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Twilight of the Arnor - Reported Bugs - Read this!

Twilight of the Arnor - Reported Bugs - Read this!

Updated

I figured I'd better update this thread.  I've been doing a bad job of removing the bugs that have been fixed, which means that we've had to waste time making sure that some of the older bugs were actually fixed.  I've weeded out all the stuff that was fixed or couldn't be reproduced and I took off some stuff that I'm just not going to get to but those were fairly minor anyway.

This is my current list of stuff to fix for release:

High priority:

Terror Star can't move after attacking ([link="https://forums.galciv2.com/305029"]Link[/link])

I think this is a bug.  I am playing on Normal difficulty, large map, using the Terrans.  I can build a terror star without problems.  After I use the terror star I am not able to move it.  When I save the game and load it again, I can then move the terror star.  Is this a bug?  This will be the first time I have reported anything so I'm not quite sure who this works.


+ AI designed ships don't obsolete previous designs

+ Pathfinding code sometimes creates circular loop

 

annoying:


+ Range stops increasing and yields square "radius" ([link="https://forums.galciv2.com/?forumid=421&aid=169411"]Link[/link])

I upgraded the basic freighter with a better engine and 2 extended support modules. That increased the range a small amount, but not enough. I upgraded again, and stuck on 5 or 6 modules. Now my range shows as 10.7, up from 4.something, but the freighter range is now a rectangular area that is generally the same size as my prior range bubble.

Mining ships: (note: didn't realize their was an auto function, so below notes are from controlling the ships manually)
- (appx. 70% reproduceable) - After a ship has finished a job with an asteroid field and you move it to one that is NOT adjacent, will sometimes not start mining upon arrival.
- I upgraded them to have 12 movement points. After a job was finished and I moved ship to another asteroid field a few parsecs away, the ship would move only with its original movement points if the destination was an asteroid field. If I set the destination for "open space", all 12 movement points would be used.

Planetary screen:
- if toggle a planet's governor to not auto update, then toggle it back some turns later, planet will not auto update.

+ Civ manager planet list scrolls back to top after setting a quick-build order ([link="https://forums.galciv2.com/?forumid=421&aid=172413"]Link[/link])

Everytime I use the quick build feature when I click done the civilization manager goes back to the top of the list and I have to scroll back to where I was originally in the list. This also occurs in the planets and ship list as well. Hate to complain, but this is a pain. I use this screen and the quick build feature alot and think it would reduce the time required to manage the game.

+ "Favorite" jewelry peices in ship design not saved between sessions ([link="https://forums.galciv2.com/?forumid=421&aid=172658"]Link[/link])


cosmetic (might not get to):

+ Trade screen shows wrong portrait for Terran splinter faction ([link="https://forums.galciv2.com/?forumid=421&aid=168686"]Link[/link])

Morale dropped. I was overthrown. A new splinter faction of humans was formed. The image on various screens showed the other human image, except for the diplomatic viewscreen which was showing a blue alien.

UI: Drop-down notification icons overlap ([link="https://forums.galciv2.com/306605"]Link[/link])

The square Icons above the minimap in the lower right corner, which display if a ship has been constructed (blue), show planets with an empty build-queue (green) and peace/war declarations seem to slightly draw over their control buttons (the smaller ones below with an arrow or X to close them) as if someone pushed them over each other.
This happens to me with 1680x1050 resolution playing TA. In DL and DA everything looks normal. I will add a screenshot later if needed, but I am in Office right now.

+ Incorrect queue empty message ([link="https://forums.galciv2.com/?forumid=421&aid=171436"]Link[/link])

if you buy and building and queue a new building, GNN always announces your purchase, and that you are now building *nothing*. even i gets confused.

32,156 views 30 replies | Pinned
Reply #26 Top

Fixed for Beta 3D:

+ Wrong ability tag used on some techs ([link="https://forums.galciv2.com/?forumid=421&aid=169590"]Link[/link])

On the XML side of things, I'd like to point out that InfluenceAbility is used instead of CultureAbility a couple of times in the tech trees, resulting in those techs (Xeno Persuasion, and I think Kyrnn Jihaad, and maybe a couple others in the Kyrnn tree) not giving the obviously intended boost to Influence.

+ Invasion tactics not in the race's tree automatically given? ([link="https://forums.galciv2.com/?forumid=421&aid=169812"]Link[/link])

I started up a new game as the Yor and checked the tech descriptions of each Invasion tech to see if they gave Mini-Soldiers... none did. Curious, I went ahead and rushed down the Military line to Planetary Invasion and then proceeded to invade the nearest Minor Race, the Carinoids... and when I did, I had every Invasion Tactic in the game available to me, except Mass Drivers, the only Invasion Tactic in the Yor tree besides the standard three from Planetary Invasion, and correct in that I shouldn't have access to it.

+ Ships have moves remaining but can't move (disappearing turn button) ([link="https://forums.galciv2.com/?aid=170347"]Link[/link])

After attacking an enemy fleet I found the following:
- the attacking ship had one extra move not expected
- any ship could not move even with moves left (even using find and then trying to move)


+ Galactic Privateer intentionally removed? ([link="https://forums.galciv2.com/?forumid=421&aid=170304"]Link[/link])

After checking Korx/Drengin/Krynn, and someone else checked Drath- none of those races could build Galactic Privateer.
Is this a undocumented change? (I won't complain if it is removed- the AI never used it, and it was abused by players easily)

No, the Galactic Privateer is now only available to Good civs, from a new tech.  Invulnerable something.


