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  • bonscott
    replied
    Originally posted by Hansolo88
    Also, not sure if it is bug or WAD but I am still annoyed about not being able to control the square my ships move into after being launched from a planet. However, I haven't seen anyone else complain about this so either there is something I don't know or it is part of the game.
    It's always been that way and was back in GalCiv 1. The ships have to launch somewhere and it's always the same square (lower right of the planet I believe). Just the way it is and frankly it's KISS* here. Why add to complication of configuring every single starport of which direction to launch ships. Doesn't really matter which direction anyway.

    * KISS - Keep It Simple Stupid theory of not adding complication when it's not needed.

    Leave a comment:


  • Hansolo88
    replied
    Odd, I've never had either of those problems. I have had issues with scrolling though,

    1. Scrolling down towards the bottom of the screen is problematic, sometimes it works and sometimes it doesn't. A minor annoyance.

    2. Every once in a while the game gets stuck scrolling up towards the top of the screen. A larger annoyance, as it is difficult to make it stop. Ending turn or entering the shipyard or other major action seems to make it stop.

    Also, not sure if it is bug or WAD but I am still annoyed about not being able to control the square my ships move into after being launched from a planet. However, I haven't seen anyone else complain about this so either there is something I don't know or it is part of the game.

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  • Daz
    replied
    Originally posted by bonscott


    That's another one I've never seen and I've purchased a lot of ships. If I buy a ship it's ready to launch the very next turn.

    As for the crash during save, do you have the patch from last Friday? I think it addressed that issue (which not many people had but a few did).
    1. Definately. Happend today.
    To clarify:
    I have a savegame with the date 15-Mar-2225.
    I load it, move my ships and buy the constructor.
    Press TURN.
    The date DOES NOT change.
    I do get new movement point for my ships, and move them.
    The Construction box still shown 0 turns.
    Press TURN again.
    NOW the date turns to 22-mar-2225.
    ...and I get my ship...
    2. I have the patch, and my last exit from GC2 was due to that crash...

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  • bonscott
    replied
    BUG: After buying a ship and pressing turn, i dont get the ship but after another turn....
    That's another one I've never seen and I've purchased a lot of ships. If I buy a ship it's ready to launch the very next turn.

    As for the crash during save, do you have the patch from last Friday? I think it addressed that issue (which not many people had but a few did).

    Leave a comment:


  • bonscott
    replied
    Wait, it gets worse. My workaround of moving the current ship away from the center of the map? ARRRRRRRRRRRRRRRGHH!!! The !@#$! map view RECENTERS THE CURRENT SHIP EVERY TIME IT MOVES.
    Hmmm, I've never seen this. I always click the find button to recenter the map on the next available ship with moves left. It's never automatically recenterd on me.

    BUT, there is an option in the options to "snap back to grid" after rotating your view so perhaps you have that turned on? Turn that off and all will be better, I promise. Or perhaps that's not what your talking about?

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  • Daz
    replied
    BUG: After buying a ship and pressing turn, i dont get the ship but after another turn....

    BUG: Game sometimes crashes in the middle of autosave...

    Leave a comment:


  • Sirian
    replied
    BUG: The "seven news items" also applies to combat. I killed ten things in a one-turn war vs a Minor civ and the next turn's news only showed seven of them. Worse, the extra items "bled over" to the next turn's news list and pushed some of THAT turn's items forward, causing another instance of completed ships with no news links to launching them. ... Arrgh.


    GRAPHICAL ANNOYANCE: I like the new game's upgraded graphics and polish. I really do. However, this is a quintesessantial case of eye candy getting in the way of the gameplay! THE BACKGROUND ART confuses the currently selected ship's nearby "fog of war". What is Unexplored Fog vs what is Explored-but-not-currently-Visible Fog? I can't tell. Can you tell? Nobody can tell! THE BACKGROUND ART IS ALMOST THE SAME !@#$!@ color as the fog!

    This is one of those "smack the forehead" moments. I kept wondering why in the heck can I not tell whether or not a certain plot is fogged or not. Then I noticed that I could tell if I moved the map view so that the current ship is not centered. (Moving it away from the background art.)



    The yellow arrow points to one of my ships, the green to another. CAN YOU SEE THE DIFFERENCE? The background art makes it so that the centered ship is blurred. Can you tell the status of the plots in the areas pointed to by pink arrows? I can't tell. Can anybody tell? Do you have some kind of Xray vision or something?

    Wait, it gets worse. My workaround of moving the current ship away from the center of the map? ARRRRRRRRRRRRRRRGHH!!! The !@#$! map view RECENTERS THE CURRENT SHIP EVERY TIME IT MOVES.

    Somebody please stop the insanity. Thank you.


    - Sirian

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  • Hansolo88
    replied
    Nice find. That one needs to be dealt with ASAP.

    Seriously, does anyone know how to launch ships in another direction than the default one? Or is this WAD?

    Leave a comment:


  • Sirian
    replied
    A-LEVEL BUG: If planetary improvements are placed, but you get an upgrade tech BEFORE construction has started on the building, you only pay the upgrade cost (or some other figure less than the intended cost). The base cost is handed out to you for free. (Not sure if this is a 100%-of-the-time problem or not, but it happens a lot.)

    I caught a screenshot of it. (It affects all costs: construction, rushbuy, etc).



    This is particularly devastating to the opening gameplay because the human can get a huge free ride -- by accident -- and off-the-charts-broken if maximally exploited.

