SchismNavigator SchismNavigator

GC4 EA Feedback Live Branch | VERSION 0.77a.277398

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.

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?

0.77a Changelog

36,038 views 45 replies
Reply #26 Top

Quoting alderaine, reply 24

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.

It being a setting was discussed and some like resources, nebula, and black holes can already be set. 

I have suggested either in these Forums or on discord that there be a slider with say 0 to 100. One end being 3d is max the other icons this way we could all have it our way. 

To me the Icons are beautiful. The 3d not so much. The stock terrain ships to me are so cliche as to be pathetic, most every space-based TBS have used that Star Trek style, while the Drengin ships are great.

That however is my opinion and as I am sure you know opinions are like fourth points of contact everyone has one. ๐Ÿ˜œ

Reply #27 Top

This was the first time I ever got this order.  Can someone explain what this is linked to that it took me 257 turns to get it?  Shouldn't there be some wording defining exactly what we'll get?  

Reply #28 Top

GalCiv3 has a feature, where the human player can work on a team. I have not been able to find this feature in GalCiv4. I request that it be added.

Reply #29 Top

Quoting gypsy2299, reply 26


I have suggested either in these Forums or on discord that there be a slider with say 0 to 100. One end being 3d is max the other icons this way we could all have it our way.

Either this or a second (min) value to the sliders we already got. I hope devs will not just remove the change again because some/many (?) people do not like icons at a "closer" view. Icons still appear farther away than in GC3 btw.

Bugs
- Civilization Output does not include trade income
- Diplomat, tooltip of assigned civ: Diplomatic effect is enabled but โ€žRecent assignment..." is still shown
- Free Trade / Police State. I put this under bugs because I do not think it works as intended. The policy Free Trade does increase trade income a lot but it cripples GDP. Why is this so? It increases crime by 5%. But this is not a multiplier to core worlds like approval. It is additive to all planets including colonies. So a core world with four colonies gets 25% percent crime! A solution would be to only increase crime of core worlds, maybe only those who have an active trade route. Police State works the other way around. It reduces crime of all planets by 10%. So a core world with four colonies loses up to 50% crime

Feedback
- I got 12 trade routes and invested a lot to increase approval at my core worlds. I run my empire with 90% taxes w/o any malus to production or science. It is inconvient/confusing that Civilization Overview shows an overall approval of 23%. Citizens at my colonies are very unhappy. This should have no negative effects though hence elections have been removed. I think approval of colonies should be reworked - now that we do not have any elections
- It seems like there is almost no promethion / purple star in the galaxy. One purple star is 3 sectors (!) away from my starting sector. You could put some prometheon/durantium/thulium to a star of a different color if there is no purple/red/blue star in a (small/medium starting) sector

Reply #30 Top

ok I found the sliders now - setting them all to zero eliminates the icons :) I guess the default settings changed somewhere along the line? Or the meaning of the settings?

Ah - but now, the features disappear entirely - I guess that's why the icons were suddenly kicking in much earlier than before?

Features shouldn't disappear if icons are disabled - maybe the texture quality could drop though?

I don't think it is easy to work out how to set the icon sliders - maybe a button in game to toggle icons on at a certain zoom level and the interface remembers the level it was turned on at?

Reply #31 Top

When a Minor Race gives a quest to kill seven (7) pirates of one type (standard, guardian, or monsters), the number of pirates killed will increase on any of the three types, despite the actual quest given.  

For example, I recently got a quest to kill 7 guardian ships.  I hadn't discovered any yet, but killed some monsters and pirates on my way to them.  The counter for "guardians killed" increased every time I killed a monster/pirate.  Once I killed 7, the quest disappeared from the list on the left, but was not resolved.  

Once I found the guardians and killed just one of them, the quest resolved and I got the reward.  Note, I only killed one guardian, the rest were monsters/pirates.

Similar bugs happen when quested to kill monsters or standard pirates - any of the three will do until the final kill.

This has been going on for a few versions, I just thought to report it here on .77A

Reply #32 Top

There are a lot of different ideology perks. Why not use the familiar icons to have a quicker look-up?

I know there is something to increase my ship movements... Where is the trait that gives me more manufacturing?



This could be useful at policies as well.

 

+2 Loading…
Reply #33 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.

Was this planet a dead world seeded by the Baratak Grove? There is a bug where the resources show as 0,0,0,0,0 until it is colonized.

Reply #34 Top

Quoting Commander4X, reply 32

There are a lot of different ideology perks. Why not use the familiar icons to have a quicker look-up?

An easy thing would be to show both sides of the yin / yang on the left column. It's not "Creativity". It is "Cooperation/Creativity".

The harder thing would be to show the impact of an ideological choice. There is no obvious way to discover how your citizens, leaders, and other races would react to a particular ideological direction. There is plenty of screen real estate available. More importantly, I think it is good for replay for the situation to influence your ideological choices. If I'm surrounded by cooperative types, it would behoove me to move in that direction as well. Maybe your ministers could drop hints.

Quoting Commander4X, reply 32

This could be useful at policies as well.

I would completely invert the presentation of the policy page. I don't need 2/3 of the screen to tell me what I've already selected. I need 2/3 of the screen to tell me what my options are. I don't want to have to hover over every mini-tile to figure out what these things do.

Again, the harder thing would be to show the impact of these policies. There is no obvious way to mentally calculate how a policy would change the total yields. That's what computers are for, but instead I have to guess and check.

