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Bug Reports for Gal Civ 1.19

Bug Reports for Gal Civ 1.19

If you are getting crashes, you may be asked to install SmartException from Stardock Central under the free stuff tab.

I will want any save games that reproduce bugs, particularly crashes. 

Games saved under 1.19 will be only 1 file.  1.13 files should load, but you may want to archive 1.13 and backup your save games before loading just in case.  The new save game format is more robust than the old one, so future updates should not corrupt save games.

Please report typos in the typo thread.

Please give as much detail as possible when reporting bugs so that I can reproduce it more easily.

Here are copies of my current bug report spreadsheets so that you can search them for your bugs.  The one for normal Gal Civ probably has some bug reports that are redundant or have been fixed.  When in doubt, report the bug.  Also, all the version numbers for the reports may not be accurate, as I only added that field in recently and had to have a default value. So if I wasn't sure that I fixed it, I gave it the version 1.13 and left it there. 

http://www.joeuser.com/sdfiles/altarian%20prophecy%20bug%20reports.xls

http://www.joeuser.com/sdfiles/gal%20civ%20report%20tracking%20spreadsheet.xls

It's my hope that providing  and updating these spreadsheets regularly will cut down on the redundant reports here.  If you have a save game to reproduce a bug reported in the spreadsheets, send me the game.

This is a link to clean data files if you've mixed mods into your base install but don't want to re-install all of Gal Civ.

http://www.joeuser.com/sdfiles/data%201.19.zip

My e-mail address is carielf@stardock.com


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3,896 views 97 replies
Reply #51 Top
This seems to be common upon every load of a game, your party gets 100 members.
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I noticed this too

~SDC~
Reply #52 Top
Just saw the Trade Good completion dialog simultaneous (overlaid) with (on top of) the Research Completed dialog, rather than the usual Trade Good, "Done", Research sequence.

TBC
Reply #53 Top
Things are broken on the other end of the morality spectrum as well. I colonized a world, took a +15% Production bonus, a -10 Morality hit and just like that -- I'm Demonic evil at 40. Is this the correct behavior?
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Weyrleader: This seems to be a bug/typo in what is in english.str. It looks like "Good" and "Saintly" were switched. In looking at English.str, the following was found:[ChaoticGood] Saintly[Good] Good[Neutral] Neutral[Evil] Evil[ChaoticEvil] DemonicIt appears to me that ChaoticGood and Chaotic Evil were both interchanged with their good and evail equivalent. That is, chaoticgood is less than good and chaoticevil is less evil than evil and it is reversed in 1.19
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Yes, it seems to be mixed up on both ends. Someone thought that chaotic was better than pure
:D :D Probaly those evail empire folks I read so much about and that have that sad black face LOL LOL

~SDC~
Reply #54 Top
Someone thought that chaotic was better than pure
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An old Dungeons & Dragons player, perhaps? In D&D, chaotic evil was always presented as being just slightly more evil than ordinary run-of-the-mill evil.

~SDC~
Reply #55 Top
An old Dungeons & Dragons player, perhaps? In D&D, chaotic evil was always presented as being just slightly more evil than ordinary run-of-the-mill evil.
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But I would think that demonic would equal "lawful evil" in D&D, and that is definitely more evil (and a lot more difficult to maintain) than chaotic evil.

Bill

~SDC~
Reply #56 Top
the carnoids got beefed up way too much. before i can build my first trade good they had 5 already. and i was using a 20-30 turn strategy. they just rolled a trade good one after the other. this has got to be stopped. all the other ais are on normal setting and yet. the minor race happens to build faster, more efficiently and cheat more than anyone else?
Reply #57 Top
Anyone having problems using .ship files in the Mod folder?

I created my own mini-mod with ship stats that I preferred; but with 1.19 I can't build any ships if I have any .ship files in the Mod folder. The game gives me the message that there are too many ships in orbit so I can't build another, even though there aren't any in orbit.

If I rename my modified .ship files and rename the vanilla ones back everything works fine.

Ideas? What am I missing?
Reply #58 Top
So, is the AIs' new habit of building a resource starbase and then building a second undeveloped starbase right next to it a bug? Or a cunning strategy to make it harder for me to buy their resource starbases off them unless I've noted down the correct starbase's ID number?

