Dearmad Dearmad

1.03 BUG THREAD:

1.03 BUG THREAD:

New political parties do not show up their shaded colors in the domestic screen. (I'm playing industrialists- white, and only BLACK shows up).

~SDC~
2,970 views 112 replies
Reply #76 Top
They're also still managing to gain money and tech.

~SDC~
Reply #77 Top
When reloading a saved game the planet view of Earth pops up and the mini-view is supposed to show where Sol is, but the yellow square on the mini-view does not shift to the location of Sol. Level 1.03.054.
Reply #78 Top
Some bugs in 1.03.54:

1. Transports in route to attack one of my planets continue the route even after a peace treaty if they are within one turn of the destination, thus getting in a 'free' attack and restarting the war. Especially bad if you paid a big tribute to end it. This seems to only be transports, I've never seen a combat ship exhibit this problem.

2. In the Stats screen for racial info if you use the mouse wheel while over the Misc window it won't scroll that window but instead scrolls the Espionage slider.

3. The UP event that gives transports +20 attack messes up the military strength calculation big time, especially if this happens early in the game. Someone who builds a few transports can be 20 times more powerful than anyone else in the military rankings. This is very exploitable by humans because transports cost 0 maintenance, so you can just crank them out everywhere and all the AIs will be terrified of you. BTW, for anyone wondering, even with 20 attack a transport can't actually attack, the value is only used in the 'strike back' part of combat when the transport is attacked.

4. There is an exploitable bug with alliances. Say the Torians and Altarians are allied, and I attack the Altarians. Say my military strength is at a relative 10, the Altarians are 9, but the Torians are a measly 3. Well, the Torians declare war on me because I attacked their ally, but then I can immediately get them to settle for peace because they are so outgunned, and I can then strip them of all their tech and a huge tribute without ever lifting a finger. There are two parts to this bug, the next one is...

5. When you make peace with one member of an alliance and not the other, the next turn the member you made peace with redeclares war. If you have an advantage on them (as mentioned above) then you can re-rape them for even more tech and tribute. You can do this every turn for as long as the war with the first party lasts.

Two suggestions for problems 4 and 5: for 4, have it so any time an AI's ally gets in a war they calculate their relative strength vs. the strength of who their ally is fighting, if they aren't competitive then they break their alliance instead of committing suicide by declaring war on someone who could crush them. For 5, make the AI wait a certain number of turns after declaring peace before it can redeclare war.

The following is a suggestion: have a popup window explain that the planet's orbit is full when a person tries to select a ship to build under those circumstances. It's very confusing to see an empty military build, and not have anything at all happen when you click on a ship. It looks like a bug.

No problem alt-tabbing out of the game, did it probably 20 times today with no issues.
Reply #79 Top
some bugs in 1.03.54..i hope i'm not repeating

1. While using the slider on the senate screen to scroll
down to see the Fundemanetalist's color and name..the
game crashed to the desktop.

2. The first time a colony ship was launched from Earth,
i clicked something else before it was loaded with its
people..then when i went back to load up the ship..it
was gone...vanished without a trace. I read someone
else having this problem too.


That's all i saw....when i last played 1.02.49 however,
(not sure if these were fixed)...
1. i had a 96 % cultural victory and was not at war, but
had -11000 in cash and never won a cultural victory.
Is this one of the exceptions to winning a cultural
victory as is having a war? you can't win a Cultural
Victory if you are at war or are under -500 bc??

2. I tried to break an alliance with the Fundementalist
minor race ..by clicking break alliance..but nothing
ever happened. The alliance could not break. I finally
had to find a novel way to go to war with the fundementalists to break this bug.

Love the game! Great Work Frogboy, Cari, and the rest
(there on gilligan's island)


-Douglas :D
Reply #80 Top
Stacks of ships on autopilot to friendly or enemy planets will sometimes move onto the tile with the planet. During that turn, the playet may not be able to select the ships.

It appears the player is given exactly one chance to submit a winning score to the MetaVerse. If this is the way you are going to do it, then it might be nice if this were documented. Otherwise, this is a bug.
Reply #81 Top
Option of going to war is not always available in diplomacy screen (also when there aro no alliances). http://www.galciv.com/forum.asp?BID=GF&id=49357&MaxReplies=

My last game I couldn't get the Altarians to declare war againsta the Arceans TILL I developed a trade route with the Altarians (or actually, they made a traderoute with me). Is this a bug or feature?


PS. Would you PLEASE insert a 'break alliance' option?

Reply #82 Top
In my latest game I went for a Tech. victory and I observed some really weird behaviour
(unless I'm missing somthing basic).

