GC4 EA Feedback Live Branch | VERSION 0.77a.277398

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.

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  • 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

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0.77a Changelog

36,025 views 45 replies
Reply #2 Top

"Turns now represent ONE MONTH instead of ONE WEEK"

 

It's a minor thing, but it shows the devs are really listening. I for one appreciate it!

Reply #3 Top

Well got this update and have spent last two hours trying to get game to launch.  It just won't launch!!!  I don't know what but someone is going to have to spend some time advising me on how to resolve this problem. I have 2-3 other posts on this forum explaining happened after beta came out; after about 4-6 hours of playing beta it just stopped. I'm to bummed out tonite to bother anymore/

Reply #4 Top

The problem with the Nanite Transmitter not spawning an Overlord ship is fixed in this update.

 

Reply #5 Top

Still not able to upgrade anything but survey ships.  I thought this was going to be fixed.  Is this a permanent change now?

Reply #6 Top

Quoting scifi1950, reply 5

Still not able to upgrade anything but survey ships. I thought this was going to be fixed. Is this a permanent change now?

I used to take my survey ships and make fleets with the commander ships. If the commander ships are unable to upgrade, it makes some of the available upgrades useless. For example, the one that increases the moves of the ship. If only the survey ship can take this upgrade, but you need other commander ships to be able to survey defended anomalies, it's useless since the other ships are already slower than the survey ship.

Reply #7 Top

Well, there is an upgrade that lets the survey ship increase the speed of "all" ships in fleet by 1, slipstream accelerator I think,, so that's still useful.  I'll be bummed if they don't let us upgrade all ships.  I thought there was going to be available upgrade slots that we could see based on base size of ship.  Hopefully since they didn't implemented it for this update, that's why the non-survey ships still don't upgrade. 

Reply #8 Top

Quoting scifi1950, reply 5

Still not able to upgrade anything but survey ships.  I thought this was going to be fixed.  Is this a permanent change now?

 

This makes me sad :(

 

Reply #9 Top

Really enjoying the major changes to the game so far.

Having to choose between 4 technologies instead of trying to analyze the whole tech tree make it SO much easier to navigate the tech tree. Previously the burden of knowledge and decision paralysis that I suffered made me quit after about 100 turns, but I can easily see myself getting much deeper into the tech tree, because instead of trying to analyze every available tech against every other available tech, and the techs that follow on from them, I can just look at each tech option, what follows from them and break that whole decision matrix up into much smaller and approachable chunks.

Tech trees are honestly one of the most daunting features in 4x games, so breaking it up like this is awesome and super appreciated as someone who plays the game casually.

Loving the new planet mechanics too! Terrain, having smaller planets feed larger ones (unless you put a governor). It really feels like you guys set out to cut down on unecessary micro, and really focus upon the narrative and "grand strategy" of the gameplay which I'm 100% on board and support because 4x games need streamlining BIG time. I'm commanding an entire galaxy, let me automate some of the micromanagement.

I still think way too many OncePerPlanet buildings and Wonders are presented to the player. And I really think that buildings need like, a bit of a fundamental rework for adjacency bonuses. 

From a player perspective, it feels like the optimal way to play is to carpet a planet in one type of building, because they give adjacency to buildings of the same type - but from an intuitive standpoint building planets with little clusters of specialised areas feels more satisfying. I think you need a "bridge" district or building that can connect pockets of districts together. If you make factories beside research, it just feels like a frustrating loss of adjacency, but if there was a "bridge" building, that gets adjacency from everything (except itself) and gives +1 adjacency to everything, it would be possible to put make much more satisfying planets. Like, maybe buildings should get +1 adjacency for every type of building beside them too? I dunno, the building placement puzzle feels like its better than in previous games but not satisfying enough.

 

EDIT: I forgot my feedback, I feel like you should be able to "target" a tech in the tech tree, like hull size upgrades, which should give them a much higher chance of appearing. Critically important techs that other players have (like hull size upgrades) should have a much higher chance of appearing for the player, and be marked with "If we don't research this, we'll fall behind" or something and refusing to research it will cause a little bit of unrest or something. Anyway, just an idea.

Reply #10 Top

This is for Dev team; since the beta update I have had trouble getting game to launch!! WELL, I found a solution!! The game would launch the beta update OR yesterday's FROM epic launcher. I kept looking around in files this morning and in files labeled just "program files' on my c-drive, I found exc. file which launches game for me. So, I solved my problem!!  I really don't understand why loading/launching  from Epic stopped working. 