Reply #35 Top

Given how many power hungry politicians we have you would thing that governors would get plus loyalty any time they get ministership or govenorship.

Reply #36 Top

Missing descriptive text

Reply #37 Top

Quoting TheTim, reply 35

Given how many power hungry politicians we have you would thing that governors would get plus loyalty any time they get ministership or govenorship.

I'm not sure I understand the automatic nerf to loyalty when a leader becomes a governor but since having loyal governors is important for happiness anyway, I'm not sure what difference it makes. My real issue is the 10% penalty for firing a governor, even if it is a lateral move. You're really at the mercy of getting good governor choices early in the game. If they're going to go ahead and have citizen personalities be a thing, they might as well lean into it. Let the city get bonuses if there is an ideological match. Heck, the citizens might be happier if you remove a governor that they didn't like. That said, this is probably not that high a priority compared to things that are legitimately still broken or unfinished.

Reply #38 Top

You can gift them to get their loyalty back up. I agree the policy screen needs improvement. It doesn't look as good as say the ideology screen for example which looks really well polished.

Reply #39 Top

Is there a problem with Nanobots and Drones?  I'm on turn 323 and haven't been able to produce (on Shipyards) or trade for either one.

Thanks to Nicholai777 pointing this out in his post: https://forums.galciv4.com/510137/colonization-issues

  I hadn't really questioned it until he did.

Reply #40 Top

I just started a new game, as the Navigators, and within my first Tech cards was Subspace Streaming.  

Navigators start with this tech, so researching it would be a waste, and it took up a tech slot.

Reply #41 Top

def had a more involved game this patch... AI was much better at trading and having the "evil" races be more aggressive. I really liked the tech tree and adding an additional slot to those ships, def made shipbuilding, esp early on, more fun.

started out as the baratak grove with 7 other civs, few sectors, med starting sector, had 1 other civ start in my sector (krynn). Genius difficulty.

at around turn 50 the festron declared war on me after they crossed the only subspace stream in my sector and colonized a class 1 planet next to my communications starbase, just outside of its influence range. i thought that the declaration of war was a good AI move, since the festron, while rated in the mid out of the 5 civs i had come in contact with, had the largest military, much larger than mine, so they should prob be using it (prob a bad move to actually colonize that planet though, it had a 97% decay for them). i actually thought i might be dead at first, since their military numbers were so much higher, but after quickly filling up a couple command ships and researching and producing only military stuff for a few turns, i was able to build up big enough fleets to start to combat them. I should point out though that i only had the time to do this because after the festron declared war their fleets just kinda circled my territory for a few turns, giving me the time i needed to build up ships and form fleets. If they had targeted my ships with their stronger fleets right after declaring war, while using tiny ships to take my smaller worlds at the same time, i prob would not have survived with my current lack of military. as it was i had been putting everything into manufacturing and esp research so i was able to get strong ships up and running pretty quick though. And about 5 or so turns after the war declaration came in, they start moving in their fleets, but also the drengin declared war on the festron right then, causing the festron to move some forces off which allowed me to be able to hold them off. they did take a couple small planets from me at first but i was able to quickly take them back, take the other small 2 that they had in the sector, and drive them out as the drengin was destroying the rest of their military and taking their worlds. I thought that this was great decisions by both of those civs AI though, to declare war when they did. it made sense and made for a very fun early game :)

currently at about turn 80 now, and i'm really pulling away from the pack. military right around the others at the top, but my manufacturing is 2x higher than anyone else, including the drengin who got a lot of the festron's planets, and the big thing though is my research is 6x higher than anyone else (without bob). it's at around 150 while everyone else is around 25 or less, so i know it's pretty much won at this point. 

I think i was able to do so much better than the other races because of my race's ability to make dead worlds live. the bonuses those class 5 planets give me are so much higher than the class 1 and 2s that it gives me a really big advantage if I time everything right with regular colonization of the best nearby worlds. the AI never colonizes a world in my territory so i know i can let those sit there for a bit and not have to worry about getting them till i'm rdy. and with the ability to bring so many dead worlds to life around my homeworld and other core planets, I do feel that it's a little overpowered right now.

and just wanted to mention again how much i liked the tech tree and that extra ship slot. both made shipbuilding more fun for me :) overall great job on everything, looking forward to b 

Reply #42 Top

also wanted to mention that in the post above, the festron AI did a good job of realizing what a bad position it was in and was asking for peace as soon as they could talk to me after a war declaration.

Reply #43 Top

Quoting AdamMG, reply 40

I just started a new game, as the Navigators, and within my first Tech cards was Subspace Streaming.  

Navigators start with this tech, so researching it would be a waste, and it took up a tech slot.

Have had this happen but it is a zero-turn tech. I think but can't be sure that just leaving and returning to the page removes it.

Reply #44 Top

Quoting gypsy2299, reply 43


Quoting AdamMG,

I just started a new game, as the Navigators, and within my first Tech cards was Subspace Streaming.  

Navigators start with this tech, so researching it would be a waste, and it took up a tech slot.



Have had this happen but it is a zero-turn tech. I think but can't be sure that just leaving and returning to the page removes it.

It was on turn zero, and has not appeared again in this game.  Mostly just an annoyance for the first tech pick.

Reply #45 Top

- Very nice! Open boarders end -> Torians send a message
- Auto colonize: ships are sent into control zones of rivals