+ Auto-asteroid-mine still broken after hotfix? ([link="https://forums.galciv2.com/?forumid=421&aid=170394"]Link[/link])

One thing that seemed odd to me was the Space Miner. It would go mine asteroids for awhile like it should and then move on to another set to mine. However after completing only one in a new group it would say that there were no more asteroids to mine... even though there were about three more sets of 3-4 around it.
My problem occurred after the hotfix.

Reply #27 Top
Assorted reports resolved (AFAIK) but not removed previously...

+ Aquatic Transport missing graphics ([link="https://forums.galciv2.com/?forumid=421&aid=168070"]Link[/link])

And lastly, the Torian's start-of-game Galactic Achievement, the water transport one, really should probably be a Super Project; there's not much point in it being a Galactic Achievement if only the Torians can build it anyway (not to mention can build it so early no one else has a chance even if they could build it).
Oh, and the water transport project is missing graphics, namely the picture that pops up when you construct it and the picture in the lower left of the screen when you select it. It also seems to currently share a graphic with the Yor economy building.

+ Auto-asteroid miner fails to go around planets ([link="https://forums.galciv2.com/?forumid=421&aid=168107"]Link[/link])
My Space Miner finishes building the three mining bases closest to my home planet, then it scoots off for the next closest asteroid field. However, as it happened, the next field was directly opposite the home planet, directly in the pathway. When it started heading there, I could see the autopilot path bending around the planet. But it didn't do that; it went into orbit around Iconia instead.

+ Autosurvey does not route around asteroids ([link="https://forums.galciv2.com/?forumid=421&aid=169478"]Link[/link])

I just started a new game when my survey ship was next to an astroid field. I selected auto survey, and it went right into the astroid field headed for an anomoly about 5 squares directly on the opposite side of the astroid field.

+ Minifreighters start over at beginning of routes after reload ([link="https://forums.galciv2.com/?aid=170419"]Link[/link])
In the latest beta, I've noticed that every time I load up a game, all my current freighters start back at the start of their routes. My current game has a setup with all 11 of my trade routes (playing as the Korx) going from Korx to Iconia, and this resulted in all 11 mini freighters being on the same tile. While this makes them easier to defend, the huge dip in trade revenue every time I load a game is quite noticable!

Reply #28 Top

I cleaned up the thread because there were a lot of old or redundant reports.  There are a few in here (text bugs) that I've fixed for the next update, but the rest are all old and have been fixed for awhile or are not reproducible.

Beta 1 Bugs:

https://forums.galciv2.com/?forumid=421&aid=166459#1348641

- Techs that don't give anything: Planetary Fortification

- Also, though the Korath start with the first of the new evil research path, I can't find the actual tech that grants it anywere. Nor can I find any of the subsequent techs in that chain, though whether that's a deliberate choice to weaken research in exchange for their huge production bonuses or not is something I don't know, but I would speculate is probably a bug.

- Invisible ships. Lots of them. All Drengin and all are the Super Dominator Corvette type that the Drengin love to build in great numbers. The one exception to the "all Drengin" component of this bug that I've seen was that my very first colony ship in one game launched and promptly disappeared. I was able to colonize with it by zooming out and moving the icon, but the detailed rendering did not appear. My next colony ship was one I designed and it was visible. Perhaps this bug is associated with only computer designed models.

- When re-opening the tech tree after a turn, it will open up on a blank area of the screen that doesn't show any portion of the tree whatsoever.

- When a fleet with warp bubble first moves (as far as one of its ships could move by itself) and then attacks, it still looses too many movement points.

+ Yor tech/improvement issues ([link="https://forums.galciv2.com/?forumid=421&aid=167922"]Link[/link])
- The last upgrade of the stalks isn't overriding the version below it.
- The base stalk takes 0 weeks to build even on a world with no Industry upgrades.
- I'm noticing that the improved collectives are building in one week if they say they are going to take five or less weeks. If it says 5 to 10 weeks it will be built in two. This is on upgrading them from the previous collective.

+ Warp IV / Invulnerability Shield II mysterious early availability ([link="https://forums.galciv2.com/?forumid=421&aid=168037"]Link[/link])

I've noticed that many races seem to be getting ahold of Warp Drive IV very early in the game, yet none of them have any of the prerequisite techs. I've played all those races, so I know it isn't one of their tech trees. However, I do notice that the minor races have this technology in the same fashion, even though they have precious little bargaining power to procure it!
I suspect that the default tech tree has a bug that gives early, possibly quite cheap access to Warp Drive IV, and the major races are trading for it with the minors.

([link="https://forums.galciv2.com/?forumid=421&aid=168162"]Link[/link])
After about thirty turns while race military techs were on the rise, the Yor's Military Rating SHOT up... the military tech that they received to do this all... invulnerability shield II.

+ Assorted Torian issues ([link="https://forums.galciv2.com/?forumid=421&aid=167969"]Link[/link])


-many (or all) of the unique Torian technologies cannot be traded
-in the inherited technologies description, there should be a period at the end.
-add to playing the torians: building a tech capital didn't work? (no 100% for me)
-also, opening the planet window has the default tile view on a blank green screen. is this right? looks a little wrong to me.

