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GC4 EA Feedback Live Branch | VERSION 0.45.188724a

GC4 EA Feedback Live Branch | VERSION 0.45.188724a

How To Handle Space Bugs

So you want to help us deal with space bugs huh? Well, there are plenty of them. Here we will give you some pointers on how to best help us.

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  • Make sure all of your drivers are updated and verify the game files after every update before reporting an issue. This can often be the culprit.
  • If there is a bug that keeps repeating:
    • Include all steps you make to reproduce it.
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0.45 Patchnotes

101,531 views 144 replies
Reply #76 Top

I think planet invasions should stop planets from producing drones, for the duration of the invasion process, whether it be from civ traits, ideologies, or anything else. I'm finding that I can't invade some core worlds because the drones defending it are being replaced faster than I can invade. I'm using a fleet of 6 transports at the time of writing, so I'm not taking it slow.

Let me build economic starbases where I want. Or let me postpone the choice of what kind of starbase I want to build. I've run into situations many times where I have a constructor in position to nab some resources or some relics, but also are in position to be an economic starbase to planets I don't yet control. This might be because I haven't got the colony ships there yet, or it could be that I haven't managed to conquer them yet.

The game continues to lag if you have a queued fleet of transports to launch from the planet. When this happens the next turn, they don't launch and make the game lag.

Reply #77 Top

No that's my colony ship.

Reply #78 Top

Executive orders still resetting after reload of the game.  (cheat)

Reply #79 Top

Quoting Seilore, reply 74

New bug... Current game, survey ship has lost it's sentry option, It's still there but will not allow me to re-engage it. (was present in previous builds.)
End of Seilore's quote

I loaded the save and found what I was looking for.  Sentry doesn't work because there is a foreign ship in sensor range.

+1 Loading…
Reply #80 Top

dulled out square grid lines over the hexes.

Reply #81 Top

Quoting Old-Spider, reply 79

I loaded the save and found what I was looking for.  Sentry doesn't work because there is a foreign ship in sensor range.
End of Old-Spider's quote

This is why we need guard mode or just standby until further orders....

Reply #82 Top

Did the update to 0.45 Test Branch that you put out on Monday affect games that were already going or not? I just built a Tower of Endless Night and I did NOT get a Culture Point, but the game started before that, when 0.45 was first put out on the Test Branch, so maybe I would not have gotten the Culture Point.

I will be going past the 3 year point in my current game soon, and I may get another event that should generate a Culture Point then. I will let you know if I should get a Culture Point when that happens.

Reply #83 Top

Quoting williamameling, reply 82

Did the update to 0.45 Test Branch that you put out on Monday affect games that were already going or not?
End of williamameling's quote

No, it did not. I had a game that I had started before that update, and following the update I had a number of events trigger that should have given me a culture point that did not. I then started a new game and got a culture point from an event.

Reply #84 Top

Thank you for the response. It was what I suspected. Now I have to decide if I should start a new game immediately, or wait until Friday, in hopes of another update.

Reply #85 Top

Still getting a lot of lag after I start to move away from my home sector.  Very noticeable when trying to quickly queue up ships, multiple clicks only acknowledge 1-3 clicks, instead of 5 or 6.  Early in game this is not an issue.  Not an issue w/ my PC as 64gb memory, Ryzen 16 core cpu.

Reply #86 Top

Leaders stats are changing when I hire them. New game on this week's update of .45, Playing as the Navigators, I hire the first of these three leaders:

 

But after I hire him his stats are changed from 9/4/3/4 to 7/5/4/4. I wanted him as a minister of technology, and this change in stats makes him less effective in that position.

Reply #87 Top

I suspect that there must be some Racial modifiers (i.e. that are different depending on your Race) that get applied to Leaders that you hire, after you hire them.

I had the same thing happen in a new game start as the Navigators (my 2nd try), I hired a 11 skill Science leader to make my Science Minister and he turned into a 9 skill Science person. 

I had a lot more Stars in my Home Sector, than I got in my first try at setting up a game as Navigators. This game I have the Plants and the Onyx as the 2 Races in my Home Sector. 

Reply #88 Top

As always, apologies if any of this was posted before - please don't flame me!

I am -loving- the new version, and love seeing the evolution of the game.

I love the new visuals, the improved text (and that it fits!) and am warming up to the new ideology system. I think the system still needs work though - it seems odd for there to be a tree, but you can pick from lower tiers if you have the points. Also, selection seems very sticky at the moment. (Same issue with some buttons.) It would be good to be able to see your current standing when you make decisions.

I hit a gamebreaker for me though - in the starting system, I have Earth & Mars governed - yet when I go to the shipyard, only earth shows. When I go to Mars, it says it has a shipyard (I did not build one) but clicking it does nothing.

I was wondering why ship construction was suddenly nerfed! 

I had several games where resources such as Durantium in my home sector were non-existent even on abundant. 

I got the "unreserved population is too low" error when trying to launch colony ships, but I'm not sure how to resolve that in this version? Is that limited by citizens now? This will be tied to Mars not seeming to sponsor the shipyard.

Progress in general feels -really- slow - not much happens in the first few (many) turns, and they are extremely repetitive (obviously an issue which is enhanced by starting many times over for different trial scenarios though ;) )

While it is nice to be able to influence the tech redraw, I still feel the first redraw every N turns should be free (or some other way to get a free redraw) - I've taken to tech trading more though, which is a positive!

I found the anomalies get very repetitive, very quickly - more variety is needed here.

