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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

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0.45 Patchnotes

101,523 views 144 replies
Reply #101 Top

In the previous version, if you had focus on a colony ship then clicked on a planet, the colony ship stayed in focus and the map moved to the planet so it was easy to send the ship there,

Now, the focus changes to the planet so you have to remember where the planet is, find the ship, scroll manually back to the planet then send it there - the old version seemed better in this regard?

Reply #102 Top

Quoting alderaine, reply 98

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 :)
End of alderaine's quote

This is my understanding at this time. 

For the rest of this post Stardock is one of the most customer friendly companies around and keeps us well informed, so I think this is a case of nothing being finalized.

Not a case like some companies ( I'm looking at you 2K) that if the left hand knew what the right was doing they would cut it off and toss it a nuclear plant. 

Reply #103 Top

"Situation Report" -> "The Interview" -> "Understanding." -> I did not receive a culture point.

Reply #104 Top

I can't get my head around needing citizens for starbases. I get that they provide bonuses, but starbases used to be automated - now suddenly they have to be manned?

With also requiring citizens for trade, colonization, running the colonies and so on - there are simply not enough citizens to fuel the start of the game. It is reduced to a crawl and makes it less fun.

If citizens are going to be used for everything now, they need to be easier to come by and less easily annoyed! There as so many ways to annoy citizens that there seems no way to keep them happy enough to be productive!

Reply #105 Top

Curious about the way hex conuses work.  See the Haven tile with +3 to population.  But when I build a Baratak Grove there I get no bonus. 

Now, I see that the Baratak grove is a special  improvement but doesnt the +1 population cap get a bonus here?  Housing District works.

Reply #106 Top

I think it would be really cool if we could incorporate a "rseource route" and "blockade" ability to the game.  Now that we have these core worlds with many colonies, not only should distance decay the resources but it should also make it difficult to protect.  It creates a whole new element for warfare.  Let me choke off the core worlds by blockading resource routes with armed ships.  

 

How this is done in practice is a little more tricky.  I liked the idea of supply ships in GC3.  Perhaps that ship can travel back and forth forever between two planets and the bonuses are constant.  This supply ship wouldnt actually be carrying resources back and forth but symbolizes the resource path and the fact that it is vulnerable to attack.  Then of course you can build tech to protect and upgrade these ships.  Send fleets to guard them etc.

Reply #107 Top

In 0.4 Earth's Shipyard could take population from Mars as well as Earth. However, Mars sent it's production, including from Asteroids that were sending production to Mars, to Earth and from Earth it got sent to the Shipyard. If Mars was a Colony it did NOT have it's own Shipyard, and making Mars into a CORE world is a BAD idea in 0.4 as well as in 0.45, Earth needs the additional production from Mars for Earth's Shipyard.

In 0.4 the Colony Worlds were often growing to 3 and 4 population, and were consuming a LOT of your total Food supply to feed them. And there was no way to avoid it since you would keep taking control (annexing) of the colonies that the AI Races kept colonizing in your Home Sector, via Influence. In fact, taking control of those many small Colonies is the fastest way to increase the various productions of your Core Worlds, if you can keep them supplied with enough Food.

In 0.4 I kept looking for a way for Earth's Shipyard to take population from Artemis, another small World that could be colonized in the Sol system, but this was NOT possible to do in 0.4.

In 0.45 the Colonies have stopped growing their populations large enough that you need or are able, to keep taking population from them and putting that population on Colony Transports and Constructors. 

In 0.45 you can NO LONGER take Population for a newly launched Colony Ship or Constructor, for a nearby Core World's Shipyard, e.g. Earth, from any Colony World.

In 0.45 the Colonies no longer have the extra population that we were using for the Core Worlds', such as Earth, Shipyards.

This means in 0.45, that growing your population fast enough to keep supplying newly launched Colony Ships and Construction Ships is a bigger problem than it was in 0.4. You are going to need to work on ways to increase the population growth rate on your Major Core Worlds that are building a lot of Colony Transports, Constructors, and eventually (when Wars start) Troop Transports.

