GC4 EA Feedback Test Branch | VERSION 0.71.2751314

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?

0.71 Patchnotes

11,386 views 21 replies
Reply #2 Top

The bug I previously reported, where if you start a game with a previously customized civ and don't opt to discard the customizations then the Factions window is non-functional, is still there in .71.

Reply #3 Top

Typo: The Strengths and Weaknesses of the Corporate Sector says "They have many ways to full up the treasury". Should be fill up, not full up.

Reply #4 Top

Do we have a change log for .71?

Reply #5 Top

Assigning a first leader, as Corporate Sector, with 9 Intelligence and 12 Social , to the Freemarket Society gives Gross Income +27 and Approval -11%. I can't see anywhere in any tooltip how those numbers are arrived at, so I don't have any basis to make an intelligent decision on which leaders to assign to that faction. The same type of thing applies to the Freemind Center.

Reply #6 Top

The -11% approval I mentioned from the Freemarket Society doesn't seem to be getting applied to my citizens.

Reply #7 Top

Galaxy creation leaves a lot to be desired after 0.65ish. I've yet to see more than 5-6 sectors on the second highest size and they're always connected like pearls on a string so there's a max of two substreams in any sector. 

With 15 ai races that means that both exploration (you pretty much know how many races will be in each sector and since there's only five or six you can explore all of it very quickly) and expansion (given the close proximity sectors also fill up very quickly) are over super fast. 

Essentially that makes it a 2x game instead of a 4x one which, to me at least, makes it uninteresting. 

Reply #8 Top

Quoting Tue, reply 7

Galaxy creation leaves a lot to be desired after 0.65ish. I've yet to see more than 5-6 sectors on the second highest size and they're always connected like pearls on a string so there's a max of two substreams in any sector. 

With 15 ai races that means that both exploration (you pretty much know how many races will be in each sector and since there's only five or six you can explore all of it very quickly) and expansion (given the close proximity sectors also fill up very quickly) are over super fast. 

Essentially that makes it a 2x game instead of a 4x one which, to me at least, makes it uninteresting. 

 

The galaxy creation was a nice touch but I found myself wanting the old sectors back with varying sizes and multiple connection points.  We should be able to choose the AI amount as well, not hard capped based on galaxy size.  A simple warning that its too many are you sure would suffice.

Reply #9 Top

Hello I found a little balance issue in the race abiliys

Explorers                +25% Range

Starfarers                +50% Range and the abilty to use Supspacestreams

So at the moment Explorers is OBSOLET!

Explorers schould have +25% Ship Range and + 1 or 2 movemet points so threre would be a point to use it!

 

Reply #10 Top

I also found an exploit in policies.

It`s possible to use Supspace Sensors then move your ships, switch to another Policie end your turn and repeat.

That´s pretty powerful.

Reply #11 Top

Planetology claims that it allows us to build Agricultural Districts, but they aren’t listed as being unlocked.  However, it does show that it unlocks Housing Districts, which isn’t mentioned in the description.

Reply #12 Top

An event (It’s Alive?) occurred.  I got a choice to “build” “Find Missing Colonists” on my planet.  After I built it and got the result, the ability to build it appeared again.  I built it again, but the following information didn’t appear this time.  The option to build it was always there, which was big problem for me because I’m playing as the Yor.  The icon for the search is the same as the icon for building more Yor, and I had to be very careful to be sure I clicked the build Yor icon.

Reply #13 Top

The No not should be either No, do not or Do not.
There should be a comma after Instead.

Reply #14 Top

I posted this on Discord earlier, but here it is again.

There should be a comma after tall.
four eyes?  I count six.
Fake smile should be You fake a smile or something like that.

Reply #15 Top

Full text not readable.  Mouse scolling did not move text to reveal hidden text.

Reply #16 Top

Unsure if this is a bug, but I'm suddenly unable to upgrade command ships with found components. These ships were upgradeable in the past and I didn't see any notes about disabling this, so I thought I'd provide a save where the issue is evident. 

Reply #17 Top

Quoting Old-Spider, reply 13

The No not should be either No, do not or Do not.
There should be a comma after Instead.


Third line in 2nd paragraph - "could clear our"  should read "could clear out"

Reply #18 Top

Quoting scifi1950, reply 17


Quoting Old-Spider,

The No not should be either No, do not or Do not.
There should be a comma after Instead.


Third line in 2nd paragraph - "could clear our"  should read "could clear out"

This is why typos will never be 100% eliminated.  I originally read our as out.  When I read scifi1950's comment, I read it again as out. 8O   I had to read it a second time to be sure it was our.

Reply #19 Top

Quoting Old-Spider, reply 18


Quoting scifi1950,






Quoting Old-Spider,



The No not should be either No, do not or Do not.
There should be a comma after Instead.

Reduced 87%
Original 630 x 734


Third line in 2nd paragraph - "could clear our"  should read "could clear out"



This is why typos will never be 100% eliminated.  I originally read our as out.  When I read scifi1950's comment, I read it again as out. 8O   I had to read it a second time to be sure it was our.

Oh Odin, quick to covers da wurld be come ta an end de Old-Spider no only gots beet to a typo hes mis its all tergether.😎

Reply #20 Top

I'm getting a lot of crashes directly to desktop without the opportunity to send a crash report. Typically, about one crash per hour played. 

Reply #21 Top

Quoting ckhenson, reply 20

I'm getting a lot of crashes directly to desktop without the opportunity to send a crash report. Typically, about one crash per hour played. 

Same here.  Playing the new Test build - Beta 0.71.276102a