+ GNN gives completion notice before slave pits are done ([link="https://forums.galciv2.com/?forumid=421&aid=168611"]Link[/link])

"building completion" notification 2 weeks early for Basic slave pits - "Building complete" notification + indicates that the planet is building nothing, even though other buildings are still queued:

+ Upgrade crash still present in 2b ([link="https://forums.galciv2.com/?forumid=421&aid=168583"]Link[/link])

Have been playing the latest beta for TA. Played as the humans for about 2 hours when the game crashed from the shipyard screen when I tried to save the upgrade ship.

+ Moves remaining randomly drops after combat? ([link="https://forums.galciv2.com/?forumid=421&aid=168864"]Link[/link])

When attacking the AI, the movement points remaining after the attack is not what I expected. eg. I had a fleet with 13 movements points right beside an enemy planet. I watch the movement points and attack the planet. Instantly my points go down 1, from 13 to 12, as the attack starts. After the explosion graphic completes, my movements points once again drop by a random amount. It seemed to me the stronger the ship/fleet I'm attacking the greater the drop in movement points.

+ Description text errors
[Torian] The text on the first and third (I think) portion of starbase fortification say the same thing.

+ Torian root tech should be untradeable? ([link="https://forums.galciv2.com/?forumid=421&aid=169146"]Link[/link])

I've also made recent contact with the Torians, and they're happy to sell me "Inherited Technology -- the sad history of the Torian species" for 100 bc.

+ Disruptor animation missing ([link="https://forums.galciv2.com/?forumid=421&aid=169079"]Link[/link])

the Disruptor weapon has no animation, i.e., when I see the Korath ships with disruptors, I hear them firing but see no "beam." It's invisible. It does damage and one can even see it glance off of shield systems, but the beam itself is invisible.

 

+ Pathing issues potentially causing missing turn button? ([link="https://forums.galciv2.com/?forumid=421&aid=169844"]Link[/link])

I think I've found out what's causing this. At the end of the colony rush, I set the remaining colony ships on auto explore.
After a while the turn button disappeared. By chance I selected one of the colony ships and noticed it had turns left and was trying to go straight through a planet. After moving the Colony ship manually the turn button reappeared and worked happily ever after since.

+ Space cannon bonus text missing ([link="https://forums.galciv2.com/?forumid=421&aid=169882"]Link[/link])

the space cannon reads "string not found" or something similar. Just needs some text for the roll over of the red icon

+ Weapon Amplifier and [advanced] Weapon Amplifier have same name ([link="https://forums.galciv2.com/?forumid=421&aid=170239"]Link[/link])

I noticed last night that the Drengin Kill Zone Computer tech gives the same component as another tech....the preceding one. I don't recall the name just now. The component involved is the Weapon Amplifier. Is this the desired behaviour, or should there be an "enhanced weapon amplifier"?
The component from the first amplifier tech gives a 20% bonus to weapons, the Kill Zone tech component gives a 33% bonus.

+ Arcean Stellar Forge is missing StarshipHPBonus ([link="https://forums.galciv2.com/?forumid=421&aid=170402"]Link[/link])

Has anyone else noticed this? there is no 25% hit points improvement on the Stellar Forge (Arcean Tree).

+ Fleet with colony ship not updating graphics after colonizing a planet ([link="https://forums.galciv2.com/?forumid=421&aid=170435"]Link[/link])

They entered the space of a heavy gravity planet I wanted to colonize (and had the required tech to do so). The colony ship deposited its colonists and the other two ships remained in the square adjacent to the planet, but lo and behold the graphics showed the colony ship as still with the fleet! If I selected the fleet the details correctly showed the fleet as being only the two warp ship and the transport, but on the main display all three ships appeared. This graphic persisted over several turns, until I saved and reloaded the game.

+ Missing Yor/Iconian weapon effects ([link="https://forums.galciv2.com/?forumid=421&aid=170985"]Link[/link])

This may have been reported elsewhere, but I did not see it. One of the early mass driver techs (not sure which one) available to the Yor and Iconians does not produce any visible fire. It otherwise functions as expected, including doing damage and having a sound effect-the player just doesn't see anything actually exit the weapon.

+ Starbase modules available count inaccurate ([link="https://forums.galciv2.com/?forumid=421&aid=171109"]Link[/link])

Each starbase had "1/2/3 modules available" listed underneath the graphic. When I added filled one entire module "branch", the interface would update correctly (going from 3 to 2, or 2 to 1). If I researched a new module that went into the
previously filled line, the starbases would not update (from 1 to 2, or 2 to 3) until I clicked on them directly. So even though two modules were available to a starbase, it would say only one was available.


+ New minors spawn with end-game techs noone else has ([link="https://forums.galciv2.com/?forumid=421&aid=171008"]Link[/link])

A disenchanted colony breaks off from the Drengin empire. No big deal.
However, suddenly they possess crazy amounts of technology that the Drengin
just never had. Black Hole Guns. Beyond Mortality (I'm warned that this new broken off colony is
about to win the game!) I was well, well in first place until these guys show up and now they have technology I can barely dream about. Terror Star 3. No one has any Terror Star techs. Something is buggy here.