To speed up the end I wanted to put all spending into Research, but when I decreased the
Social or Military spending my Spend Rate went down (not the percentage but the actual bc)
so the amount spent on Research actually descreased when I put a larger amount of my spending
into it.

There also seems to be a bug in how the Economy screen is updated, when I change an Income Distribution percentage and then change it back (lower Social 1% then increase it again) the
amounts on the economy (expenditure, income etc) do not change back to their previous values.

For example,
1. Open Economy Screen (TAS: 1950)
2. Lower Social 1% (TAS stays the same)
3. Increase Social 1% (TAS increases to 1961
4. Close and Reopen the Economy screen and TAS is back at 1950.

It kind of makes it hard to adjust the budget when you can't trust the numbers, fortunately
my treasury could withstand these glitches :)

Save game available if you want it.

~SDC~
Reply #83 Top
A bug I just noticed last night. When I build dreadnauts, there is no graphic for them in any screen. Total invisible ship.

~SDC~
Reply #84 Top
I just won a Diplomatic victory, got the diplo victory end movie, but the summary screen describes a cultural victory instead. I also was not even close to the requirements of a cultural victory.
Reply #85 Top
Dr No Chance.

I had something similar, but thats on previous versions.

Had an alliance victory but on the summary page it says culture victory. But thats because my alliance and culture victory were at 100%. Could that have been your case?
Reply #86 Top
Bug where governors are overriding a project that you select. Let's say you pick Manufacturing capital for a planet. That at some point later you change the build list for that governor. It will reset your chosen project and start building the next one in the queue for that planet.

Reply #87 Top
Some bugs in 1.03.54:

1. Autolaunching will put your ship directly south of your planet even if an enemy/neutral ship occupies the square. This is an autolaunch problem, if you manually de-orbit the ship it is correctly placed beside the enemy/neutral ships.

2. Sometimes trade information is missing. Specifically, when I was doing a peace deal with the Altarians in the ships/starbases list there wasn't anything, though he had about 5-6 starbases and of course lots of ships. I've also seen there were I wanted to trade some of my Trade Goods to someone I was at war with and none of them showed up to trade (I had like 5 or 6 available).

3. The Alexians don't have the influence resistance all the other minor civs have. This might be a feature instead of a bug, but thought I'd mention it. I've converted them every game that I've been near them.

4. The bug with the AIs continuing their attacks after peace is declared does also involve combat ships, and can take place longer than one turn after the peace. Saw both earlier today.

5. It takes two turns for a player or an AI to lose the bonues gained from a resource mined by a starbase if the base is destroyed. And I mean two real turns, not the half-turns you sometimes get with automove, I was watching the month indicator. Often the game takes one turn to sync it's data up with reality, this is the only time I've ever seen it take two to do so. So if anyone out there is planning on attacking an AI and wants to hit the military resources it owns first, you'll need to wait two full turns before the comp loses its bonuses.

6. Sometimes the game won't let you click on other race's ships and starbases. This is a strange bug, not sure what is causing it, but it tends to happen almost every time with the USS Hero and scout ships when they were your last active ship. You end a turn with them, or have them active, then try to click on a foreign ship/starbase and you get the activation sound but it won't select.

BTW, nice fix on that crash bug with the autosave. Fixing that took away the only thing that apparently was ever crashing my game, since 1.03.54 I've had no crashes at all. I tend to play on gigantic maps and the long save times for those probably made the bug more likely to show up, but for whatever reason it happened I'm glad it's fixed. Reload times with a gigantic galaxy late in the game are pretty slow, even on a high-end system. :)
Reply #88 Top
There is some sort of nasty little bug now and then with the AI colony ships, they end up colonizing planets way out of their range. I know some people were calling this the infinite range colony ship bug but that's not it. I have a save game where the Yor are in the extreme upper-right of the map, very very early in the game I suddenly see a purple colony about 9 sectors or so west of them, in my territory. Okay, I figure maybe the AI got caught in that corner with no settlable stars and rush-built a constructor for a refueling starbase. But when I ran a scout near the edge of that cluster, there is at least one yellow star between myself and the Yor homeworld. And many turns later he actually settled a star near his homeworld, so there were at least 2 yellows in his own cluster. I have a save game if this will help.

I've also noticed a similar problem with the AI surveyor ships. My last game I ran into the Torian ship in my second turn on a gigantic map. When I pulled up the population graphic to see where their homeworlds were they were about 15 or so sectors away to the southwest. At first I was thinking maybe it wormholed its way there, but it kept moving which means it wasn't getting any 'you are out of range' issue which it most definitely should have.

