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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

101,558 views 144 replies
Reply #126 Top

Ascension crystals are still bugging out, where they will appear, and disappear along the top border showing how many I have. all within fractions of a second.

The game appears not to like 4 characters along the resource line across the top.

Reply #127 Top

The AI value exploration treaty way too much.  When they offer it, they expect me to give up a lot.  When they want me to offer it, they are willing to give up a lot.  It doesn’t seem to help a lot, so I think its value should be reduced.

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Problems with Text Information

File Name:  AbilityText.xml
AmphibiousAbility_Dec describes colonizing Water Worlds, but they don't exist in GalCiv4.

File Name:  PlanetTraitText.xml
AquaticWorld_Name is Oceanic.

Solution:  Change Water Worlds in AbilityText.xml to Oceanic Worlds



File Name:  FlavorText_Old.xml
Some conversations depend on one of the races having AquaticAbility, but it doesn't exist.  It is actually AmphibiousAbility.  You can verify this by checking AbilityDefs.xml.  This bug occurs in 2 places in FlavorText_Old.  It can be fixed by changing AquaticAbility to AmphibiousAbility.

Note: the same error also exists in GalCiv3 in FlavorText.xml located in Galactic Civilizations III\DLC\EXP2_Crusade\English\Text

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The following quests happen too often:
Quest_Crime_Syndicate
Quest_Crime_Hero
Quest_Crime_WeaponsNeeded

They are in QuestEventDefs.xml in Data\Gameplay\Events.

Several times I have had planets with 0% approval and 100% crime because these events happen so often.  I had a brief discussion with Derek on Disord about this maybe two weeks ago.  He thought the weight was probably too high.  All three currently have a weight of 500.  I made a mod which changed the weight to 250.  I thought the results were much better.  I'm reporting my results because Derek indicated he would be reviewing the weights and probably adjusting them.  I'm furnishing one data point for the review.

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I think I found the reason the AI never research Universal Translator.

When I meet an alien for the first time, I get a garbled message with a note that I need to research Universal Translator.  I then get the event "A Way to Communicate" that requires me to choose what to do.  If I select the first choice, Universal Translator is immediately added to my tech tree, along with all its subsequent techs.  (I have access to the tech tree.  Don't ask.)  If I select the second choice, several other choices can be made, but Universal Translator will always be added to my tech tree sooner or later.

I tested this in several games where I switched to another race after I met them.  No matter how long I waited to switch after meeting them, Universal Translator was never added to their tech tree.  One time I switched to a race i hadn't met and immediately got the garbled message that I need to research Universal Translator.  However, I did not get the "A Way to Communicate" event like I do when playing normally.

I think the problem is this:  For some reason the race being played by a real live human player gets the event, but all the races being played by the AI never get it.  Since that event is the only way Universal Translator is added to a tech tree, the AI never get it and never are able to research it.

I think its value has been increased because the AI now want to trade for it when they initiate a trade when they used to never ask for it, but this doesn't solve the main problem.

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Pirate shipyards don't produce new pirate ships

The 0.45 change log indicates the pirate shipyards now produce new ships.  I watched a shipyard for a long time to see how often a ship was produced.  None was produced.  Pirate shipyards in GalCiv3 do produce ships, and I am familiar with how the production works due a mod I made that increases production of ships, so I decided to see what was different.  I checked RaceTraitDefs.xml in both games.

For GalCiv4, the Trait_Pirates contains code that is different from PirateBuilding1 in GalCiv3.  Since I know the code in GalCiv3 works, I replaced the code in GalCiv4 with the code in GalCiv3.  After that, the pirate shipyards in GalCiv4 produced a ship about every 11 turns while using the same value of 5.

GalCiv4 code removed:
  <EffectType>ProductionPoints</EffectType>
      <Target>
        <TargetType>Shipyard</TargetType>
      </Target>
      <BonusType>Flat</BonusType>

GalCiv3 code added:
      <EffectType>Military</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Shipyard</TargetType>
        <TargetRelation>Self</TargetRelation>
      </Target>
      <BonusType>Flat</BonusType>

Only the lines shown were changed.

I think this needs to be investigated to find out why the GalCiv4 code doesn’t work and the GalCiv3 code does.

Reply #128 Top

Most races have a name that don't start with "The".  The Navigators and The Corporate Sector are the two that do start with "The".  This results in situations like this.

The Navigators have their name as plural except in this case.The problems is in FACTION_NAVIGATORS_ShortName in FactionText.xml.

 

A leader had a trait for +5 social and another trait for -5 social.  Is that reasonable?  I failed to get screenshots showing both and haven't seen it since then.  I'm not sure what the names of the traits were.

 

Durantium Sensor Array uses 4 Thulium.  Need to change its name or what it uses.

 

colonist's should be colonists' because colonists (plural) is used earlier.

 

long range should be long-range

Reply #129 Top

Either experience or have should be deleted.

Copernicus needs a comma after it.

DL Bradley needs a comma after it.

"What are yor orders?" should be "What is your answer?"

When a mining or economic starbase gets military starbase added to it, the military starbase indicates +1 to all weapons and defenses, but doesn't indicate what gets the increase.

The starbase doesn't get any increase to its weapons or defenses.  Instead, all ships in the area of effect of the starbase get the bonuses to weapons and defenses.

The information about the military starbase in first screenshot should be updated to show that it is for ships in the area of effect and not for the starbase.

 

The unlined sentence makes no sense.

Reply #130 Top

A constructor can't enhance a starbase.  The underlined words should be deleted.

 

Text Alignment Problems:  These are for screen size of 1920 x 1080 and text size = small (HD) in the settings.