    (This is why Soren puts up with me. You knew there had to be a reason, right?)


    - Sirian

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  • Sirian
    replied
    BUG: If you build more than seven ships on the same turn, you won't get news items for them all (and will have a hard time tracking them down if you want to launch them from orbit.)

    FEATURE REQ: Can we put the planetary governors through high school please? It's a no-brainer if you have three factories, one of them on a Production Bonus, to upgrade the bonus-enhanced one first, but invariably the governor seems to choose to upgrade others first. (Although I do admit that the AIs do a fairly good job of making use of special sqaures.)

    BUG: One of the Torian Tiny ship hulls seems to have some buggy attach points on or near the tail fin. I had a crash last night (logged to MS) trying to make a Tiny ship. Trying to attach stuff there, it "disappears" or fails to attach or something, and I've had to Clear the design and start over and not use attach points in that part of the hull.


    - Sirian

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  • Hansolo88
    replied
    Yes, the UI for handling stacks of ships/fleets seems to be immensely annoying. I do know that double-clicking on a stack brings up a window that lets you manage stuff for the top ship, I haven't messed with that window too much but I think it is important in handling stacks of ships.

    I have a separate question, is there anyway to change the direction a ship is launched from a planet? It always seems to launch into the same square, even if I want it to launch on the opposite side...

    Leave a comment:


  • Daz
    replied
    FEATURE REQ:

    It seems impossible to upgrade stacked ships. Moving them apart just to upgrade seems silly...

    Leave a comment:


  • Sirian
    replied
    I finished that one game and submitted to the Metaverse. I started a new game with same settings on Huge with six opponents, but I got the shaft, stuck in the corner, boxed in by the two most radical AIs (Altarian/Drengin), and they are settling toward me, while the AIs on the opposite side of the map have wide open spaces and tons and tons of star systems.

    I think I tripped a "Sirian Detector" or something, because it is bound and determined to smack me down now.

    There's a case to be made for the value of extreme map situations. High duress can be a fun challenge. So can wide open cakewalk. I'm a fan of tighter boundaries, though. What good is a difficulty rating if the actual amount of difficulty on one game at that setting is really high, and another game on the same setting is really easy.

    I'm sure the maps are statistically fair (with that many planets and dice rolls, you'd have to slant things to get them to be unfair) but the start locations are not. I bet a lucky roll on the default settings would be good, too. I would personally prefer less of a luck swing, though.

    I'm debating whether to continue this one. (It's only my third game, after all.) It's not that I mind confronting close neighbors (I did get to grab two good planets close to me, though one was pure luck in sending my initial colony ship blindly in the right direction, beating the Drengin to the only good planet between us by half a turn). It's the AIs on the other side of the galaxy, who alone will have more territory than me and my two neighbors combined, that make me wonder if I want to slog through it.


    GC1 had some dud maps, too, as I recall. I think on average, I threw one away for every one that I played. That's really radical for me, as I am one of the most ironman-leaning players that you are likely to find for most games. I want a game to be a good competition, though. If a map is too bad -- or TOO GOOD -- the game's outcome is already decided if playing at a difficulty setting that will give you a fit from a fair position.


    Sirian, what did you use for settings on number of planets and number of stars?
    I have had all the top row items on Common, with the blue outline. ... Really, though, there will be some duds on any setting, if you get shafted in the start position lottery. The AIs don't seem to have to scout; they beeline right for the habitable worlds. You can design faster ships than theirs to compensate, but you need a bit of breathing room to make it work. YOU do have to scout, and the AIs are advantaged for grabbing stuff close to them, but you can do better than them at grabbing stuff that is outside their initial influence circle.


    - Sirian

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  • Hansolo88
    replied
    Sirian, what did you use for settings on number of planets and number of stars?

    Also, the research overflow could be a lot worse... at least it isn't lost. Would be nice if the game assigned the overflow to whatever tech you chose to research next.

    Leave a comment:


  • Sirian
    replied
    By the way, what is up with those default map settings? My first two games were sardine cans with only Mars to settle (as Terrans).

    One Planet Challenge can be loads of fun as a variant, when you are bored with regular games, but sticking it to players who install and fire up the defaults... The game is not putting its best foot forward.


    In GC1, the Scattered Stars setting was harder, because the Clusters would put a bunch of habitables right on top of you and you wouldn't have Range issues. In GC2, the Scattered setting is easier. The civs are spaced better. Plus with the new ship construction minigame, the human can gain advantage by emphasizing propulsion research up front (just like in MOO1, actually) and riding that to faster, wider, better scouting, and faster colony ships to reach more of the juicy worlds.

    Given enough breathing room between civs, the opening gameplay is now actually QUITE GOOD but you have to find some map settings that will show this off, because the default settings are a godawful crap shoot.


    I changed three things one notch and went from cramped to good times.

    Was: Uncommon Habitable Planets / Clustered Stars / Medium Galaxy w/ five civs.
    Now: Common Habitable Planets / Scattered Stars / Large Galaxy w/ five civs.

    It was like night and day. Went from the frustration of having no planets to settle (and no time to scout, just send out the colony ship in to the fog and pray) to having time to scout around (albeit as a top priority) and identify good systems and settle a fair share of them.

    1. I had lots of GalCiv1 experience to draw on.
    2. I am a map balance guru, so I could figure out why the defaults were unfun for me and what to change.

    Many users will poke around and find something good, but I bet most could use some help via stronger defaults. ... Just a thought.


    - Sirian

    Leave a comment:

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