My personal experience in 0.45 is that early in the game, I rely more on getting the Drengen Prison Ship Survey result and turning them into my Colony Ships, with a Drengen population unit onboard it, rather than building a lot of my own Colony Ships. The biggest problem with those ships, is that they do NOT have Infinite Range, and once you start exploring/surveying other Sectors on a large scale, those new (Drengen) Colony Ships are often out of supply Range.

added: this leads to those ships having no choice in route to in-supply territory, and as just happened to me, the new Drengen Colony ship runs close enough to the Space Monsters that they kill it. It also means that they can not be used to colonize anything, until they are in supply.

It takes awhile before you can research and build things to increase your population growth rate on your Core Worlds, since you have many other things that need to be researched also.

A longer term solution, is something that I realized can be built in GC IV: Once you have BOTH the ability to build Troop Modules (from Planetary Invasion Tech) and can build Medium Hull Ships, you can design and build a Medium Hull ship with BOTH a Colony Module and a Troop Module. This takes 6 Slots, so you can NOT do it with a Cargo Hull ship design which only has 5 Slots.

You are NOT allowed to have 2 Colony Modules, or Troop Modules, or Construction Modules on the same ship design in GC IV, even if it has the needed 6 slots.

I call the design a Passenger Ship. It HAS to carry at least ONE population unit when you launch it from a Shipyard or a World or a Star Base. However, it can carry TWO population units as soldiers. This gives you the ability to move a net one population point per round trip in either direction, i.e. you can launch from Earth's Shipyard with one population point from Earth, and move to another Core world, with at least 2 population, and land there. Then you can launch the Passenger ship carrying Two population (as Soldiers) and send the Passenger Ship back to Earth, increasing Earth's population by a net one point, assuming that the Passenger ship is going to be making future trips.

Building a Passenger Ship is only worth doing if you are going to use it multiple times to move population, otherwise just use the old ships.

You could do something similar to this in GC III, where a Colony Module HAD to carry ONE population point when it was launched, but it COULD carry THREE population points, for a net transfer of 2 population points. I did this a lot in GC III. You could even design and build a Cargo Hull Ship with TWO Colony Modules in GC III and carry 1 to 6 population points on it.

This Passenger Ship design is awkward to use, but it is the only way to shift population from World to World in GC IV, besides a Colony/Constructor/Troop Ship that moves some where, and then STAYS there.

I have just thought of another two possibilities, After you have Medium Hull Tech, you "Might" be able to build a Medium Hull Ship with one Colony Module and one Constructor Module which could carry two population units. This design would not need the Tech to build Troop Modules.

You "Might" even be able to design and build a Large Hull Ship (that has 10 slots) that carries a Colony Module, a Construction Module, and a Troop Module, that could carry 1 to 3 population points.

I have not (yet) tried the last two ideas, but they will probably work.

Reply #108 Top

I think that some of the Drone Techs, once they are implemented in GC IV, will give us the ability to move production between Worlds, etc., but until the Techs actually work, we do not know the details, we can only guess from the names and limited descriptions. We can try to extrapolate from how things work in GC III, but that is only a guess.

I have researched those Techs several times in 0.4 and 0.45 GC IV, hoping that they worked, but NOT YET.

Only Drone Production Tech does anything. It enables your Shipyards to to build Drones, for a production cost of 250 each, which you will need to expend (use) to unlock certain high level Techs so that you can research those Techs. I have seen Techs that need one drone and two drones to unlock.

All of the later Drone Techs after Drone Production Tech, seem to do nothing, at the moment, in 0.4 or 0.45.

In particular, there seems to be no way to increase the production rate of Asteroid Mines from 0.1 per asteroid to higher values, even though there are Techs that say that they do this.

Reply #109 Top

Renaming ships does work at ship details but you cannot rename a fleet at galaxy screen.
Trade: please add sort by origin and sort by destination.
Frighter: it would be helpful to see the origin of a frighter.

Standard view 5 (bird’s eye view): You can scroll left and right from top to bottom without the icons disappearing. I like it a lot. But I don’t like the bird’s eye view. I prefer to use 3 or 4 and zoom out. But here: icons appear and disappear. I know this is more of a feature that's supposed to be cool, but I don't like it. An option to disable this "3D feature" would be very welcome.

Reply #110 Top

Quoting Nucleawasta, reply 105

Now, I see that the Baratak grove is a special  improvement but doesnt the +1 population cap get a bonus here?  Housing District works.
End of Nucleawasta's quote

 

Hello friend. You need to look at the type of the improvement and this one is a food improvement so you need neighbours who buff food and I guess only the food part will be buffed as well.

