CariElf CariElf

Bug Reports for 1.13

Bug Reports for 1.13

Please post bug reports here for version 1.13.

If you are asked to send a save game, I will need both the .sav file and the folder with the same name.  Zipping them usually works best.

My e-mail is [email protected].

Please give detailed explanations on how to reproduce bugs.  More information is better than less.

If people start out reading this thread, there will be less repeat bug reports, and it will be easier for everyone to read this thread.

Thanks.

--Cari

15,567 views 408 replies
Reply #251 Top
I don't know if this has been talked about somewhere and I missed it but my terror stars had 9/1 moves after I loaded a saved game. Restarting it didn't fix the problem, and as these stars were grouped with dreadnaughts the bug would let me move the star 9 spaces, and THEN the dreadnaughts would shoot off in the direction of the autopilot (at full moves). Next turn the dreds would be back WITH the terror star.
End of quote


Stardock knows, and it doesn't seem to be a priority to fix.

~SDC~
Reply #252 Top
They've said that their time would be better spent fixing CTDs and such, as "people seem to like this bug". :)

~SDC~
Reply #253 Top
colony ship multiple launch bug

happens on the planet screen that comes up automatically when a new turn starts and a colony ship is made (possible any time a colony ship is in orbit). Launch the colony ship with a given number of colonists. hit the launch button again and you can select a new number of colonists. the planet population decreases correctly, but the ship only has the second number of colonists.
Reply #254 Top
Cari today explained to me in great detail what would be involved in fixing the disappearing ship bug......she said about 10 things that would have to be changed in the "deep gut of pear" to fix the bug

I summarised what she had said with "Royal pain huh?" and she laughed and said yes :)

so the chances of it being fixed in my opinion are about zip especially since it can be dealt with by a quick save and reload

~SDC~
Reply #255 Top
in addition, the disapearing ship bug is extrordinarily difficult to duplicate. this means any potential solution is incredibly difficult to test.

Think about it -- it might occur after several hours of playing. you spend a couple of days writing a fix, play for 9 hours, think you have it then *bamph* no little shippies. That's one reason carielf thinks it could take weeks to find and fix.

If it were readily duplicable I am sure their attitude would be different. But c'mon, "intermittant memory management issue" practically defines windows programming.

So, if anyone knows how to force the disappearing ship bug, they would probably be interested.
Reply #256 Top
Hi Cari,

there are two exploitations:

1. You can build as many terror stars as you like in one turn, you just sink very deep into dept. This can be used for a terror star alpha strike (compare Strategy Forum thread from Maxtipherous)

2. Two culture star bases in one sector do have more than double the effect of one culture star base and do have more effect in an adjacent sector than two similar star bases in two adjacent sectors. The effects should simply sum up and not multiply.

I think this issues should be discussed and I hope Maxtipherous does not mind me squealing :SURPRISED:

I personally would appreciate a correction for the second issue.

Both should be recognized for adjusting the metaverse scores.
[Message Edited]
Reply #257 Top
You can't tell the maintenance costs of a star base in the game. The only resource of this information is the history file.
[Message Edited]
Reply #258 Top
You can't tell the home planet of a ship. e.g. Shipyards on the home planet doe influence the value of the ship, but which ship?

By the way, is there a repair bonus for ships on their home planet? I read this in the manual but it was disbelieved in the forum.

Maintenance and home planet should show on the ship information screen. At least this is a good idea for GC2.

I always love to have available as many data as possible
;)
Reply #259 Top
Nothing new about this one; it's been around since I started (v1.05). When I click "Find" the program rarely finds ships with outstanding moves. Easy to reproduce; happens early and often.

Also I would like to have a "Go" button that causes autopilot ships to execute their move for the turn. Since "find" doesn't work, I have to find a ship with outstanding moves and move it manually (or click "info" and "done"). Sometimes if the ship I find is late in the queue, some of the earlier ships still do not move. -- HtL
Reply #260 Top

I fixed the colony ship multiple launch bug today.

The others I've added to my list.

Reply #261 Top
CariElf: Thanks for "resolving" my minimap problem.

[She pointed out that the haloes around my planets when the Mfg button is active *should* disappear when I turn off all spending. OOPS. Now where's that blushing icon when I need it?]

So now I have another oddball item. Small map maso. Built an opportunistic econ starbase diagonally off the corner of the Torian home sector. [Just couldn't pass it up when the Torian starbase got blown up.] Later, I converted that starbase to a Terror Star and sent it toward the Torian homeworld. [...and the Torian dreadnought just ignored the adjacent TS, but that's another matter.] The TS moved three parsecs diagonally into the Torian sector, and THEN I got the message that I was out of range and the ship would have to go into stasis. I've already grumbled that terror stars should have the same range as constructors, so they wouldn't be out of their own range (as it were). What I assume happened is this: the TS started "in range" in the corner of the one sector; I sent the TS to a destination that was "in range" from the unconverted econ starbase; the TS kept moving until I clicked on it, at which point the existing movement order was cancelled; when I tried to issue a new order the program discovered that the TS was out of range of planets and non-TS starbases. All this could be fixed by giving the TS the same range as a constructor. -- HtL
Reply #262 Top
#259 by Citizen Hermann the Lombard
Nothing new about this one; it's been around since I started (v1.05). When I click "Find" the program rarely finds ships with outstanding moves.
End of quote

That happens when you have ships on sector sweep. They stop in the middle of their turn and have some move points left. You can continue the sweep with Ctrl+W. Or you should do without this functionality. Cari already knows about this issue and it is on her list.
Reply #263 Top
Darkspire, can you please tell me what you re-formatted them as?
End of quote


CariElf spoke to me !!! :D LOL :CONGRAT:

Well a grey day is now all smiles and sunshine :)

I re-formatted all the MP3's to:

128kbit 44hz
(all done in cool edit pro 2 , codec 'Fraunhofer IIS (advanced)')
(I have other codecs but thats the main one i use, sounds better)

If you want ill put all the redone files in a zip, mail me and ill give you my ICQ number, i can then send them to you unless theres somewhere i can upload them for you.