Reply #89 Top

Quoting alderaine, reply 88

I got the "unreserved population is too low" error when trying to launch colony ships, but I'm not sure how to resolve that in this version? Is that limited by citizens now?
End of alderaine's quote

A couple of us have seen that message before, and it turned out to be caused by the fact that the planet's approval was too low and the citizens were revolting. You can see if they are revolting if their morale/approval icon is a hammer. A citizen in revolt can't be used for a colony ship. The message should be clearer on that point.

Reply #90 Top

I am not sure where to post this, but I noticed that v0.45 still allows me to modify prototype ships using weapons I haven't researched. v0.45 also carried over one of my regular ship mods from the first version of the game, which became available when I researched a small ship, but my saved ship also had weapons that I hadn't researched. In each case, I can use the more advanced weapons to reconfigure the ships and build the revised ships at will - i.e. they don't disappear as a prototype does when you build it.

Oh, the temptation, but now to delete the designs forever -or at least until I actually get the techs.

Reply #91 Top

Invasion tech is seems to be very far in tree. And there is stupid thing happenning that, when my transport sieges a planet, planet in 2-3 turns able to build some fighters and stop my invasion.

Reply #92 Top

Does the Leader Ethical trait (-3% Global Crime) actually work? I have a Minister with that trait, but the crime tooltip for both my core worlds doesn't show the effect. I also have a citizen with the Criminal trait (+3% Crime) and that is affecting both my core worlds. So the citizen trait is acting globally although it doesn't say it's global, while the leader trait doesn't appear to be working at all.

Reply #93 Top

Quoting alderaine, reply 88





I hit a gamebreaker for me though - in the starting system, I have Earth & Mars governed - yet when I go to the shipyard, only earth shows. When I go to Mars, it says it has a shipyard (I did not build one) but clicking it does nothing.


I had several games where resources such as Durantium in my home sector were non-existent even on abundant. 

I got the "unreserved population is too low" error when trying to launch colony ships, but I'm not sure how to resolve that in this version? Is that limited by citizens now? This will be tied to Mars not seeming to sponsor the shipyard.


End of alderaine's quote

Cut what I am not responding to.

If you put a Governor on Mars you must build a shipyard to use it's citizens. The consensus is however you should not put a Governor on a planet of level 9 or less though an 8 or 9 can be used if it has resources or specials. This is because planets like Mars Class 5 or below can not be Terraformed therefore never rise in value.

Resources are tied to more to locations now than in 3 Duranthium is found more on asteroids anti-matter with Blackholes. so these need to be abundant also.

Unreserved pops were answered for you but shipyards are not sponsored by planets as they were in 3.

 

Reply #94 Top

Now that more events are awarding culture points I'm trying to use them. So far I have no indication that ideology works. As I mentioned yesterday on Discord, the Eureka ideology for Innovation does not grant the approval bonus it claims. I saw no evidence that Deep Investigation is working either, although with no display of research points visible it's hard to tell.  Self Governance under the Liberty ideology doesn't give the approval bonus it claims either. Are any of them working?

Reply #95 Top

I have a few ideas.

1) I want to be able to use control to get constructors much like how I can use control to get colony ships. While we are at it, why not allow the same for troop transports? Maybe even warships? The game does reward you with some some with some events.

2) I want to be able to set the origin point of these ships to be some other planet than the home world. This should probably should be a core world.

3) I want to be able to clean up pollution much like how you can clean up crime.

Reply #96 Top

I am confused as to why a governor would stop Mars contributing to the Earth shipyard?

Why isn't there at least a way to tell it to contribute directly?

That aside, the shipyard present icon is shown on Mars, and clicking it does nothing - so something is awry I think?

Reply #97 Top

Quoting alderaine, reply 96

I am confused as to why a governor would stop Mars contributing to the Earth shipyard?

Why isn't there at least a way to tell it to contribute directly?

That aside, the shipyard present icon is shown on Mars, and clicking it does nothing - so something is awry I think?
End of alderaine's quote

Remember at this time the game is in Alpha.

At this time it is my understanding that shipyards are not "sponsored" like in GC3. Therefore you can not assign sponsors to them. As you have made Mars a Core World you can build a shipyard for it. Further worlds without Governors (colonies) do "sponsor" the nearest Core World with production, science, and food among other things. The population of colonies however have no off planet function as far as I know at this time.

Reply #98 Top

ok - so instead of sponsoring the shipyard itself, colonies improve core worlds - which will in turn improve the shipyard accordingly?

I swear in the last version I had Earth & Mars sponsoring the same shipyard.

I note also that shipyards say "planetary sponsors" - plural - with room for a list - so is this just a defect? (Certainly there is an issue one way round or the other!)

I don't think two shipyards in the same system would be efficient - so we need to understand from the devs what the plans are here, rather than guessing I think?

I know it is alpha, and we need to be getting issues to the devs rather than guessing :)

Reply #99 Top

New issue - when I click "show me" on the dialog about executive orders, nothing happens. It just closes.

Reply #100 Top

Quoting alderaine, reply 98

so instead of sponsoring the shipyard itself, colonies improve core worlds - which will in turn improve the shipyard accordingly?

I swear in the last version I had Earth & Mars sponsoring the same shipyard.
End of alderaine's quote

Yes, the colony contributes it production to the core world, so it indirectly contributes to the shipyard.

In the last version you could load citizens onto colony ships and constructors from colonies as well as the core worlds, but that feature was removed for the .45 release.