~SDC~
Reply #59 Top
don't know... I'm just hoping that they have to pay as much for them as we do... but somehow I get the feeling that they are getting 2 starbases for the price of 1... if they are even paying at all.. can someone check to see if they are actually paying fot their starbases as we are..


Reply #60 Top

English.str doesn't include a description entry for the new Logistics ability. Is this intentional, or an oversight?
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Um, where exactly do you mean? Logistics is Ability28, which is in English.str.

I noticed that as I started a game, the minor races tab in the foreign relations was showing, but I had not encounted any minors yet. Is this new, or error, I am not sure.
In the manual, the life force resource is still showing, and a progressive party is in the manual, but not in the game.
End of quote

The minor race button is supposed to be there. It just doesn't do anything if there are no minor races.

I don't think that we updated the manual.

moral: when moral goes into negative values (below 0) it shows moral as 1 not 0 or the negative
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Do you have a save game that shows this?  And do you mean alignment (morality) or morale (the happiness or lack thereof of your people)?

If you're in debt, you can no longer build any starbases. It says that it costs zero credits, and you don't have enough money. Bug or intentional?
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Bug.  The reason that happens is because 0 (the cost) is greater than your negative treasury, and I forgot to put in an if statement that says you can afford it if the cost == 0.  :)

Where can I get 1.19? Stardock Central only lists 1.13 and AP Beta 3 for me.
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Select Check for Application Updates under tools to force SDC to refresh

2. Two CTD events, both times it happened immediately after one alien ship attacked another alien ship. Smart Exception hasn't worked for me for months so I can't be more specific.

3. One hang. I had to reboot the machine to regain control.

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2) Do you remember if they were specific ships? Do you have the autosave before the AI ships attacked?

3) Do you remember at what point it happened? Was it during the end/beginning of a turn?

I haven't been able to finish a 1.19 game yet. Hangs and crashes have abruptly prevented me from being able to get to an endpoint.
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JRuske, are you using any mods? Did you have version 1.13 installed before upgrading to 1.19?

I created my own mini-mod with ship stats that I preferred; but with 1.19 I can't build any ships if I have any .ship files in the Mod folder. The game gives me the message that there are too many ships in orbit so I can't build another, even though there aren't any in orbit.
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Can you send me your ship mods for me to test with?

So, is the AIs' new habit of building a resource starbase and then building a second undeveloped starbase right next to it a bug? Or a cunning strategy to make it harder for me to buy their resource starbases off them unless I've noted down the correct starbase's ID number?
End of quote

That sounds like a bug.  They're probably trying to upgrade the starbase.

Reply #61 Top
moral: when moral goes into negative values (below 0) it shows moral as 1 not 0 or the negativeDo you have a save game that shows this? And do you mean alignment (morality) or morale (the happiness or lack thereof of your people)?
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This is something I've often noticed. Normally, if morale (not morality) is disastrously low, it is shown as 1. Occasionally, it is shown as 0, usually when it's not quite so bad. I think there's a bit of code that must look something like:
if (morale < 0) DisplayMorale(1);
It should either be 0 in both cases, or 1 in both cases.

~SDC~
Reply #62 Top
unhappy ppl... planetry morale.. ..no need to send you a save game..

to reproduce is easy..
open up the planet list and your econ screen
then raise taxes up slowly and the planets morale drops.. keep raising taxes till the planetry moal goes to 0 then keep raising taxes you'll see it change back up to 1

its also apparent when i take over an AI's planet without sufficient planetry improvements to sustain the level of population and if my taxes are too high..
(BTW.. most of the time i'm able to maintain tax rates in excess of 60% and still keep my lowest planets morale up at 50% (except when I take over AI's planets.. LOL )
Reply #63 Top
After upgrading to 1.19 and starting a new game, I did not see any Governments that had bonus Logistics, nor was there a selection for it in the Options box.

This HAS to be fixed ASAP as it basicly made 1.19 unplayable for me, as I like to have a lot of Starbases to expand my borders.
Reply #64 Top
I just tried to reproduce the auto-survey bug. I thought I had it, but when I saved it and checked the save game to make sure it was still there, the anomalies that the survey ships were ignoring had all disappeared.