The first one occurs when the maximum population is two digits.

publics should be public's

A space is needed between Prison and World
There should be a comma after debris
There should be a comma after destroyed.
worlds should be world's or maybe worlds', depending on how many worlds are providing inmates.

Govern Civilization screen needs a scroll bar so everything can be seen.  This applies when Weekly Income is not zero.This applies to GalCiv3 also.

 

to should be too.
ring should have a comma after it.
colony should have a comma after it.

When setting up a new game, not all the settings are remembered from the previous game.  The one I see all the time is the Sector Size setting.

I usually use "Large", but it always shows as "Huge", so I have to change it.  This means I can never use the Quick Start option.  If I set Sector Size to "Medium", it stays that way.  I think there are others that aren't remembered, but I don't notice them as much.

Reply #131 Top

They need to make building colors match the colors of the appropriate tiles for bonus's ect.. Make the game easy to understand follow. People coming into the game won't understand why tiles don't corrispond to the bonus.

Also terraforming is backwards.  The first tile that you unlock, can be placed at the tile that has the fewest shared connections.  The latest tiles that you unlock can only be placed with many shared connections.  Therefore making the latest terraforming tiles that you unlock obsolete because by the time you unlock them, you've terraformed all the tiles that shared the most connections.

Reply #132 Top

An AI wanted subspace streaming but didn't have and didn't want subspace scanning.

How will that work if they can't see the streams?  Why would they want it but not subspace scanning?  It's useless without scanning.

 

At the start of a new game, the govern planet screen looked like this.
Notice the partial message about "Improvements with a negative level are disa.....".

I checked the UIText.xml file and found the complete text is:
"Improvements with a negative level are disabled. Raise their level with adjacent improvments to activate them."

This seems to be because the improvement is on a Wasteland tile with -1 to all.  Compare the background of the Epimetheus Pollen with the Wasteland tile.  They seem to be the same.
It would be better if the full sentence could be read so it is obvious what is wrong, or perhaps something could be done with improvement placement to avoid putting one on a Wasteland tile.

Reply #133 Top

Quoting Old-Spider, reply 132

How will that work if they can't see the streams?  Why would they want it but not subspace scanning?  It's useless without scanning.
End of Old-Spider's quote

Because if it works like GC2 or GC3 you can trade for better techs and not have the techs prior.  They would then get the bonus of what they received.

Reply #134 Top

Game lag created bug,  I was able to place 2 resequencing stations on this planet where resequencing stations are only 1 per planet.  2 Ultra Terraformers on the second picture.

 

Reply #135 Top

Once you move the resource bar on the top of the screen to the right, how do you move it back to the left to see the credits?  There doesn't appear to be a left arrow to move it back over.

Reply #136 Top

Quoting Seilore, reply 135

Once you move the resource bar on the top of the screen to the right, how do you move it back to the left to see the credits?  There doesn't appear to be a left arrow to move it back over.
End of Seilore's quote

The arrow is there.  Look very carefully at the icon for Control.  You should see some of it mixed in with the white part of the icon.  Even if you can't see it, if you put the cursor in the right place, you can click and still move the menu back.

Reply #137 Top

Quoting Seilore, reply 133


Quoting Old-Spider,

How will that work if they can't see the streams?  Why would they want it but not subspace scanning?  It's useless without scanning.



Because if it works like GC2 or GC3 you can trade for better techs and not have the techs prior.  They would then get the bonus of what they received.

End of Seilore's quote

I know that and knew that when I was making that post.  I was so fixated on the substream "problem" that I didn't think about that.  Thanks for reminding me.  I checked the following techs and saw that they offer some good things, so getting only the tech that allows them to move onto streams they can't see can still be a good deal for them.

Reply #138 Top

It says I have available governors but if you notice the second one has a price, therefore is not available.  The recruitable governors line should be one higher than it is.

Reply #139 Top

While the background of nebulas is very pretty, the bright nebulas make it difficult to see the grid. I don't know if the video options can be used to darken the background or brighten the grid, if anyone has any advice I'd appreciate hearing it. Anyway, would it be possible to at least make it so that the background is moddable?

Reply #140 Top

Financial doesn't appear to have a cap, where all the others cap at 5 (see on the right side of the screen.)

Reply #141 Top

Quoting Publius, reply 139

While the background of nebulas is very pretty, the bright nebulas make it difficult to see the grid. I don't know if the video options can be used to darken the background or brighten the grid, if anyone has any advice I'd appreciate hearing it. Anyway, would it be possible to at least make it so that the background is moddable?
End of Publius's quote


Yeah, I've been noticing background brightness is making it nearly impossible to see the grid without having to scroll awkwardly.  Can we not put bright background images in the center of the screen?  Or at least let us dim the background manually or brighten the grid?

Reply #142 Top

If I load a saved game from within a game ("You have a game in progress. Are you sure you want to load this game" followed by "Creating simulated universe within simulated universe") I lose the zone of influence lines around my planets and star bases.

Reply #143 Top

Does "Shipyard Decay" (as in the Resource Extraction Doctrine reduces shipyard decay by 33%) have any meaning in GC4, or is it just an obsolete holdover from GC3? Since in GC4 only core worlds can sponsor shipyards, and each core world has its own, it would seem to be meaningless.

Reply #144 Top

Perhaps this seem to you as minor problem, but still i will write about it - the terrifying sounds of orders being executed - hits the ears hard as if an avalanche of stones falls on the head, You can after all come up with different sounds for orders, for example festivals - the sounds of national holiday , for finanses - the sounds of falling coins etc and not constantly sound like a house colapsing.

Fogive me for my bad english language