Time stands still after loading a savegame
Time does not advance in a turn right after loading a savegame
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GalCiv2 Forums
*** Updated on 05/31/06***
Hi there,
I just saw that the previous thread (-> Link) about this was not posted in the "Bug Reports"-section, so I repost here in hope to receive more attention.
Summary: Time does not advance in a turn right after loading a savegame.
Tested Versions: 1.0X.1, 1.0X.2, 1.10.027, 1.11.029, 1.20b.009
Everytime I load a savegame and then click TURN, the time does not advance. There was no social or military production, no income or expenses, no research, no population growth. But all ships have their movement points restored. It's like an extra turn in which you can only move your ships and do nothing else.
In the beginning I was just wondering, what was happening... But yesterday I tested this behavior some more:
- I started a new campaign. Date is 1st of January.
- Moved the colony ship and the scout.
- Quicksaved.
- Loaded the game.
- Clicked turn -> Still 1st of January, no production and my ships had full movement points again.
- Moved the colony ship and the scout.
- Quicksaved.
- Loaded the game.
- Clicked turn -> Still 1st of January, no production and my ships had full movement points again... and so on...
This way I was able to colonize a planet, which was at least 15 parsecs away, on the 1th of January
The computer did move his scout ships, too. I haven't yet checked, if production is working for the AI...
This is not the "bug where data on main screen (treasury, tech, etc) would not update immediately after loading a saved game", because I always forced an display update in 1.0X.2 (ESC, ESC) and updated to 1.1-BETA2 before doing this test.
In my opinion this is a bad bug: Let's say I was being attacked... and the battles have all been very unlucky. But if I reload, that one big ship i was building will not be ready in time to participate
Or the other way around: You have built a large fleet and start attacking an inferior enemy. Since production is not working he cannot even build defense ships on more remote planets. Exploiting this bug you could capture all his planets in a single turn (if production is indeed also not working for the AI).
Further Info:
- Link
- Link
- Link
- Link
- Link
- Link
- Link
- Link !
- Link
- Link
This is, at least for me, the first show-stopper I came across. Apart from that, I love this game
Hi there,
I just saw that the previous thread (-> Link) about this was not posted in the "Bug Reports"-section, so I repost here in hope to receive more attention.
Summary: Time does not advance in a turn right after loading a savegame.
Tested Versions: 1.0X.1, 1.0X.2, 1.10.027, 1.11.029, 1.20b.009
Everytime I load a savegame and then click TURN, the time does not advance. There was no social or military production, no income or expenses, no research, no population growth. But all ships have their movement points restored. It's like an extra turn in which you can only move your ships and do nothing else.
In the beginning I was just wondering, what was happening... But yesterday I tested this behavior some more:
- I started a new campaign. Date is 1st of January.
- Moved the colony ship and the scout.
- Quicksaved.
- Loaded the game.
- Clicked turn -> Still 1st of January, no production and my ships had full movement points again.
- Moved the colony ship and the scout.
- Quicksaved.
- Loaded the game.
- Clicked turn -> Still 1st of January, no production and my ships had full movement points again... and so on...
This way I was able to colonize a planet, which was at least 15 parsecs away, on the 1th of January

The computer did move his scout ships, too. I haven't yet checked, if production is working for the AI...
This is not the "bug where data on main screen (treasury, tech, etc) would not update immediately after loading a saved game", because I always forced an display update in 1.0X.2 (ESC, ESC) and updated to 1.1-BETA2 before doing this test.
In my opinion this is a bad bug: Let's say I was being attacked... and the battles have all been very unlucky. But if I reload, that one big ship i was building will not be ready in time to participate

Or the other way around: You have built a large fleet and start attacking an inferior enemy. Since production is not working he cannot even build defense ships on more remote planets. Exploiting this bug you could capture all his planets in a single turn (if production is indeed also not working for the AI).
Further Info:
- Link
- Link
- Link
- Link
- Link
- Link
- Link
- Link !
- Link
- Link
This is, at least for me, the first show-stopper I came across. Apart from that, I love this game

