Bugs in 0.41 and comment on planetary improvements

The last two days I played a game of the opt-in to beta 1 in a large galaxy setting and want to share some observations.


Bug 1: Shipyard crash

In mid game, having 20-30 planets, I could not add sponsors to shipyards any more - the game would crash every single time for any shipyard I went to and clicked "add sponsor" in the lower left screen. It worked before I had too many planets, so I guess the problem is the number of planets to choose from is too large?

Bug 2: Free ship upgrades

What also stopped working correctly was the ship upgrading (individually designed ship -> individually designed ship): I could upgrade the ships, but the displayed costs were not subtracted... I could upgrade my entire fleet of 40-50 ships for free.

Bug 3 (minor): Planetary improvement glitch

The second or third tier population growth facility ("Fertility Clinic"??) displayed the wrong build time in the planet screen building queue: something like "3483749283211" weeks instead of "2" (which was the correct time, being correctly executed and being correctly displayed in upper right menu of the build times of all available planetary improvements).

Comment 1: Unique planetary improvements

Buildings like the Hyperion shrinker or Hyperion support should take effect for all your shipyards, not only the one to which the planet having the improvement is linked. It should thus become a galactic wonder or something similar. The reason: If I have only the 2 above mentioned improvements on 2 different planets, I need 3 different ship designs: on one planet I can build a design with extra space, on one with extra range (want to have it in the name, so I don't mix up fleets later on and loose that bonus), and one design for the rest of the shipyards. That is so much work, that it's no fun. Make it a galactic achievement, build it somewhere, get the bonus everywhere and then forget about it.

Comment 2: Doubling of unique bonus giving structures

Is it intentional, that I can build a "second" Research Coordination Center after the first one goes away when I upgrade it (to Omega Research center)? Same thing for Colonial Hospital - I can have it again, if the first one becomes something higher tier ("Fertility clinic"??). I think that this behavior was not intended. 

8,456 views 5 replies
Reply #1 Top

Thank you for the feedback, I passed it on to our lead designer. There are some known bugs with planetary improvements/upgrading and the other bugs mentioned have been added to our list. :)

Reply #2 Top


The last two days I played a game of the opt-in to beta 1 in a large galaxy setting and want to share some observations.

Bug 1: Shipyard crash

In mid game, having 20-30 planets, I could not add sponsors to shipyards any more - the game would crash every single time for any shipyard I went to and clicked "add sponsor" in the lower left screen. It worked before I had too many planets, so I guess the problem is the number of planets to choose from is too large?

Bug 2: Free ship upgrades

What also stopped working correctly was the ship upgrading (individually designed ship -> individually designed ship): I could upgrade the ships, but the displayed costs were not subtracted... I could upgrade my entire fleet of 40-50 ships for free.

Bug 3 (minor): Planetary improvement glitch

The second or third tier population growth facility ("Fertility Clinic"??) displayed the wrong build time in the planet screen building queue: something like "3483749283211" weeks instead of "2" (which was the correct time, being correctly executed and being correctly displayed in upper right menu of the build times of all available planetary improvements).

The first and last one are common and have been mentioned several places before :)

Quoting Raynman, reply 1

Thank you for the feedback, I passed it on to our lead designer. There are some known bugs with planetary improvements/upgrading and the other bugs mentioned have been added to our list. :)

Can we get a master list of known issues so there aren't as many duplicate posts as I know I'm guilty of this too...

Thanx

Reply #3 Top

[Bugs] Starbase module prerequisites: +mp, +rp out-of-sequence; +ap/+bc cross-benefit upgrade

I expect all starbase modules to get reworked.  I dunno if these are bugs, anachronisms from incomplete editing, or ... design intent.

"C2" means tier 2 in the Colonization tech subtree.  For Terrans, C1-5 = Age of Expansion, C6-8 = Age of War.

  • Manuf module upgrade path (these replace each other):
    • C2 Xeno Industrialization: Starbase Factory +10% ==>
    • C4 Advanced Construction: Zero G Scaling +15% ==>
    • C6 Precision Manufacturing: Orbital Replicator +25% ==> (dunno yet ... the C8 tier?)
  • Manuf out-of-sequence:
    • C5 Practical Fusion: Interstellar Collector +25%, 2 constructor pts has prereq C6 Orbital Replicator

Research has a similar tangled hierarchy, but it's even worse, as it goes up to C8.

  • Research module upgrade path:
    • C4 Institutional Research: Starbase Laboratory +10% ==>
    • C6 Research Centers: Zero G Experimentation +15% ==>
    • C8(!!) Integrated Research: Orbital Research Center +25%
  • Research out-of-sequence:
    • C5 Research Coordination: Orbital Institute +25%, 2 constructor pts has prereq C8(!!) Orbital Research Center

You can research the C5 tech in Age of Expansion, but you won't get the starbase double-module jackpot until much, much later on.  The net effect is a nasty surprise for the new (Beta) player.

In the Governance branch, the new Approval modules are stuck in the Wealth upgrade paths.  So taking a later +wealth% module replaces your +approval% module.  Also, it's a nasty tree with many choices, not a linear path.  Does the unwary Beta tester get trapped down the wrong tree path?

  • Stand-alone, not in any upgrade path.  Hence, it stacks with everything else.
    • G2 Xeno Commerce: Starbase Market +10 Wealth
  • The rest seem to form a tree.
    • G4 Xeno Entertainment: Recreation Center +10% Approval ==> (upgrades to either)
    • {
      • G4 Xeno Economics: Orbital Shopping Center +15% Wealth, or
      • G5 Xeno Tourism: Orbital Resort +15% Wealth ==> (upgrades to either)
      • {
        • G6 Population Diversion: Zero G Ballet +25% Approval, or
        • G5 Interstellar Banking: Starbase Promenade +25% Wealth
      • }
    • }
  • The last 2 are not upgrades, but coexist with their prerequisites.  These aren't buggy; I include them for completeness.
    • G7 Financial Sectors: Franchise Center +25% Wealth, +25% Influence has prereq G6 Zero G Ballet.
    • G8 Superior Recreation: Zero G Arena +25% Approval, +25% Tourism has prereq G5 Orbital Resort.

[Edit] Starbase module prerequisite trees seem to be inclusive (you may take all branches to all leaves), not exclusive (you must commit to 1 root-to-leaf path).

  • When you upgrade module A to B1, A vanishes from your starbase's installed modules list, and you no longer get its bonus.
  • If A is also the prerequisite of another module B2 (and its subtree), you may later install module B2, even though module A is no longer visible.

Just send more (double-)constructors.

Reply #4 Top

[Bug] Environmental Research does not give global +1 level to Research improvements

These 3 specializations should all use the same game mechanism: they globally modify all colonies, find all tile improvements of their type (e.g. that say "Research Improvement"), and give +1 level.  Conjecture: This game mechanism isn't working.

  • [x] C5 Environmental Research: has no effect.  I'm definitely not getting +1 level anywhere.
  • [_] C5 Environmental Manufacturing: ___
  • [_] C5 Environmental Wealth: ___
Reply #5 Top

Quoting Gilmoy, reply 4
These 3 specializations should all use the same game mechanism: they globally modify all colonies, find all tile improvements of their type (e.g. that say "Research Improvement"), and give +1 level.

That's how they work, as far as I can tell.

Quoting Gilmoy, reply 4
Conjecture: This game mechanism isn't working.

It is working. The problem is, that Environmental Research actually provides +1 level to Manufacturing improvements, while Environmental Manufacturing provides +1 level to Research improvements. Also, you have to wait a turn before the bonus gets applied.