tree-huggin' pacifists -- but I will! MUHAHAHA!
positive comment: I LOVE the Snathi minor race! A race of squirrels that have the guts to tell me "BEWARE! We claim these worlds!" I'll have to keep my nuts covered around these squirrels!
bug: Main screen will not scroll left if the Colonies List popup window is open. This bug has been lingering since the first GC2 beta.
obsolete GalCiv1 stuff: There was a United Planets Council vote for "Set constructors to have a minimum speed of X". The AI all voted for a speed of 7 and the motion passed. It had absolutely no effect on the game. All the votes that were specific to "canned ship designs" from GalCiv1 should be removed from the game, as they are no longer appropriate.
bug: The bug still exists where upgraded/obsoleted/deleted (I'm not sure which causes it) ship models will prevent you from EVER reloading a saved game. Related note: I would love to test the Ship Upgrade feature that is in 4D, but I am afraid to upgrade ship designs due to this bug. Constantly starting over because the game won't load totally sucks.
complaint: The flag emblem for a minor race called the Paulos looks almost exactly the same as the Yor flag emblem (maybe it IS the same one, actually). This is VERY confusing on the map, because I keep mistaking them for the Yor.
request: Please make the default population load be FULL when a colony ship is launched. Defaulting to 1/2 full is annoying. Does anyone ever launch their ship half full?
bug: When designing new ship models, the engines often mount backwards onto the hull (meaning the "engine exhaust hole" is pointing toward the front of the ship). On a happy note, these ship models KICK ASS when you throw them into reverse.
bug: On the first click of the "TURN" button after a game load, you get no Research progress. On subsequent turns, everything is normal again.