Did you know: in GalCiv3 the administration center is of the type "influence". Give it some influence buffs. Very interesting stuff ... :D

+1 Loading…
Reply #111 Top

Quoting Commander4X, reply 109

...I prefer to use 3 or 4 and zoom out. But here: icons appear and disappear. I know this is more of a feature that's supposed to be cool, but I don't like it. An option to disable this "3D feature" would be very welcome.
End of Commander4X's quote

On the Interface tab of the Options screen, you'll want to adjust the sliders for the objects that are disappearing on you.  Those sliders are the zoom level at which they'll disappear, so the higher you set them the better for your personal preferences.

+1 Loading…
Reply #113 Top

Quoting Commander4X, reply 110


Quoting Nucleawasta,

Now, I see that the Baratak grove is a special  improvement but doesnt the +1 population cap get a bonus here?  Housing District works.



 

Hello friend. You need to look at the type of the improvement and this one is a food improvement so you need neighbours who buff food and I guess only the food part will be buffed as well.

Did you know: in GalCiv3 the administration center is of the type "influence". Give it some influence buffs. Very interesting stuff ... :D

End of Commander4X's quote

Well that would certainly explain it wouldn't it! Thanks 😅

Reply #116 Top
Quoting caboose_corsair, reply 111

On the Interface tab of the Options screen, you'll want to adjust the sliders for the objects that are disappearing on you.  Those sliders are the zoom level at which they'll disappear, so the higher you set them the better for your personal preferences.

End of caboose_corsair's quote

It works. Thank you very much :)

+1 Loading…
Reply #117 Top

text error, "+10% Ship Rangeto all Ships", should read "+10% Ship Range to all Ships"

Reply #118 Top

If you get more than four artifacts in a game, it will place them on a second line.  

However, if you reload that same game, it will place them all back on the first line, and you won't be able to access the far left artifacts until you use up the right ones first.  Only the first 5 artifacts to the right can be used when they are all listed on the bottom line.

Reply #119 Top

Rushing an artifact appears to destroy it.  It also gives the incorrect description of rushing fusion power plant even though I'm on Empathy Engine Study.

Notice after rushed it is now gone?

Reply #120 Top

Lag is starting to get me, just going through the next steps in the game, I get lag, building things on planets, or in ship yard.  It's becoming a really big drag.  

https://www.dropbox.com/s/05jsn1kpeg9aw8p/45Test02B3.GC4Sav?dl=0

I have a Ryzen 16 core 32 thread CPU

64 GB Memory

 

Reply #121 Top

I have grid lines turned on in my space, however,

They don't appear in every sector.

Reply #122 Top

First bug of the day, in food consumption it lists the best as the planet that consumes the most food. In reality it should be the planet that consumes the least food, and the worst should be the one that consumes the most food. As you want to minimize food consumption by producing the food you need on each planet if possible.

Reply #123 Top

Black hole and antimatter are missing...  It appears my black hole issue, may have been related to graphics settings.  I turned them way down, and by doing so, made the black hole/antimatter invisible.  There should be some visual indication of them, even at the lowest possible graphics settings.

Reply #124 Top

A couple of related suggestions/ideas:

A Survey result from exploring Anomalies that increase the Logistics Point limit of just that ship(fleet including that ship), or increases the Range of that ship.

A Logistics or a Supply/Range Module that can be put in a ship design that increases the Logistics Point limit of that ship (or any Fleet containing that ship), or increases the supply range of that ship or any fleet containing that ship.

As a comment, I think that the Infinite Range modules are way too good and unbalancing to the game, particularly on ships as they grow larger in designed size. You should try to introduce several different range modules, i.e. there are higher Tech versions that you research that give better range. The unlimited Infinite Range should be limited to tiny and possibly small ships. Bigger ships should have more limited range, but also have ways to increase that range.

Also I think that most of the players in the Alpha miss the old way that size and mass limits were handled in the older versions of GC. The present system of slots is too inflexible and limiting. I hope that we will be returning to something a lot closer to how things were done in the older GCs.

added: I think that the Infinite Range modules biggest benefit is to making it easier for the GMs to make the AI players work well. Human players can plan ahead to take care of limited Range problems, it is a lot harder to design how to make the AI Players handle limited range situations well.