~SDC~
Reply #65 Top
Hmm...maybe the anomalies are already explored, but they're not being taken off the map, so saving and re-loading fixes the problem.  That was a problem for awhile in AP, but I thought that I had fixed it.   Maybe now just the AI does it, or something like that.  It's not a game that was started in 1.13, was it?
Reply #66 Top
Um, where exactly do you mean? Logistics is Ability28, which is in English.str.
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Sorry, I should have been more specific. Ablility28 shows up in English.str just fine, my question was about the fact that there is, as of yet, no Description28 entry.

Also, and I don't know if it's related or not, through testing I've noticed that Logistics bonuses don't show up in the Stats tab of the Domestic Policy Screen, even though they are listed everywhere else (even in the starbase pop-up), and they do work.
Reply #67 Top
Hmm...maybe the anomalies are already explored, but they're not being taken off the map, so saving and re-loading fixes the problem. That was a problem for awhile in AP, but I thought that I had fixed it. Maybe now just the AI does it, or something like that. It's not a game that was started in 1.13, was it?
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I just had the same problem, in a game that was started in 1.19. The odd thing is, the anomalies were there the first time, and when I manually explored them, I got the bonuses, but on re-loading the saved game, they were gone.
Reply #68 Top
In the Diplomacy window, when manually entering a duration for a Money deal, you can enter an arbitrarily large amount (e.g.),
100 bc for 9999999999 monthswhich results in an overflow and line wrap when returning to the Diplomacy window (e.g.),
100 for 14100655407month(s)
Using the arrows/slider limits the duration to 50 months as before. What is the intended range supposed to be?
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If it is possible to have an excessive duration for tibute, I think that there is a flaw in AI logic: which leader can resonnably accept a tribute of 100 BC during 10 000 month? Remember that 100 turns correspond to 8 years and lots of things can happen in 8 years :) .
Reply #69 Top
I have found a nice bug in 1.13 and I think that it is still in 1.19: The game doesn't seem to check if the home planet of a freighter is still in the empire when the trade route is made.
This what I have witnessed: Hestia was an arcean planet. I culturally flipped it to me. A few turn later, I have a message telling me that an arcean freighter has arrived to Sol from Hestia. And when I check the trade route, I found that there is a yellow link between 2 blue planets : Sol and Hestia.
Reply #70 Top
In my current game, there was an assassination event that triggers a war and gives the AI a zillion corvettes all over the map. One of these "die humans" arcean corvettes was occupying the same "parsec" as a torian combat transport.
No big deal, just to let you know :)

Edit: of course it is a 1.19 game, I forgot to mention
[Message Edited]
Reply #71 Top
This is more of a general "everywhere" bug report. I think the tech tree has a bug (not the 1D_phasing bug). When you research Planetary Destruction it says "Terror stars, baby--we're getting closer." However, you don't need Planetary Destruction to get Terror Star. That always bothered me. I modified the tech tree to include Artificial Planets and Planetary Destruction as prerequisites for Terror Star. It makes terror star research much less cheesy. It almost doubles the tech tree for terror star, as it should.
Reply #72 Top
Alright, this may have discussed elsewhere, so DON'T flame me about reading the boards! I have just updated to 1.19 and now can not even start a game due to a really bad sound problem! As soon as you move from the intro screen the sound begins to "fuzz"! It's almost rhythmic. The static is over the normal music and it''s unbearable!
Anyone else run into this? (:(
Reply #73 Top
Not me, sorry.
In my 'puter, 1.19 seems to be the most stable version ever.
Don't flame me for the next obvious piece of advice ;) : have you checked for driver updates?
I remember having something similar a long time ago.After hours of changing options, it turned out it was just a connection/cable thing: another cable was in contact with the sound out jack causing the parasites

The only time I had sound problems was with the very first mp3 player incorporated into the game. And that was because of my music files...
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Reply #74 Top
In a 1.19 game last night I managed to beat one of the AI races to a resource and build a starbase but during the AI turn they built a starbase right next to the now claimed resource.

There seems to be a bug in the "no closer than three spaces" rule for starbase construction.

Also the Torian race started researching "Final Frontier" but I didn't get the pop-up message mentioned in the release notes Cari posted.
[Message Edited]
Reply #75 Top
There seems to be a bug in the "no closer than three spaces" rule for starbase construction.
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I thought it didn't apllied to resource starbases