v1.20.009 beta bug list?

i've found some bugs and am looking around the forum for proper way to report it, but didnt see any leads. so I'm starting a new thread, with the purpose of us listing down what bugs we found in beta v1.20.009 all in one place for easy reference by the devs.

I propose that we number each bug we found as follows: {post number}.{bug number}... that way it's easy to cross ref back for further discussion.

here's for starters:

1.1 reusable troop transports
having more than one transport ships in a fleet will consume only one upon invasion, but still the sum total of troops carried are taken into account when invading. e.g. was carrying 2 ships with 500 legions each. both are in the same fleet, and i invaded a planet. invasion screen sez 1000 troops are used, and invasion was successful. when i got back out to the map view, i saw that i still have one transport left still with 500 troops intact.


1.2 wild HP values for ships
early in a game with accelerated start scenariol, i saw some small hulled scout ships with 33 and 44 hitpoints. also theres this one time when i'm building one small hulled ship, it sez it got 20 hit pts.


1.3 example mod's opp limit

i tried starting a new game with no scenario using the example mod, and found that i could not have more than 4 or 5 opponents during the setup phase.


note: i read that ppl suggest bug reporters to submit debug.err files, but i dunno if this applies if the game doesnt actually crash. plus, where should i post em? in the forum? or straight to some email address?
8,623 views 12 replies
Reply #1 Top
your first point is not limited to the 1.2 beta it did already happen that way before
I guess it's more a feature than a bug ...
Reply #2 Top
diplomacy portaits for the major races are no longer animated
Reply #3 Top
1 will only happen if you loose less than 500 troops in the battle. You will notice that the remainder land on the planet. This is, I believe, intentional.

I don't know about 2/3 because I haven't got the beta yet.
Reply #4 Top
your point number 3 is actually a undocumented feature of the example mod :
you can see these lines in raceconfig.xml :
< Ignore >1< /Ignore >
this is done to demonstrate the use of this new feature (the ignore tag)

@LogicSequence
did you try starting a new game ?
I usually get this behavior by loading a previous 1.11 savegame
Reply #5 Top
1. This is intentional. All of the troops in the fleet will be used to invade. After the invasion, you lose one transport ship, and the transports are then filled to their maximums. Whatever is left over, stays on the planet. This is the advantage to using fleets for invasions.

2. The example mod adds several techs for increasing your HP. Is it possible you may have been using these?
Reply #6 Top
@LogicSequence
did you try starting a new game ?
I usually get this behavior by loading a previous 1.11 savegame


Seems to be the case... that's an odd looking bug!
Reply #7 Top
Here is an anoying bug for ya.

In the 1.2 beta, when designing ships, selecting "Upgrade" now deletes all the "Jewelry" parts as well as the functional parts of the design. In effect, Upgrading is the same as starting New. This is VERY anoying.. so anoying that I have stopped playing the game until this is fixed. I spend a LONG time building up cool looking ship designs and I want to reuse them.. this bug prevents that.

Rob
Reply #8 Top
this isn't exactly a bug, more of a question, for the ADMINS and DEVS really. Prior to 1.2B i had taken the disruptors3 model, and renamed it S0_DoomRay.X (along with replacing the approptiate icons) so that the doom ray would have a model more to my liking (instead of the plasma2 model).

However, now in 1.2b i find that replacing those models/icons no longer work. So i take it instead of having the weapon point to those models and icons (S0_DoomRay.X, etc...) they now point directly to the plasma2 models...?

MY QUESTION IS: Where in the game files are weapon models associated with a certain weapon??? I can't seem to find that anywhere...
Reply #9 Top
The bug list can be found here > https://forums.galciv2.com/?ForumID=251&AID=118800#917242

As described in the 'GalCiv II v1.2 BETA 1 now up...' post from Frogboy

Please use that list as two or more lists become difficult to see on these user-friendly forums and we do want the devs to be able to see all the bugs reported.

I would have made the other thread stickied but am waiting for the full use of my moderator powers to return T-Man has been leaving the Kryptonite around again





GCII Forum Moderator


Reply #10 Top
If that referened thread is the official Beta 2 Bug list, might I suggest it be moved to a more intuitive location. According to the link, that thread currently lives in GalCiv II -> Ideas -> Warfare. Changing that to GalCiv II -> Bug Reports would probably make it easier to find (unless I'm misusing these fora).
Reply #11 Top
CodeCritter: No, I'm positive that I haven't started any repair techs yet. Plus, the AI having a small hull upgraded from 10HP to 44 HP would mean 440% increase... IINM repair techs give at most 30-45% increase...

should I submit my save file for inspection?

Darth Griffin: thanks for the note. I'll look over that thread.

to others, thanks for the various infos!
Reply #12 Top
medcatt, please send in that saved game to gc2bugs@stardock.com and we'll take a look at it. Thanks.