GC4 Feedback Live Branch | VERSION 1.04.347661

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.
      • These can be found in the path \Documents\My Games\GalCiv4\Saves
    • Also please include debug.err files and pref.ini files as they can help with reproducing map generation or graphical errors.
      • These can be found in \Documents\My Games\GalCiv4
    • 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?

1.04 Changelog

9,898 views 10 replies | Pinned
Reply #1 Top

Reserved.

Reply #2 Top

Could you please add the planet name with a hyperlink to this Situation Report - 

Reduced 84%
Reply #3 Top

v1.65

When loading into a previously saved game, ships with the Vault survey module upgrade are removed.

Suggestions:

Millitary starbases seem underpowered and not worth the investment, especially in early game. I feel they should come with some (3, upgradable?) drone fighters equipped with best available kinetic. 

Ship systems rework:

Ship weapon systems need variances in categories. An example could be: Plasma Pod could have lower accuracy (75%), higher cooldown (6), longer range (1200km), increased mass (+2 base), increased damage modifier (+1).  This could make the systems feel different in construction, role, and combat effectiveness. Using the example, modifying other beam/kinetic weapons to have different properties [close up/scatter/focus/volley].  Missile systems would be fun to have powerful, but limited shots. AOE/MIRV/Armor Piercing/Seek if target destroyed/dumb (fighter variant). 

Ship weapon systems firing at different intervals would look cooler in combat and keep things interesting for ship design.

More ship systems. Point defense pod, armor support, cloaking device, escape pod (x% for commander to escape destroyed ship), ramming module, ion cannon (neutralize enemy systems), self destruct system (x% chance to detonate ship before destruction, causing x% of ship HP to surrounding ships). 

Formations in ship combat. Seeing all my cruisers clipping into each other at the start seems weird. Making ships stay in the back or pushing up should be an option. I know that there are roles already in place for ship classes, but a behavior modifier could be fun to incorporate.

Planetary invasion. Could we get a little animation or something for invading planets? I want to see my Killbots in action! 

Also, could we get an option to just bombard a planet and destroy it instead of conquering? Late game is annoying to conquer a colony on my path of destruction just to have the AI sneak around me and re-conquer it with a non colony ship. 

Long rant, but I really love how this game is coming along. New update is incredible, I love all the cool new visuals and ship designs. 

Thank you!

 

 

Reply #4 Top

Feedback on ver 1.65

-Citizens complain of overcrowding but I have no idea what the ideal population of a planet should be.

-Do citizens provide any bonuses besides their specialization?  Is it just an income component?  This isn't explained well in game.

-Recommend allowing any module to be built on any starbase.  If you want to keep different types of starbases, maybe adjust cost or number of components required based on starbase type instead of not allowing the upgrade.

- Allow starbases to flip resources based on influence.  Or allow me to Trade for it in diplomacy.  I don't want to declare war to attack a starbase in order to take over a resource.

- Add the ability to delete a planets orbital improvements

- Show and allow building of orbital improvements on the core world screen as well as the galaxy map.

- Maybe wishful thinking but I'd love a way to reorganize a core planets layout without having to destroy and rebuild everything.

-On the subject of a core planets layout.  I feel this is unnecessarily complicated and it stresses me out that I may not be maximizing based on the layout and level bonuses. I'd like for layout and adjacency bonuses to matter less or be less complicated.  I'm not saying I'm too dumb to figure it out.  I'm saying that spending the time to figure it out isn't a lot of fun...this is where the bulk of my time in the game is being spent.  Not just deciding what to build but where and oh if I build it there on that open square it wouldn't work as well if I built it on that square that already has something on it....so I'll have to destroy that and move this and ..... it's not fun.  It's not awful but it really eats up my time.

-One per galaxy and civilization improvements are not that special.  I'm not at all eager or excited to build them.

- Resources are so rare I feel obligated to make any planet with a resource on it a core one (if that's an option) for the sole reason of mining that resource.  I'd love a way to mine this resource without having to do this.

- I've seen asteroids so near a sun that my miners can't move to that square in order to mine. It's kind of annoying.  Either don't allow the asteroids there or don't stop my miners from reaching them.

- Allow multiple ways to make a dead planet colonizable.  The seed item/ability is currently overpowered.

- Too many ways to get money... selling resources in marketplace, trade routes, trade deals, selling stuff found during flagship survey, executive orders, shipyard treasure hunt, tourism...etc  It basically makes the income from planets and the cost of improvements and starbases irrelevant.  I never build any wealth improvements for this reason.  It seems unbalanced right now.  My first thought would be to lower the amount of money you can get from these other "optional" sources.

- Allow mining starbase to provide a bonus to asteroid mines?  Maybe the game already has one.  I haven't researched everything yet.

- Resources and asteroids do not automatically reassign themselves to the closest core world or to the starbase with the best bonus.  Either automatically reassign, allow us to assign manually, or both.

- A planets defense number....this isn't explained well in game and seems mostly irrelevant.  Does it just mean it takes more turns to capture the planet? It would be great if it would damage the attacker as well.  Takes 4 turns and does 5 damage per turn...something like that.

