Drengin Drengin

Bug Report for v1.12.079

Bug Report for v1.12.079

hopefully there will be very few if any bugs in this version. but here is the thread to list them.
7,609 views 236 replies
Reply #51 Top

Yeah, once you start getting a ton of ships and colonies it takes a lot longer to load a save game.

You can't change the resolution from 1024x768, but you can run it in windowed mode if you like.  Just create a shortcut that points directly at the galciv.exe and add a w after the target.  So the new target will look something like this:

"C:\Program Files\Stardock\Drengin.net\GalCiv" w

Notice the space after the final quote and no hyphen.  It will still appear fullscreen unless you are running at a resolution higher than 1024 x 768.  You must be running in 16 bit color for the windowed mode to work.

Reply #52 Top
Not seen this mentioned anywhere else, but it was present in previous versions of GC, but when Xeno Propadanda's research is completed, there is no text explaining what the research is about, pretty minor I know, but also simple to fix I'd expect
Reply #53 Top
CariElf: do you want to hear about typos and things like that? I realize those aren't programming or game-play problems, just QC items.
[Message Edited]
Reply #54 Top
You can go ahead and report typos and things like that. I assign categories to bugs, and then sort the list by category. 
Reply #55 Top
Bill Ko: I'll ask Brad, but I'm guessing next week, to give you guys enough chance to report any more bugs.
End of quote


Thanks!

Bill

~SDC~
Reply #56 Top
cari looking back over my last posts i realize i may have come over rather negative. i wish to ensure you that your work and help are greatly appreciated.
thank you
Reply #59 Top
I would second Lord Megatrons request. Although good to see the Minors be tougher to devour for the Majors early on, they now consume much needed Systems that the player might get instead.
Reply #60 Top

SmartException can be installed from the free stuff tab in stardock central.  If, for some reason, you can't get it from stardock central, here is a link:

http://www.stardock.com/temp/sx-odinst.exe

I talked with Brad about the minor races and he's going to tweak them.

I've fixed the up issue bug.  We should get an update up next week.

Reply #61 Top
Can we please have it by Tuesday? With going out of town it would be nice if I could have it fixed for the weekend. I'll have a laptop but no internet.
Reply #62 Top
Thanks for your reply CariElf, I know its been said before but its great to see a personal approach to Support issues for a change. Oh and although it probably doesnt make much of a difference but I work in a UK games store and have been trying to get EVERY strategy game fan to buy GALCIV :) I just prey the addon (if it comes and I so pray it comes) gets an official boxed release over here as the main game did.
Reply #63 Top
i just bought GalCiv a few days ago, came here to report the UP thing (which initially really turned me off of this game that i'd heard such good things about), and lo and behold, its being taken care of! i just want to say that this kind of customer support is very much appreciated, and even with a patch coming very soon, it can't possibly come soon enough. :D
Reply #64 Top
This kind of support is what you see everyday around here! Welcome to the community kix4trids! Love the nickname, by the way...don't know if it's from the same joke I heard but if it is..."Silly Rabbi, Kicks are for Trids!"
Reply #65 Top
Please please please fix colony and transport ships so they do not stay loaded while attacked in orbit. Every single game, I watch the AI load up on colony ships and transports, then watch billions of their colonists wiped out nonsensically at every system.

Slows their growth at exposed planets if they go to war (with anybody), speeds collapse of dying civs like nobody's business, and offers player a way to take a huge bite out of every AI planet before invading. You want to beef up the difficulty? Fix this bug. :)


Another huge issue: alliances and war/peace. Rare are the times when all members of an alliance make peace with someone at the same time, so once allies end up at war with another AI, that usually goes on without end. There are ALL KINDS of exploits available to player in regard to making peace:

* Allies do not get upset if you make peace with those they are at war with.

* Allies do not immediately demand you go to war, allowing player to sit around and ignore their obligations for a while.

* Player can make peace at ANY time, huge huge HUUUGE pile of exploits attached to that one.
1) Player can immediately make peace again after an alliance finally is triggered, allowing player to completely ignore (in effect) the alliance obligation.
2) Player can extract peace concessions and immediately return to war, with no penalty. (Meaning the peace deal was a complete bad-faith ripoff -- something that would have enormous diplomatic consequences in any context, but has no effect in GalCiv).
3) AI's will give up peace concessions immediately, in many cases, allowing player to circumvent the "threaten" mechanism and go straight to war, test the waters on possible concession, and completely bully any civ that is weaker than the player, all the time knowing he can gain immediate peace again at any time, including right away. I've picked up multiple planets "for free" in the final mop up phase this way on a few occasions.
4) Player can still talk to majors who have lost their last system, allowing for one final round of trading or extortion "from the grave".


The senate seems like a good mechanism for imposing a few limits on the player, disallowing the player from going to war in certain situations, or going right back to war after having just signed a peace deal. Was that ever intended? If so, why was it scrapped? If not, will you consider it now?

These bugs/issues have been around since I bought the game two months ago and patched to 1.10 -- I suspect they have always been there. I thought I might see some improvement on these issues without having to say anything, but not in the last two patches. Have you been aware of these issues? Are they on the To Do List?


