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GC4 EA Feedback Test Branch | VERSION 0.60.208328

GC4 EA Feedback Test Branch | VERSION 0.60.208328

How To Handle Space Bugs

So you want to help us deal with space bugs huh? Well, there are plenty of them. Here we will give you some pointers on how to best help us.

Go to give feedback

  • You can also create your own unique threads and link them here. But include at least the basic details here!
  • Ensure the issue/feedback you are talking about is relevant to the VERSION NUMBER listed (See below for how)
  • Make sure all of your drivers are updated and verify the game files after every update before reporting an issue. This can often be the culprit.
  • If there is a bug that keeps repeating:
    • Include all steps you make to reproduce it.
    • Include any save games including auto saves.
    • Also please include debug.err files and pref.ini files as they can help with reproducing map generation or graphical errors.
    • When the crash dialogue appears ensure you put in an e-mail for our devs to follow up

How to tell which version you are on?

060 Patchnotes

62,716 views 76 replies
Reply #26 Top

Quoting Publius, reply 23


Quoting Old-Spider,

the list of ships I could build included three Iridium_CommandShip types that ended in _01 or _02 or _03, but they weren’t real ships.



I see this in my game also.

I am also seeing this.

Reply #27 Top

.

Reply #28 Top

I'm not sure the control relic is working. If I mouse over it it says it's giving me 1 control per turn, and the star base says it's 1 per turn, but it doesn't show up with my other relics on the top bar of the galaxy window, and the control icon on that bar says I'm getting 3 per week, all from Iridia. Three from Iridia is correct, since I have the Capital City, the Coordination Beacon, and the Bureaucratic Offices there.

Reply #29 Top

I hit the class 77 planet bug again.

Reply #31 Top

SchismNav - That link takes you to the 10/19 chanelog.  I don't see an updated one on the forum.

BTW - I have 2 planets that flipped to 77 tiles in my current game.

Games needs more options for building on tiles.  I have several core worlds that the only viable thing I can do is generate income.  

I also have a planet with high govenor loyalty that is showering me with $500 or 10 control continuously.  I can't really use all that it is producing.  Way OP.  This rate should probably be scaled back just like the negative loyalty govenor frequency.

Can you fire Govenors?  I tried moving them back to my pool, but they just bounce back to their planet.  It would be nice to be able to upgrade them since I have plenty of cash.  I also saw something about giving Govenors Harmony Crystals to boost their loyalty, but I don't see how to do that.

  

 

Reply #32 Top

Quoting scifi1950, reply 31

I also saw something about giving Govenors Harmony Crystals to boost their loyalty, but I don't see how to do that.

If you have Harmony Crystals, go to the governors window and click on the planet name underneath the governor you want to gift. Four icons will appear to the right of the governor. They are, from top to bottom, Cybernetic Implant, Gift, Fire, and Execute.

Gift is the one you want to give him a harmony crystal for +10 loyalty. The first time I did that it took a few turns to affect him. It shows up as Incentives when you mouse over his loyalty.

Fire puts him back in your unassigned leaders, and Execute gets rid of him (at the possible cost of lower loyalty among the others).

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Reply #33 Top

Don't think Virtual World is a research Improvement.

Reply #34 Top

Quoting Publius, reply 32


Quoting scifi1950,

I also saw something about giving Govenors Harmony Crystals to boost their loyalty, but I don't see how to do that.



If you have Harmony Crystals, go to the governors window and click on the planet name underneath the governor you want to gift. Four icons will appear to the right of the governor. They are, from top to bottom, Cybernetic Implant, Gift, Fire, and Execute.

Gift is the one you want to give him a harmony crystal for +10 loyalty. The first time I did that it took a few turns to affect him. It shows up as Incentives when you mouse over his loyalty.

Fire puts him back in your unassigned leaders, and Execute gets rid of him (at the possible cost of lower loyalty among the others).

Thanks, you're always so helpful.  Sending Karma you're way. 

BTW - It works the same way on the Ministers and Commanders (and assume Diplomat) screens also. 

Now, do you know if we can see a list of trade routes & their status like we had in III?

Reply #35 Top

Quoting scifi1950, reply 34

Now, do you know if we can see a list of trade routes & their status like we had in III?

The Govern Civilization window (left hand icon there on the bottom in the middle) has a Trade tab that will list all your trade routes.

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Reply #36 Top

I forgot to mention that there's a cooldown of 100 turns on giving harmony crystals to a leader. I haven't tried any of the other actions so I don't know if there's a cooldown on them.

Reply #37 Top

Quoting Publius, reply 35


Quoting scifi1950,

Now, do you know if we can see a list of trade routes & their status like we had in III?



