GC2 1.31 NOTICABLE GLITCHES

Hi Stardock,

From this patch everything is working and no errors or real 'bugs' anymore except for these four "glitches" that I would call to your attention.


1. Here is the first minor glitch that a lot of people are reporting with this new version of 1.31 is the sticky mouse. It doesn't happen in every game I have played since the update, but I have seen it do it, and only since this upgrade. Especially when you do ALT+TAB to exit the game and come back, and in mod games too.


2. I don't beleive this has ever been reported but exist even from the get-go of all versions. In the Domestic Policy screen, when you lock one of the spending distributions and then move one of the sliders forward, under the expenses it will show how much money is going into research, bonuses and maintenance. When it goes forward it adjust the increments under expense. Heres the glitch or exploit as I call it-- When you go backwards with the slider, under expense it will not change the increments that you pushed forward until you go about 3-4% backwards with the slider. So what I'm saying is for lower percentage in one of those distributions I can get the same amount as pushing the slider forward at a lower percentage and still get bonuses. Please investigate this Stardock.


3. The last glitch that I have noticed is in the hull screen when creating a new ship the light grey highlighter under this tab for all ships small, tiny and cargo is not seen or very very faint whne you click on the type of cargi hull you want!! You can click on it to create it, but you cannot tell which one you are clicking, and it is only under this tab that I have ever seen. Please investigate this one Stardock.

4. Don't really know if this is a glitch or not, but the turn button never goes green anymore signaling the end of your turn.?

Thanks Stardock for your hard work to us gamers. Your game is great, please look into these items to be fixed, thanx--Viithtrump
8,521 views 13 replies
Reply #1 Top
in 1.31 my turn button is green kinda like the whole time i believe.
i've seen it green for sure.

i like to add a glitch:

5: when your designing your new ship wich has lets say 172 hull space, when i was adding stuff lke weapons to the ship it went up to 173 hull space out of the 172 several times, and when you than try and save the ship it doesn't, no error message will be given it just doesn't save.
first time i didn't notice this untill i wanted to build the ship.
Reply #2 Top
The main point being that the turn button is not working 100% as intended is for sure.
Reply #3 Top
My turn button turns green most of the time but not always. I second (eh, third?) that it is not working 100%.
Reply #4 Top
I have noticed a minor glitch with troop transports-- they were "naked" in the combat viewer. Obviously it did not affect the game play, but there were no attachments, simply the empty hull.
Reply #5 Top
I've noticed a glitch a couple of times in the ship designer with the new build, not sure if it's already been reported, or was in an earlier release also.

Somestimes, when I add components to a ship it will tell and I have very little room left, I look to see what kinds of "extras" i can fit in the remaining slots.

For example i may have 123/128 slots used. I then search so something to fill the gap. Usually a lesser Sensors or Life support tends to plug the gap. I save my design and exit, only to find that sometimes my shiny new ship isn't in the list.

I have now figured out whats going on. I may have 123/128 slots used, so I click around and say add a Mark II sensors for 6 points. It lets me add it, BUT the readout now says 129/128 slots used. It still lets me add it AND save it. But once I exist the system realises that I don't have the Miniturisation level to put 129 onto a 128 hull.

Has anyone else had this issue?

SilentPhoenix
Reply #6 Top
I've had the one happen were it let me go one over my placment limit hapen before, the only peice that it has ever let me do it with was Hyperwarp II, I needed a plug filler and that was it, so I chucked it on and then relised that it was one to big, but it went on anyway. I saved the design and it was there working and i could build it.

I'm going to take a guess seeing as im no modder and don't know the codeing of the game or anything, but maybe the size that it display's and the size of the component in the coding is out of sync, thats my guess anyway.

Fate,
Reply #7 Top
6. Addictiveness Glitch. I've been trying to stop playing it and get back to important things like eating, sleeping and work. No matter how hard I try though the game doesn't allow me to exit easily - and when I do manage to hit the exit button... it pleads for me to have just "one more time". Arrggghhh!
Reply #8 Top
hi this is my first post i am not not too sure iff its a glitch but when u build an eco nomy star base the add a manresearch module it say 5% increase thyen when when u add
another 1 it says 4% is that right
Reply #9 Top
Im hoping that Stardock hasn't forgotten about these bugs or are getting ready to fix them in dark avatar...it would be nice to have one more fix on this 1.31 before they get that out...pleaseeeeeeeeeeeeeeeeeeeeeeeee!!! - Viithtrump

PS Especially the glitchs I talk about above......
Reply #10 Top
hi this is my first post i am not not too sure iff its a glitch but when u build an eco nomy star base the add a manresearch module it say 5% increase thyen when when u add
another 1 it says 4% is that right


Yes, because the module bonuses STACK. The +5 from the previous module will combine with the +4 from the new one to produce a +9 bonus. This is how it's supposed to work.

EDIT: I wish to bring attention to a very odd thing that I've noticed when I reload a save.

It seems that a number of ships suddenly feel the urge to 'move' towards a ship (it seems to be one of mine, every time, but it could be I don't notice when it's an AI's ship) the moment the save is loaded. I usually notice the ships of mine that want to move to it are ones that are Guarding, but not all the Guarding ships (and may not necessarily be restricted to ships set to Guard). Last time this happened, about half of the ships I had in a 'guard' stance scattered across the universe suddenly had the urge to fly to a little Tiny that I had from early on. As well, I noticed while a bunch of AI ally ships decided to fly to and 'tag' my little Tiny scout.

This seems utterly idiotic and I have no idea why the game would behave like this post-reload.
Reply #11 Top
The only time I've noticed the turn button not go green is when my last move is putting a ship into guard mode. When I do that sometimes it'll go green, sometimes it won't.
Reply #12 Top
I had so much money I could not give it all away.

Literally.

The numbers ran off the scale, with a ... (dot, dot, dot) at the end.

I think I caught it during the turn it happened, or the turn after or something.
When I checked my budget it was up around a trillion per turn profit, but the spending total was in the negative (?!). I turned down the Industrial Spending slider, and it normalized at around 38% to around a 40,000 profit.

Really strange.

I played it that way for a few turns, then saved and reloaded (just to see if it would correct itself).

I was able to set the spending up to 100% for a few turns, then it did the same thing.

So I set it down and continued. After half a dozen turns or so it went back to normal.

Weird.

So, I started giving away money on every turn to every civ but the Drengins.
lol

I was giving like 12849739 to everyone for 5-6 turns, and finally got rid of the ... at the end of my bankroll.

The BC slider (when I decide what to give) was strange. It would not slide smoothly, but would jump from 0 to approx. - sort of... 739127346 to 8173 to 9184768 - get the idea? If I got past around 5% on the slider it would just stay at zero.

It was fun, though.
Reply #13 Top
No problems with the turn button, it turns green as it should. Sure you're not overlooking a ship with moves left? I know even if I put a ship on sentry or gaurd it will still sometimes show moves left, thus the turn button stays white. Only "glitch" encountered so far (besides a freeze up due to other unknown reasons)was a freeze up that seems to be triggered by decommissioning a building that is being built or upgraded. I've found that if I want to remove a bldg. that is being built/upgraded I can do it from the production assignment area, just highlight said improvement and click x. These have been the only two issues so far with 1.31 that I have found.