+ RAW tags mismatched in customplanets ([link="https://forums.galciv2.com/?AID=171446"]Link[/link])

I was doing a little mod for my own personal enjoyment for the recent TA beta - no, I can't wait for the Thalans and I noticed a problem that's VERY prevelant throughout the Customplanets.xml file...

(RAWTerrain)Thala.raw(/RAWTexture)
The opening and closing bits of this xml tag are different.

+ Removal of default tree made all techs available to minors? ([link="https://forums.galciv2.com/?forumid=421&aid=171939"]Link[/link])

Minor just build the Innovation Complex. I believe this is a Terran only building?
I'm suspecting the Tech problems are related to the fact that the new "Default" tech tree is generated with ALL techs in it.
That probably is why the race icons are missing (since no tech is actually present in only a particular tech tree anymore) and minors are building the Innovation Complex (or getting techs that aren't tradeable).

 

Reply #29 Top

Fixed for the next update:

+ Tech Victory researched instantly via Creativity does not trigger endgame ([link="https://forums.galciv2.com/?forumid=421&aid=170318"]Link[/link])

The problem is fairly simple- no need for a bug report.
1) The Technological Victory Techs can be gotten in 1 turn via creativity- I got the final tech with 79 turns left (I started with 83) I wondered if it was possible. I actually got each of the tech victory techs that way.
2) However, if you get Tech Victory tech this way, the game doesn't end.

+ Warp bubble move points not available first turn after reload ([link="https://forums.galciv2.com/?forumid=421&aid=170816"]Link[/link])

If I have a fleet with a ship containing a warp bubble (of any variety) the first turn back after loading a saved game the fleet will not use the warp bubble in its movement.

Ship A: 4 mp and +3 warp bubble, Ship B: 5 mp, Ship C: 5 mp

This fleet would show 5/8 as its movement speed. It has not moved yet for the turn, and it can only move 5 spaces (so Ship A is getting some bonus mp)
Even if I saved the game at the end of a turn, all movement completed, and then loaded that saved game, hit the End Turn button, and went to the next turn, that first turn of movement would result in the above example.

+ Terror Stars not moved by anti-sneak-attack UP law ([link="https://forums.galciv2.com/?forumid=421&aid=171135"]Link[/link])

So last night while playing with a Terror Star for the first time I moved it into position (fleeted with a speed-enhancing ship, thank god) and started my war. I'd forgotten about the neutral ground UP treaty that I'd helped pass, but here's the thing - the Terror Star wasn't moved out to neutral ground.

+ New minor spawn events still occur when minors are set to 0 ([link="https://forums.galciv2.com/?forumid=421&aid=171272"]Link[/link])

Due to the bug where minors are given outstanding tech, I shut them off (e.g. 0 minor races). However, apparently, this wasn't enough to keep them out of my game. The jagged knife showed up. Since I greatly dislike the Jagged Knife, and especially dislike the bug, I reloaded from an autosave. However, if I understand correctly, the Jagged Knife are really not supposed to show up if minor races are off.

+ Race name grammar issue ([link="https://forums.galciv2.com/?aid=170759"]Link[/link])

- Spelling/Grammer Bug: Auto adding the 'The' in front of the empire names causes 'The The Jagged Knife"... to be displayed in event text.

+ Minors tab in foreign policy remains disabled after JK spawn when minors are off ([link="https://forums.galciv2.com/?forumid=421&aid=171852"]Link[/link])

I have been playing with no minor races recently and have run into the following issue. When the Jagged Knife event triggers, they take over my planet, but I can not open communications with them becasue the minor race tab is not available on the diplomacy screen.

+ "Neutral ground" UP resolution affects Minors (who aren't in the UP) ([link="https://forums.galciv2.com/?forumid=421&aid=172600"]Link[/link])

A minor quibble with this -- since minors have no territory, if a minor race is within my borders I can march right in and attack them with the Neutral Ground UP resolution in place. My ships stay right where they are, but the minor's get moved to the edge of my territory which could be quite some distance away.
Of course any minor race the player attacks is probably screwed anyway, but it doesn't seem fair that they're rendered utterly defenseless like that.


 

Reply #30 Top


The bugs listed here are either fixed or unreproducible

+ Cultural revolt from spies when not in alien influence area? ([link="https://forums.galciv2.com/?forumid=421&aid=169159"]Link[/link])

Playing as the Iconians. Got a foreign agent on a Precursor Archive and a few turns later I got a GNN notice that the planet is revolting because of Terran cultural influence. As you can see from the screenshots the Terrans shouldn't have much influence here so I'm assuming the foreign agent on an influence bonus improvement is bugged somehow.

+ Maximum zoom on minimap insufficient for immense maps ([link="https://forums.galciv2.com/?forumid=421&aid=171924"]Link[/link])

With the inclusion of immense sized maps I noticed an issue with the mini-map. It seems that there are a default number of times you can zoom in on the mini-map. The bigger the map the less you can zoom in. On the immense sized maps even at full zoom you can barely see the individual planets and ships. This makes it a challenge to sort out where you are and where you want to send your colony ships etc

Rally point popup does not appear immediately ([link="https://forums.galciv2.com/304997"]Link[/link])

Nothing happens in star port window when you hit the rally point button. exit from star point to main window and the assign rally point window appears.