I also as i mentioned renamed that dodgy bink file (the first freighter blown up in the players first war), if you want me too ill check all the AI bink movie files as well, im sure some of those (diplomacy) are causing some CTD. I read that some of the sound files were used in the original GalCiv, that was not a good idea ... ISA sounds are always wonky :HOT:

Sorry i didnt get back to you sooner, i got a new lady, X-box and GalCiv (im in a not too sure which one to play with next situation) LOL
[Message Edited]
Reply #264 Top
That happens when you have ships on sector sweep. They stop in the middle of their turn and have some move points left. You can continue the sweep with Ctrl+W. Or you should do without this functionality.
End of quote


You can just tap "W" without the "Ctrl" too, but that's a different issue. "Find" doesn't find my autopilot ships either. Are you saying that if I have any ships on sector sweep then the program can't find autopilot ships? [I can do without sector sweep, though I like the idea because I'm a nosy micromanager and I like to keep an eye on what's going on.] -- HtL

Reply #265 Top
if autopilot ships will not exhause their movement points on this turn, hitting the turn button causes them to complete the autopilot then ask to be moved by hand. The "turn" does not take place, and depending on what you select while moving the ship you might have to hit "turn" several times to actually get a new turn. Very annoying.

The "complete all automoves" button has been discussed.
Reply #266 Top
Or I could fix it so that End Turn Skips Moves Left option works a bit better. :)
Reply #267 Top
I have one definite error and one possible bug (may not be a bug)

1. Pirates Captured Screen: Option 3: Spelling: "Get the location... ...found it and sold it, let the go - "... the should be them.

2. Civ Creation Screen: prior to patching the abilities section is pre populates with some abilities. After patch the abilities section is blank but there are 10 points to spend. (May or may not be a bug if this is intentional.)

Thanks...
Reply #268 Top
so the chances of it being fixed in my opinion are about zip especially since it can be dealt with by a quick save and reload
End of quote


Not true. Save, shutdown/restart/reload for me, and if I am not fast enough CTD!
Reply #269 Top
So, if anyone knows how to force the disappearing ship bug, they would probably be interested.
End of quote


Already offerred wasn't taken up on offer, could consistently reproduce within 30 minutes.
Reply #270 Top
Cari today explained to me in great detail what would be involved in fixing the disappearing ship bug......she said about 10 things that would have to be changed in the "deep gut of pear" to fix the bug
End of quote


I agree with whoever said that the disappearing ship bug is the way for GalCiv to tell you that "it's time to quit playing and do something constructive for a change." ;)

Bill

~SDC~
Reply #271 Top
Aviator99 UK, do you know how you're getting it so that it has the next button when it should say done?
End of quote


Not sure.

Hypothesis is that I will F1 out of a planet seq at turn start, mid turn investigate a planet where it should say done because next isn't valid, but...

I'll try to be more thorough and let you know.
Reply #272 Top
I have not tried this in a while because it always led to a CTD, but does clicking on "total routes" in the ofriegn relations stats screen work now?
Reply #273 Top

I have not tried this in a while because it always led to a CTD, but does clicking on "total routes" in the ofriegn relations stats screen work now?
End of quote

It'll be fixed in the next update.

Reply #274 Top
Not sure how they're doing this-- just finished a gigantic crippling game, and late in the game I had a huge lead in tech and culture, and I was using that lead to flip over planets. I started to find, as I flipped Torian planets, that they were partway through Terraforming. Odd, since they didn't seem to have Terraforming (I could trade it to them if I wanted to). Later, I started flipping planets and found that if I looked at details, Terraforming was already complete. Still, the Torians didn't HAVE the technology. The Yor did, but other than that, no civs had that one. The Yor had the only other culture starbase, and the Torians never came close to flipping one of their planets, so it wasn't that they took over planets with Terraforming in progress.

So how are they able to pull this off, and can I do it too?

I saved right after I saw it, if you want to see it.

Also, spelling error on the screen when you build a dreadnought, "Nothing is dreaded more by the enemy than a dreadnaught".
[Message Edited]
Reply #275 Top
Or I could fix it so that End Turn Skips Moves Left option works a bit better.
End of quote


Exactly what does it do now? I was always reluctant to try that since the literal meaning is that the ships would not move, where I want to force them to move. It *sounds* like a "complete auto-moves" button would be relatively simple to implement. [Easy for me to say, I know!]

Already offerred wasn't taken up on offer, could consistently reproduce within 30 minutes.
End of quote


Interesting. In all other reports I've seen, that bug doesn't manifest until after many hours of play (thus BillKo's remark). IIRC it is a memory management problem. Any chance you have a funky memory chip? Do you have anything unusual running in the background? An unusual memory manager? -- HtL