Later in my game with the Yor above the Arceans settled a cluster that was about 5-6 sectors out of range, once again bypassing many yellow planets (some with better quality worlds!) to do so. There is some bug here somewhere, good luck finding it, because whatever it is it is rare and vague. I know it's not infinite range because that wouldn't stop the computer from settling better worlds closer to home. Also, I've played too many games where even 3/4 of the way through the game I've found isolated clusters of uncolonized yellow suns. This would never happen if the AI could have reached them as it would have known they were there.

If you want the Yor savegame, just let me know which email address to send it to.
Reply #89 Top
Already posted on this in the main bugs thread, but I figured I might as well chime in here... The game no longer exits properly. The screen goes black and locks up when I quit, or when I Alt-Tab out. The problems started when I installed the first 1.03 patch. I've been able to load 1.02 games and exit them without locking up.
Reply #90 Top
1.03.054

1. Drengin researches Mind Terror Weapons (Alignment 30) while its alignment is Saintly. Observed in Advanced Espionage. I believe they researched Dark Side (A 10) as well but I did not eyeball it.

2. As Vorlin above, I also observed the time lag between destruction of starbases and the actual effect.
Reply #91 Top
In my current game, I have 21 colonies. Each colony has at most 27 BC in maintenance per turn. But I'm showing a maintenance of over 800. That would be an average of 40 BC per planet maintenance.

I tried to disband a few colonies to try and track this down. But that's a very bad idea. When you disband multiple colonies, the game gets very, very confused. At one point, I could scroll through a list of more than 10 colonies. But the stats screen showed I had only four.
Reply #92 Top
Not sure if this is a bug. I was annihilating the Torians. When I gave them the peace treaty, they had 1900 credits in the bank. As part of the peace package, I was able to convince them to give me those 1900 credits for 20 turns. After that turn, they were at zero, then -1900, -3800. After 20 turns, they were 20 x 1900 in the hole or so.
Reply #93 Top
Zergfest, were you showing maintenance of that much, or expenses of that much? Because in this game your production sliders (military/research/social) determine colony expenditures as well as the colony improvement maintenance costs themselves. You can plop down a new colony and it will show expenses even with 0 upgrades.
Reply #94 Top
#62
#63
#64
#66

Alien Civilization Capitals moving around really through a kink in my game. Because a capital has a huge influence effect, I now have colonies on the brink of rebellion; only an orbiting fleet of Defenders keeps the population in line.

Plus, the sector that originally housed the capital has a strong level of alien influence prior to the switch.

Granted, this doesn't make the game unplayable. But it does seem a bit unintended by the game designers.

~SDC~
Reply #95 Top
V. 1.03.054 Crashes to the desktop anytime a vote, to change governments or go to war, takes place. Any help would be appreciated... :(

~SDC~
Reply #96 Top
Without commenting on all of these, there's some really useful and good info here. Thanks!

Re if the AI offers you peace, sometimes it's a take it or leave it proposition and the buttons say "Accept" or "Reject". That's not a bug. It's a take it or leave it offer.

~SDC~
Reply #97 Top
"#96 by Citizen Confed999 - 4/27/2003 11:23:11 AM

V. 1.03.054 Crashes to the desktop anytime a vote, to change governments or go to war, takes place. Any help would be appreciated... :( "

It looks, now, like a corrupt save. I have yet to get through a game without this happening though. :(
Reply #98 Top
Vorlin Varelse,

I figured it out. The Stats->Society is showing an incorrect number of planets. I had well over 50 planets. But the race stat screen was only showing 21. With my top planet showing maintenance costs of 33, 33x21 is less than 800. But with 50 colonies, 33x50 could be 1500. (Of course, you don't build all improvements on all planets. So, a maintenance of 800+ for 50 planets is probably correct.)

"Because in this game your production sliders (military/research/social) determine colony expenditures as well as the colony improvement
maintenance costs themselves."

The colony improvement maintenance costs are fixed. If you increase or decrease spending, you still have to pay the maintenance costs for the improvements.

"You can plop down a new colony and it will show expenses even with 0 upgrades."

Yes. But the maintenance cost will show up on the details page. In my Friday night game, I had the bright idea of colonizing three PQ13 planets. The 5 BC maintenanace for each planet for 16 turns with social maxed out while I build Soil Enhancement were not turns well spent!

You might test this bug by disbanding colonies from the Details section for the colony and then bringing up the Stat tab. If you delete enough colonies, it should produce a CTD.
Reply #99 Top
If you get a moral event at a planet and you get a scientific bonus it doesnt count and isnt shown on the detail for that planet.
Reply #100 Top
PC locks when fleeted ships with transports try to invade. locks at the spacebar prompt