First item in build queue's progress contributed to rush cost reduction of other items in queue ([link="https://forums.galciv2.com/306193"]Link[/link])

When I rush an item like a factory that is second or later item in the que,  the cost to rush it is reduced by the amount of production put in the first item in the que without reducing the amount put into the first item.  I can be working on diplomatic translators and rush a facory for a small figure 90 credits.


+ Econ sliders don't reset positions after returning to main menu and starting new game ([link="https://forums.galciv2.com/?forumid=421&aid=167990"]Link[/link])

After ending a game by going returning to the main menu and then immediately starting a new game, the positions of the sliders in the domestic screen will stay where they were in the previous game, although the values will be correct. Clicking on the slider in question fixes this.

+ Racial tech icons hard to see ([link="https://forums.galciv2.com/?forumid=421&aid=167996"]Link[/link])

Not a bug as such, but a comment on the ability (or not) to see racial techs. The first thing I did when I got the two betas was jump to the tech screen so I could see the groovy new race-specific techs. It took a while to realize that they're ID'd with race icons on the left side, but those icons are really dark and hard to see... maybe because they're the same color as the background graphic, but mainly they're just too dark. I'm using a color-calibrated pro graphics monitor, so I don't think it's my system. Everything else looks great. On some techs the white lettering will also stretch to cover up the icons.

+ Research formula bonus bug? ([link="https://forums.galciv2.com/?forumid=421&aid=168477"]Link[/link])

NOW. The math of (Capital base research {24} )*(100% + max bonus) indicates that:
the 40% races, Drengin, Korath, and Arceans, should output ~34 tps, if you round the last fraction up;
the 50% races, Torians, Yor, and Terrans, should output exactly 36 tps.

In DA 1.80e/f, that is exactly what happens. Those are the output numbers for these tests.

However, in TA beta 2:
the '40% races' produce 38 tps; and
the '50% races' produce 43 tps.

+ AI requests base version of racially modified techs in random trades ([link="https://forums.galciv2.com/?forumid=421&aid=169009"]Link[/link])

playing yor - terran asked me for research academies where, of course, i have collective academies

+ Templates created regardless of choice, and disappearing ships on upgrade ([link="https://forums.galciv2.com/?forumid=421&aid=169486"]Link[/link])
[quote]1. Even if you do not check the 'Save as Template' box, the game will save all of your designs as templates.
2. Playing as the Iconians I used a small hull (Do the Iconians have the old Torian hulls?), and just threw some weapons on. Building them gave no problems. You could see them in the list, on the planet, and in space. I upgraded the design in the shipyard, and instantly it turned invisible. I went into the template list (where I believe both were visible), deleted the previous design, and upgraded all the existing ships. The result of this was that the ship reappeared in the shipyard, was blank on the planet view and in orbit, could be seen when launched, and was also invisible in the fleet and battle icons.

+ Build times not shown for items in improvement list when the queue is empty ([link="https://forums.galciv2.com/?forumid=421&aid=169464"]Link[/link])

The reason it says "Never", has got nothing to do with you not building the building, it's because all your social production is converted into military production.
If you are already building something, and choose an empty tile and a building, it will show the correct time instead of "Never". So the "bug" (or whatever you wanna call it) is that the time isn't calculated automatically when the queue is empty.

+ Minor tech-stealing event causing mysterious late-game techs appearing early? ([link="https://forums.galciv2.com/?forumid=421&aid=169469"]Link[/link])

I'm not so sure it's completely fixed. Relatively early in my game last night, the Dark Yor stole all of the Korath technologies. For one thing, they certainly weren't making all of them available for trade since they only had 4 showing up where the Korath had 6-8. But among the techs they would trade, the Black Hole Gun was on offer. I'm positive the Korath hadn't researched it. It didn't show on their list, and they were focusing on missile weapons, where they had gotten to Stinger III.

([link="https://forums.galciv2.com/?forumid=421&aid=170496"]Link[/link])
There is an event in which you support a minor in capturing all of a major race's technology. There is a bug in this event, it causes the minor to steal EVERY tech that the other race can and will research.

+ Battle veiwer/animations cause disappearing turn button? ([link="https://forums.galciv2.com/?forumid=421&aid=169844"]Link[/link])

Disabling show battle sequence and show opponent's battle sequences worked for me. After I disabled them I had no freezes of the game and no disappearing turnbutton. I switched them off in a game in which ships refused to move and the turnbutton caused problems, after that I could play on without a problem.

+ Korx Freighter Command does not have intended effect ([link="https://forums.galciv2.com/?forumid=421&aid=170337"]Link[/link])

The improvement for protecting your trade routes despite loss of individual freighter is not working as advertised. The Krynn set up shop on my important trade routes and shut them all down, crippling my economy, despite the extra expense I paid to quick buy the improvement before they could do so.

+ Resource starbase model disappears ([link="https://forums.galciv2.com/?forumid=421&aid=170378"]Link[/link])

In one game I was playing, the Iconians built a mining starbase on a couple of resources. But it didn't show up with the screen zoomed in. When my constructor got there, I just couldn't move onto the resource square. Zooming out revealed a base had been built. But in zoomed in mode, the base just wasn't there. (My constructor was right next to it. So there was no fog of war).
Reloading fixed the problem.
I was alt-tabing a bit to write an AAR, so maybe that affected it. Not really sure.