Reply #11 Top

might want to do a resource balance check... i just started a game with "occasional" resources, and the first 10 systems i checked have no resources, the 11th system in the map did have promethion, but that was all the systems in that sector and no durantium or elerium in several nebulas. this seems a little low considering there's 3 lower resource settings and only 2 higher ones.

Reply #12 Top

World text just a little out of synch - that world will never even feed itself!  Don't think I've ever seen a more useless planet - all zero's.

Reply #13 Top

Bugs:
- Begin Galactic Challenges (Orb of Draginol): Event „Pop-Up" should be shown immediatelly so that player knows that it worked
- Torians start two solar systems away: „You are outside our traveling range“
- Krynniac Altar is an Influence Improvement but gets Approval bonuses by leveling up

Feedback:
- I like this patch so far (turn 75). Zero crashes, better look & feel, strong one more turn feeling
- Starbases finishes: the "unlock" section should mention the two free constructors
- I like new trade offers (tech). Not all though ;-)
- Texts: "Colonies", "Core Worlds". It is often confusing what kind of planets are meant. Gross income increase to all colonies? I miss a third keyword that includes core worlds and colonies
- "Grove Growth" is misleading as it does not increase growth but food
- At icon view: (some) space monsters look like Torians and sentinels look like Krynns
- Global Civilization Outputs is very useful at Policy/Taxes screen. Could you implement it into Factions screen as well? It would be nice to see the overall impact of Pollution/Crime etc.
- Loading Citizens is annoying. I do disagree with other voices calling for more streamling (less citizen stats). I like to take care of stats like criminal and expectations. I just would like more useability (I already posted my ideas: sort, filter, color based visualisation)
- Loyalty: maybe add something like this to the tooltip: Most Leaders do not like to have too much work - e.q. governing a Core World. This -20 loyalty would hit new players hard w/o a warning

Reply #14 Top

Quoting Commander4X, reply 13


- Loyalty: maybe add something like this to the tooltip: Most Leaders do not like to have too much work - e.q. governing a Core World. This -20 loyalty would hit new players hard w/o a warning

I agree.  I also think -20 loyalty is a little too steep.  I know you can add 10 back if you have enough Harmony crystals, but it makes marginal leaders (those with a starting loyalty of 50 or less), totally useless as governors.

BTW - It's not a flat -20 for every leader.  I just put a leader with loyalty 69 on a planet & they only dropped to 66.  If you highlight the loalty number in the Governors screen you can see the additional modifiers if any.  My first Governor did drop from 81 to 61, but my second one started out as 50 and took a -20 but had a +10 for "governor" and another +10 for "we have the same ideology", so he stayed at 50.  I don't see any place that tells you what the ideology of a leader is & I'm not sure what's driving the "governor" modifier.  Even more mystifying is that I have several leaders with "governor (2)" +20 and one with "governor (2)" +0.  Sure would be nice to know what the mechanic here is.

note: I think the "governor" modifier is linked to the number of times you boost loyalty with Harmony Crystals.  I checked a new governor with a base loyalty of 75 and a "I have to manage things" modifier of -4 (yielded 70 not 71 so there's some decimals not shown causing rounding issues).  When I hit them with a Harmony Crystal the =10 showed as "Governor" modifier.  Seems like that name could be clarified by renaming it "Harmony" or something more descriptive of what the mechanic truly is.  And why should the modifier for that one leader with "Governor (2)" be zero?  

Those are the only 3 modifiers I have so far, but there may be others.  

 

Reply #15 Top

Yeah the governor loyalty mechanics are pretty confusing at the moment. One thing I THINK I noticed, is that the loyalty penalty for assigning a leader as governor is less if they have stats that effect planetary governing. Like if they have a little icon on their pic that says "+10% food as governor" or one that says "+10% manufacturing and +10% pollution as governor". If they have those little icons that effect planet governing stats, I think those are the leaders that don't take the full -20 loyalty hit when you assign them as a governor.

Don't take that as a fact, I have never remembered to verify that hunch yet. I always get distracted and forget to check on that. Maybe somebody a little less scatter brained than me can check that hypothesis sometime :|  

Happy bug squashing!