Some minor bugs/issues:

* The tech "Hyper trade" is missing a capital letter? Shouldn't that be "Hyper Trade" to match the format of the other techs?

* Player can "cancel" the offer to build a starbase and leave a constructor parked ON a resource, where the AI's cannot reach it. This allows player to "possess" a resource without having to pay the 10bc per turn maintenance on the base. No bonus is accrued, but in the early game when the maintenance cost is high, player can "save" money this way. SUGGESTION: change it so that if you cancel a starbase construction on a resource, the game kicks your constructor back to the tile it was coming from, much like the way colony ships are done when they cancel at a planet.

* Any alignment can gain any technology. This largely negates the purpose of having alignment-specific technologies. SUGGESTION: require certain alignment ranges for the EFFECTS of alignment-specific techs. That is, you not only need to be in a certain alignment range to be able to research the tech, but you must also be in that range to be able to build the things the tech allows, or to gain the bonuses and abilities offered by the tech, and EVEN for the buildings and wonders associated with that tech to continue to function.

Example: The Dark Side is a tech available only to Demonic civs: alignment 10 or worse. Continue to allow anybody to know the tech, the way it is now, and to need alignment 0-10 to research it; but ALSO require alignment 0-10 to get the option to build the Life Force Power wonder, AND require alignment 0-10 to continue to gain any benefit from the wonder.

After all, if a civ swaps alignment from demonic to neutral or good, would they continue to feed their people into the death furnaces to power their economy? NO! They'd shut down that evil artifact, maybe turn it into a holocaust museum.

Example 2: Player needs alignment 80-100 to research Hyper Trade. Seems awfully strange for both the good and evil +trade-route techs to be operational at the same time. Makes it too easy to get to 10 trade routes, for one thing, and diminishes the value of extra trade routes selected as bonus picks on startup. Shouldn't player's civ need to stay in the 80-100 range, logically speaking, to have the goodness in society to support the extra trade?

While we're at it, if you act on this idea, perhaps it would then also be good to add a few Neutral Techs, which are only available/operational to civs in some middle range? Just a thought. :)


- Sirian
Reply #66 Top
i completely agree with what sirian said and i hope his ideas are implemented. i think they are rather brilliant.

that being said. therei s ahuge bug in this game.

the aliens dont form fleets. In fact, during a war, i had to watch 20 corvettes attack a dreadnaught one by one, it took a total of 5 whole minutes. Thats a pretty long wait when playing a video game. this never happened in the previous versions. please fix this. it makes the game nearly unplayable as the map gets larger and the aliens accumulate more shits and makes it difficult to sit through and play the game.
Reply #67 Top
also, i know this isnt a bug but the random events should be proportional to the current status of the kingdom. having to make a moral decision of a gain of 37 bc or a lost of 5% morale makes no difference to my economy when i have 20,000 bc in the bank and a gain of 100k bc each turn. These moral events no longer have meaning during the later stages of teh game and instead allows the user to change into whatever morality suits him. There is no longer any dilemna to this decision and it removes a lot of the fun.
Reply #68 Top
I also like the idea of adding the mod choice to the setup screen for new games so this constant restart does not have to occur.

~SDC~
Reply #69 Top
Also it is not a bug but is there any way to ask an AI to surender to you and have it happen after negotiations.

When I could beat the snot out of a civ it always goes to someone else instead of me being able to negotiate for absorbing them.

~SDC~
Reply #70 Top
Here's another bug.

When you invade a starsystem for the first time, it shows 2 videosequences, one with the armada approaching a planet and the other with those spaceships firing on the planet surface with the explanation that invading a planet is an immense undertaking which requires both ground and air support.

In 1.12, the video with the approaching armada is shown in both screens. So the last video has been forgotten.
It was a race that had only one planet if that would matter.
Reply #71 Top
I've been seeing that video sequence bug since I got the game. 95% of the occurrences happen as The Prefect described, with the invasion movie replaced with the genocide movie (genocide shown twice) when the first invasion wipes out a new minor or a one-system civ.

However, as of 1.12 I've now seen it get confused and show the genocide movie instead of the invasion movie twice when I did not wipe out the target civ with the invasion. Probably one typo in a line of code somewhere, or a pointer aimed at the wrong address. :)


- Sirian

[Message Edited]
Reply #72 Top
what? i dont even see the genoicide or the invasion movie?

um maybe my version is bugged orsomething. i still have the universalist party....
Reply #73 Top
If you are playing in windowed mode, and you don't have 16 bit color set, you should get a useful error message rather than nothing happening. (I've been playing Baldur's Gate II in windowed mode, which supports 32 bit color.)
Reply #74 Top
Two Altarian constructors just spontaneously turned into starbases close to one of my planets. No free resources were in sight. I'm guessing a bug here? :notsure:
Reply #75 Top
The colonization option where you get a starship bonus doesnt actually give you the bonus-it shows the bonus in the details screen but the ships you build have the same attack as planets without the bonus