+ Strange blank thumbnail behavior in ship design ([link="https://forums.galciv2.com/?forumid=421&aid=170527"]Link[/link])

I'm seeing a bug pop up now and again where I'll get a new ship, go to upgrade it wiht the latest techs I've researched that are better than the base design, and I'll see a few squares at the top that are blank. When I go to remove the blank squares it'll remove a component off the model. These components always have an associated square at the top too, so for instance if I removed a blank that took a troop pod off the model, there will also be a square at the top that is a troop pod. Removing the troop pod square will take the component space off the available space line.

+ Missing turn button on combat attempt caused by war vote ([link="https://forums.galciv2.com/?forumid=421&aid=170659"]Link[/link])

When you attac a planet and the turn button disapears and then your fleet frezes is coz the star democrasy needs to vote on starting wars. This bug is caused coz the voting window does not appear.

+ Minifreighter causes planet to appear as a stacked ship ([link="https://forums.galciv2.com/?forumid=421&aid=170814"]Link[/link])

I had been fiddling with a few transports while the turn was processing, and when it finished, Dratha had completed a transport. It jumped to the planet, and the planet was shown (at the bottom, the map displayed properly) as a fleet icon with one of my freighters as the other choice. The freighter was one of the ones generated by the game to run a trade route, and it must have hit Dratha just as the transport was finished. I could not put Dratha in the fleet, but I could not access the world to launch the transport. All other worlds that completed ships that turn were fine. Dratha was stuck like this until it finished a second ship.

+ AI offer to trade untradeable techs? ([link="https://forums.galciv2.com/?forumid=421&aid=171409"]Link[/link])

I've had the Krynn offer me "Counterespionage" for trade but the trade screen is blank where the tech should be listed. In my experience, if one trades for that, he or she will get nothing despite the fact that Counterespionage appears in his or her tech tree (I was playing Terrans). Is this intended? Do the Krynn have some special counterespionage tech that other players don't and can't have access to? If so, shouldn't the Krynn be prevented from even offering it for trade in the first place?

+ Crash when attacking capital system with TS ([link="https://forums.galciv2.com/?forumid=421&aid=171782"]Link[/link])

Problem is reproducible under Beta 4 from the same savegame as the one I submitted (break Korx alliance, Terrorform Korx homeworld system). Choosing to start the war by terrorforming other Korx stars doesn't crash, just when destroying the Korx capital star system.

+ Turn hang on attacking planet persists in beta 4 ([link="https://forums.galciv2.com/?forumid=421&aid=170729"]Link[/link])

I have exactly the same problem with my game. Game freezes after one ship attacks another ship orbiting a planet. I can move around but the attacking ship immediately goes to auto pilot and will not attack another ship in orbit even though it has moves left. Only way around it is to quick save and restart.


+ Ships get permanently stuck on asteroids ([link="https://forums.galciv2.com/?aid=172587"]Link[/link])

In the current beta, I got myself a "lucky ranger" and placed it with one of my transport ships. I believe I accidentally targeted the fleet on to an asteroid, and now I can't get it off. Every turn, either via manual or auto pilot, it tries to move, runs out of movement points and stays right where it began.


+ Altarian core ships require missing tech? ([link="https://forums.galciv2.com/?forumid=421&aid=172693"]Link[/link])

It looks like some of the premade ships for the ALtarians have some kind of issue with required techs. They show up in the list as requiring one more tech than is listed, like it's a broken like or something, and then you never can get them to become available.

+ Jewelry piece shows wrong thumbnail in shipyard palette ([link="https://forums.galciv2.com/?forumid=421&aid=173036"]Link[/link])

+ Dread Lords make peace with AIs and trade with them ([link="https://forums.galciv2.com/?aid=173617"]Link[/link])

Dread Lords need to be less giving of tech to lesser races. They appeared early in my game and made peace with several races after a few turns. In these peace negotiations, the Drengin grabbed death rays. This was while the rest of the galaxy was still researching lasers. It has taken me extreme amounts of effort to stay alive as a result. Fortunately, the tables have finally turned now that both the terrans and I have nightmare torps and ultimate invulnerability shields.

+ Cheat codes bug -- all research cheat doubles tech bonuses ([link="https://forums.galciv2.com/?forumid=421&aid=173547"]Link[/link])

Doing the all tech research thing re-gives you bonuses from techs you've already researched. i.e., I have a tech that gives me +10 to mp, I research it first (or, in the case of DA, [may] already have it), and then I get that +10 mp -again- when "all" techs are researched.


+ DL campaign issues when played under TA ([link="https://forums.galciv2.com/?forumid=421&aid=174180"]Link[/link])

Crash to desktop after hitting done on the summary screen after almost every scenario. Sometimes I would lose graphics of borders and backgrounds sometimes the text is flashing and scrolling. Had to restarting the game and continue on to next level from the campaign menu every time.

Altarian leader Netro Mancer has wrong pic in Foreign Policy screens.

Ship building is all messed up. I couldn't upgrade pre-made ships or use templates because of mismatching files between DL and TA.