 

Reply #16 Top

Quoting aerez4546, reply 15

Yeah the governor loyalty mechanics are pretty confusing at the moment. One thing I THINK I noticed, is that the loyalty penalty for assigning a leader as governor is less if they have stats that effect planetary governing. Like if they have a little icon on their pic that says "+10% food as governor" or one that says "+10% manufacturing and +10% pollution as governor". If they have those little icons that effect planet governing stats, I think those are the leaders that don't take the full -20 loyalty hit when you assign them as a governor.

Don't take that as a fact, I have never remembered to verify that hunch yet. I always get distracted and forget to check on that. Maybe somebody a little less scatter brained than me can check that hypothesis sometime :|  

Happy bug squashing!

 

Unfortunately, I have 2 leaders with additional traits at all.  One got a -8 and the other a -4 for "I have to manage things". So that isn't the mechanic.

Reply #17 Top

Quoting scifi1950, reply 16


Quoting aerez4546,

Yeah the governor loyalty mechanics are pretty confusing at the moment. One thing I THINK I noticed, is that the loyalty penalty for assigning a leader as governor is less if they have stats that effect planetary governing. Like if they have a little icon on their pic that says "+10% food as governor" or one that says "+10% manufacturing and +10% pollution as governor". If they have those little icons that effect planet governing stats, I think those are the leaders that don't take the full -20 loyalty hit when you assign them as a governor.

Don't take that as a fact, I have never remembered to verify that hunch yet. I always get distracted and forget to check on that. Maybe somebody a little less scatter brained than me can check that hypothesis sometime :|  

Happy bug squashing!

 



Unfortunately, I have 2 leaders with no additional traits at all.  One got a -8 and the other a -4 for "I have to manage things". So that isn't the mechanic.

Reply #18 Top

smaller maps, even with resources on "common" still dont have many of the resources that you really need now, let alone resources for each race there.

i've noticed that if a ship just sits on a subspace stream opening, then no other civ's ships can ever use that stream. if this is working as intended, I really think that it needs to be changed. maybe make it so that 3 or 4 different tiles can access the subspace stream. considering how important the subspace streams are, esp early on when you're just sending constructors, colony ships, and probes through, making it so that one civ can completely control them with one ship seems a little overpowered. i think this will def be abused by some players too, who will just quickly cover all subspace streams in the area so that they're the only ones who can travel between the systems and get all the good planets/resources.

Reply #19 Top

btw, loving the new tech tree, tyvm for that :)

Reply #21 Top

The map feels like the features become icons at a much lower zoom level than before - to keep the pretty appearance, I feel like I am zoomed in a lot more than I used to be?

Reply #22 Top

Quoting scifi1950, reply 12

World text just a little out of synch - that world will never even feed itself!  Don't think I've ever seen a more useless planet - all zero's.

Reduced 70%
Original 948 x 533


Look at it next turn. It will change either then or when made a colony can't remember which.

This is a well reported glitch and is being looked into, per Discord forums, and perhaps things Frogboy, Derek, or Schism have stated in these forums.

Reply #23 Top

Quoting alderaine, reply 21

The map feels like the features become icons at a much lower zoom level than before - to keep the pretty appearance, I feel like I am zoomed in a lot more than I used to be?

Many, many, and lots, and lots of players want the Grid and Icons visible simultaneously and at the same time.

So it was changed recently. 

My own preference would be zero graphics on the main map (only in the battle viewer when finished), but that would be selfish of me.

One reason that even zoomed in to the max the 3d versions are mediocre at best and the Icons make it easy (once you memorize them) to tell which ship is which type. 

Reply #24 Top

I much preferred it before. It should be a setting (if it isn't already?) so the player can decide.

You could zoom out about 5 times before everything changed to icons before, now it is 2 for most to change & 3 for everything - you can barely see a single star system before it changes to ugly icons now :( I used to be able to see a good chunk of the sector with only the edges being icons.

Reply #25 Top

Quoting gypsy2299, reply 22


Quoting scifi1950,

World text just a little out of synch - that world will never even feed itself!  Don't think I've ever seen a more useless planet - all zero's.




Reduced 70%


Original 948 x 533





Look at it next turn. It will change either then or when made a colony can't remember which.

This is a well reported glitch and is being looked into, per Discord forums, and perhaps things Frogboy, Derek, or Schism have stated in these forums.

An Arboreal planet should have food on it.