The Govern Civilization window (left hand icon there on the bottom in the middle) has a Trade tab that will list all your trade routes.

I hadn't even opened that one.  Duh!

BTW - The last line at the bottom of the Economy tab is clipped.

Reply #38 Top

Quoting scifi1950, reply 37

BTW - The last line at the bottom of the Economy tab is clipped.

You're right, it's clipped for me as well.

Reply #39 Top

It appears that there is something unexpected with the way that influence is being calculated.  The first screen snapshot below shows an area that is an example of the problem.  I am playing as the Mimot Brotherhood (blue area) and I have captured a group of 5 worlds from the Onyx Hive (brown area), but the area around the captured planets still shows that the Onyx Hive have overwhelming influence. 

The second screen snapshot below shows what that same area looks like after saving the game, exiting the game, restarting the game, and loading the saved game. I did not do anything other than save and reload between the 2 screen snapshots.  Note how the influence calculations have changed.

Is there something I do not understand about how influence works or is this a bug?

Reply #40 Top

Assigned a new governor to mars(by mistake) and he keeps opposing me and calling me incompetent so i decided the best way to deal with this is to have him assassinated which should be an end to the issue BUT the same message asking if i want to allow him to continue the trash talk or have him assassinated keep appearing ever few turns....i just want him dead  

Reply #41 Top

Reply #42 Top

Are the Enforcers (or whatever they're called) supposed to be building colony ships?

Reply #43 Top

Quoting Publius, reply 42

Are the Enforcers (or whatever they're called) supposed to be building colony ships?

They can and do capture colony ships instead of destroying them.  That ship is a Manti Cluster Ship (M.C.S.) they captured.  I'm not sure if they use them to colonize planets.

Reply #44 Top

How do I get v0.60? I am stuck in 0.55.

Reply #45 Top

Quoting MortisBlack, reply 40

Assigned a new governor to mars(by mistake) and he keeps opposing me and calling me incompetent so i decided the best way to deal with this is to have him assassinated which should be an end to the issue BUT the same message asking if i want to allow him to continue the trash talk or have him assassinated keep appearing ever few turns....i just want him dead  

You're right, the "have him killed" selection on pop-up doesn't do anything (see reply's #8 & 14).  If you want to get rid of any leader you have to follow steps supplied by Publius of NV (see reply's #32 &34).  Just remember - firing puts them back in your leader pool, but killing them ( a more permanent solution) has adverse morale consequences on remaining leaders.

Reply #46 Top

Quoting Orange46, reply 44

How do I get v0.60? I am stuck in 0.55.

You have to start a new game in "Test".  They haven't updated the regular Beta yet.

Reply #47 Top

After completing the "Missing Colonists mission" it reappears.  Clicking it a second time does nothing but waste a turn.  It reappeared for a third time.

Reply #48 Top

I have encountered an issue a few times for which I think I have finally identified the cause.  After clicking the icon to go to the next turn, the game gets stuck showing just the blue icon in the bottom-left corner (first screen snapshot below).  When this happens the menu that is available by hitting the {ESC} key still works, but the game is otherwise stuck.  When I save the game, exit the game, restart the game, and load the saved game there is an icon showing that I have a ship that has moves to make (second screen snapshot below).  When I click on that icon it takes me to a transport ship (third screen snapshot below).  What I believe happened is that the transport ship had failed to eject from the planet on the previous turn because the window that comes up to ask you which citizen you want to use to populate the transport when it is ejected is not visible, but the game is waiting for a selection to be made and the window to be closed.  When I reload the game, the transport is ejected with the same citizen that was in the transport when I attacked the planet without me doing anything.

I suggest you check the logic for ejecting transports, especially when there are multiple transports being ejected.  The creation or visibility of the window for selecting the citizen to populate the transport appears to be the problem.

 

Reply #49 Top

I can't repro this with a simple test.  If you have this happen again, can you please send me a save game from before the stuck turn with instructions on how to repro: which planet, etc.?

Reply #50 Top

Unfortunately, I do not know it is going to get stuck until it gets stuck because the extractions do not occur until you click on the icon to go to the next turn. I have set the game to auto-save after every turn so I might be able to send you the previous auto-save file.  I will try to upload these the next time it happens.

As a former programmer, I suggest that you look at the code for opening the window that lets the user select a citizen to load in a transport and ask yourself the question: "How can this window be open, but not be visible?"  I suspect that, when the user clicks on the icon to go to the next turn, there is a sequence of activities that occur to finish the user's turn before the opponents take their turn, one of which is to extract ships from worlds.  During this sequence, the code attempts (and fails) to display the citizen selection window and, since the code will not continue until the window is closed, the game is stuck.