Victory screen text of mission 'Salvation' has many glaring typos

On mission 'Escape' I couldn't finish the map. Victory is supposed to be achieved by taking the planet Karion. Something caused the Dread Lords AI to fail and I had no opposition. When I try to invade the planet I get negative 219000 troops on my side and the battle cannot be won.

+ Thumnail-model mismatch in ship design ([link="https://forums.galciv2.com/?forumid=421&aid=174629"]Link[/link])

As you can see in the picture, when you choose that extra, you don't get the one you expect but something else. So far this is the only one I got.

+ Dread Lords spawn and immediately surrender? ([link="https://forums.galciv2.com/?forumid=421&aid=176795"]Link[/link])

Early in the game (2-3 years), the Dread Lords appeared, announcing they were going to take over the galaxy, etc. The very next turn, they surrended to everyone, and as terms of surrender, they were literally giving away almost every technology available. I was able to go from Phasor II to Doom Ray instantly, as an example. The number of techs they gave me numbered close to 30.


+ Map editor planet resize bug ([link="https://forums.galciv2.com/?forumid=421&aid=174413"]Link[/link])

When changing the size of a planet, the rings expand. When shrinking it, the old, larger lines do not get erased, resulting in a solid white blob. (Kind of like the 'hall of mirrors' effect back in Doom when you had places where the map wasn't 'sealed', if that helps.)

+ Map editor bugs and feedback thread ([link="https://forums.galciv2.com/?forumid=421&aid=174414"]Link[/link])

Ascension starbase issues ([link="https://forums.galciv2.com/?forumid=421&aid=302012"]Link[/link]) ([link="https://forums.galciv2.com/?forumid=421&aid=302213"]Link[/link])

- Starbases are called 'New Starbase xx', I guess it should be 'Mining Starbase xx'
- Once built, the tactical symbol is replaced not by the symbol for an enemy starbase, but the normal 'empty' Ascension Crystal graphic (in zoomed out mode, making them appear as tiny whit dots)

1.The stars and planets are considered to be an ascension crystal, but it does not seem to affect the planets already acquired

Ascension victory does not trigger ([link="https://forums.galciv2.com/?forumid=421&aid=302205"]Link[/link])

i started playing the latest version with ascension and being lazy i did it on a beginner to see what it looks like
i have the 1000 PLUS points for ascension and have had the count down but no ascension
what am i missing out on?

Fake ascension crystals ([link="https://forums.galciv2.com/?forumid=421&aid=302161"]Link[/link])

I just started a game with the settings Painful, Immense, 5 opponents. I've explored five sectors and found 14 ascension crystals,

I think I have also encountered this bug. Numerous Ascension Crystals were all over the map. Furthermore, when I built starbases on the Ascension Crystals, the Ascension victory number count remained at zero.... When I reloaded my game, all of the fake Ascension Crystals disappeared, and the starbases that I had built on the fake Ascension Crystals had no resources in the middle. Until this bug is officially fixed, you apparently can get rid of any fake Ascension Crystals by saving and reloading your game.

Not reproducible:
AI invades without war (planet flipped with transport already en-route?) ([link="https://forums.galciv2.com/?forumid=421&aid=301952"]Link[/link])

The Yor invaded one of my plates during my last game.
Our relations were "warm" and they did not declare war. Neither before the raid nor after it.

XML error in StarBaseModules.XML ([link="https://forums.galciv2.com/305951"]Link[/link])

The StarBaseModule "Adv. Mining Matrix" doesn't have an "/StarbaseModule" end tag. I don't know whether it causes any problems in the game, but it most definatly is an error.
Note: This is in Beta 6a.

Interstellar Refinery missing images ([link="https://forums.galciv2.com/306018"]Link[/link]) ([link="https://forums.galciv2.com/306054"]Link[/link])

Not sure if this is a new Beta 6 bug because I haven't played the Iconians since beta 3 or 4, but it's got a black square in the build list and nothing at all on the planet tile.

The Insterstellar Refinery PI needs a spelling correction in InterstellarRefindery.pngremoving the "d" in Refinery

Ascension starbase/constructor issues ([link="https://forums.galciv2.com/305959"]Link[/link])

I have a savegame where I just destroyed an enemy ascnesion starbase. When I try to move my constructor to build my own base, it just sits there and 'construct' gives me the normal options of military, economy and influence. It should automatically build a new ascension base at the location.
In fact, I just noticed another error:
I upgraded the constructor (while still on the crystal) to a Space Miner. After completing the upgrade, an ascension base got build, but instead of the base symbol, it now has the icon of a space miner in the tactical view.

Ascension results in a descriptionless loss ([link="https://forums.galciv2.com/305008"]Link[/link])

I recently booted up a game to see if the Ascension victory was working. After a few hours on a small map I had acheived the Ascension victory only to see the Defeat screen with no writing. And my score slashed from its normal 15-25k(I know thats not too high but at least its something) to a horrible embarssing 567pts. So I assume this means I Lost?

- Colonies upgrading improvements still show as being inactive in the zoomed out view

+ Ship design names cannot be reused between races without overwriting ([link="https://forums.galciv2.com/?forumid=421&aid=170720"]Link[/link])

Played a game as the Arceans and had many custom ships. Example might be "Defender M2".
In my current game as the Korx I have tried to create a custom ship and also call it "Defender M2" and it gives me the warning that you shouldn't name a new ship the same name as a current custom ship name.

+ Strange AI ship behavior after culture-flipping their home planet ([link="https://forums.galciv2.com/?forumid=421&aid=177048"]Link[/link])

I just noticed it in the last few games I've played. For any planet that I win by influence, any displaced ships head for their nearest friendly planet, but get caught in some kind of loop where they spend their moves heading for their planet on one turn, and then on the next turn, head back to the original starting point. As far as I can tell, they will stay in that loop for the rest of the game, or until they are destroyed.

+ Sensor sight of destroyed ships remains ([link="https://forums.galciv2.com/?forumid=421&aid=170278"]Link[/link])

Anyone else notice a glitch with the "fog of war" in that when a ship is deep in enemy territory and gets destroyed, but his sensor reveal of the fog remains? It hasn't happened often, but I've noticed it a couple times. Anyone else seen this? It might just be a problem local to my rig and not in the code.

 

+ Drop-down notification of empty planet queue not appearing ([link="https://forums.galciv2.com/?forumid=421&aid=170431"]Link[/link])

The GNN is correct, it mentions when a planet's social queue is empty, but I'm not always getting the icon on the lower right corner of the screen to go to a planet with an empty queue.

+ Invisible constructors and colony ships on main map ([link="https://forums.galciv2.com/?aid=166576"]Link[/link])

Here are three pictures of invisible ships in the new beta. This is the first for me. I can send the debug.err file if you need it but I think this has been a fairly common problem.
I still see this happening in new games created after the Beta 2 release? I don't see this listed in the known problems or fixed problem section. I now see this happening to both colony ships and constuctors.

+ Terran AI spams miners needlessly ([link="https://forums.galciv2.com/?forumid=421&aid=168650"]Link[/link])

there are dozens of Terran of miners in orbit all over the Terran system. I suppose it's good for me that they are wasting money on ships that are useless, but it is a bit annoying to have to use up my precious movement points to pop them off one at a time so I can get my marines down on the planet. Seriously, there must be something screwy in the AI for so many mining ships to be built.


+ AI doesn't launch ships to make room for new ones in orbit ([link="https://forums.galciv2.com/?forumid=421&aid=169894"]Link[/link])

In two different TA beta i've had an AI build so many ships that there starport becomes full and then fail to move ships from a planet so they can no longer build new ships.
First time it was the Korath, they filled there planets completely with spore ships.
In my latest TAB3b game the terrans have filled there 6 planets with 60 miners. (Side point: they only have 3 asteroids). It's 5 years into the game and there starports have been full for 3 years plus I believe.

+ Minors do not use gifted ships ([link="https://forums.galciv2.com/?forumid=421&aid=171659"]Link[/link])

I just finished playing a Twilight of Arnor beta game (0.93[b].002) and ran into a strange situation. The Snathi, a minor race, were being attacked by the Torians. I did not want to attack the Torians just yet and I was not ready to 'liberate' the Snathi myself, so I gave the Snathi a few ships to defend themselves with. Instead of moving the ships to defend their planet or to attack the Torians, the Snathi just left the ships there (in my space). I tried again later to give them some ships near their planet with the same results.

Autolaunch does not work after reload? ([link="https://forums.galciv2.com/305275"]Link[/link])

Started beta 6 and loaded a game and played a few turns and all the"Auto launch" setting work just the way I liked them.
I accidently deleted a ship design so reloaded the last autosave (which i have set to every turn) Fixed up my ship design and continued to play .  A few turns later I noticed none of my new ships being built would "auto launch"
Did some quick buys and hit turn and still none of the new ships would launch. Tested this on fighters , Module ships and colonizers with no luck.
Did a quick save and exited back to desktop. Restarted the beta and loaded my quick save and tried the above test again and this time all the auto launched setting worked as expected.

These two are not reproducible:

+ Crash when placing spy immediately after reload ([link="https://forums.galciv2.com/?aid=172645"]Link[/link])

If you load a saved game from within the game, and immediately attempt to place a spy, the game will crash, at least for me.


Returning to main menu and starting new game after playing one causes crash (old bug) ([link="https://forums.galciv2.com/305963"]Link[/link])

This has been an issue for me with an older XP laptop running earlier betas, and now my new Vista desktop running the latest beta.  If you go back to the main menu from within the game, it will let you start a new game or load a save, but will nearly always crash on the first turn.

Combat ship placed on resource starbase becomes a new starbase when destroyed? ([link="https://forums.galciv2.com/304680"]Link[/link])

I've seen this "bug" occur twice now.  I had a ship sitting on a resource starbase.  The base had minimal armament.  An enemy fleet attacked and engaged the base instead of my ship.  The base was destroyed.  In the aftermath, during the remainder of the turn change, my ship reformed a new starbase on the resource and became unavailable to move during the next turn.

Traded techs don't give ability bonuses ([link="https://forums.galciv2.com/172874"]Link[/link])

I once got all the Invasion Techs from a minor race and my soldier skills were still in the basement. I'm afraid to trade for any tech that gives and increase instead of a new item. The extreme col tech is just an easy one to spot. I have the latest update as of the date of this post downloaded.