- Ship experience for non-flag ships-  What does gaining a level do? How much experience do you gain from an action? Could you make this more transparent?

- Attacking with beam or missile volley instead of a direct attack- Doesn't seem particularly useful right now.

BUGs

-Heavily Defended relics - tooltip seems to indicate there is a reward for surveying and destroying these but I don't get a reward after the fight.  Have done 4 or 5.

-I researched to the end of the tech tree that gives me plus 2 movement.  After research it still shows up in my 3 recommended spots and I can research it over and over again for no benefit.  So now I have one less "fast" tech option to choose from.

 

Reply #5 Top

hi, noob 2 the forum. been playing 4x games long time.

just started playing. ver 1.95

when u mouse over things 4 it's info, the mouse pointer covers up some of it. same with planet tiles, i thot i saw bonuses depending on what was near the tile i want to build on, but the info window covers  nearby tiles, cant see possible bonus.

the green food icon text is probly missing the word 'eat' b4 the period - '...that EAT.'

lookin forward 2 giving feedback. wish i coulda done that w/ moo4, ugh.

1st combat, could zoom in, but not out...intermittently?

orbital research labs - (projtect) typo

some archaeology thing to study relics at the starbase needs a module. when i have a module, the archaeology thing is no longer available. when i don't have a module, it shows up and says i need a module. i just spent all modules, 'xeno archaeology lab' shows up, needing a module.

recruit leaders tab won't open without available leaders. perhaps let it open and display 'no available leaders for recruitment'.

interstellar defense module has 'move cost +25% move cost -25%', i'm guessing one of those is 'tactical speed'. recently noticed some things help me and hurt enemies, that's probly what that is... mebbe +25% friendly movement, -25 enemy movement?

a scorpion nest with harmony crystals is offering an option where egalitarianism +2, yet +1 individualism discount. is this intentional? also the super shark has this. 'haunted' has egalitarianism and pacifism. guessing intentional...

main screen, shipyards and starbases, indicates an upgrade, but none available, not refreshed data...?

I'm negotiating with a race, but i don't see the symbol/flag that represents them. could we have that icon with the image of the alien negotiator?

executive orders, could we mark the ones we like to alert us when its ready again? ...hmmm, i only like 2 of 8, so if it's 7 or 8 it's time...

when we annex a colony, can we plz go to that colony to make adjustments. also when we lose a colony, so we know where it is... or put annexed/lost colonies in the monthly report?

in the tech navigator, holding shift does not lock the tool tip.

starbase modules - unlocks - produce modules listed 2ce, -200/+3, -150/+3

i would like the option to show all travel lines of all ships, so i know i dont have 3 colony ships headed 4 the same planet, constructors headed 4 the same resource.

under factions, precursor heirs - +0.05 maintenance to all our worlds to all their worlds - perhaps missing a number b4 2nd 'to...'

when the end of turn events occur, i'm reading the new tech, and interrupting windows pop up about mining. could we stack these so they don't pop up until i'm done with the tech?

in the list of planets, ships, etc. can we have a player option to list them in chronological rather than alphabetical order? it's more useful to me. newest at the bottom, oldest at the top - and the option to reverse that... LIFO, FIFO = last in first out, first in first out. just now noticed the tiny category list of 'by name', etc. maybe most/least recent ordering would b helpful

stored goods is not in the galactipedia.

bad AI! planet with 1 pop max have recruiting satellites??

did mission for prototype ship, can't see it, how do i make it? found it - the raptor... didn't know it's name...

released caged monster but couldn't see it. happened 2ce now, 1st time saw it a turn or 2 after release

after double clicking a desired starbase module, the description does not change to the new module the mouse point is on. plz refresh the descriptor window.

i used a pollution -10% thin on a planet, but did not register in planet list, clicking to view the planet shows it updated, but going back to the list it is not refreshed/updated. this refresh issue keeps popping up.

whoa, a space game where the planets are mis-numbered? the planet closest to the star should be I, then II for the second planet. i see III, I, IV, II.... c'mon guys...

when i mouse over a starbase, a side window shows up that does not tell me what modules r available. could we change that? i guess i can just assume if it has more than the 4 or 5 i don't like, i can assume the ones i like r available... i'm so smaaaaart!

awww... watching battle, when i pop their last ship, the camera zooms in on my ship. i'd much rather it zoomed in on the last ship destroyed. otherwise, i really like my self healing dreadnaught. was it intentional to allow multiple armor, shields, and engines? i'm popping multiple fleets in one turn. this is not at all a complaint, just a question.

3 cruisers v 1 dreadnaught. i'm guessing the zero damage they do is bouncing off my shields rather than missing. would like to see shield react, mebbe light up, as the zeroes float over my ship? also, why is my ship firing when the target is clearly out of range?

i can't watch battles anymore...? the different thing i did was attack a lightly defended relic (or artifact?). i wanted to see that battle.... and the heavily defended. fought some other ships, can watch battles again... wahoo! dreadnaught v dreadnaught - i would rather take out the small accompanying ships first instead of let them soften me while taking out the big one. can we set a combat option for that?

oops, cant watch battles again, jan5 2333 in my saved game, will have to figger out how to link or upload it.

demoralizing artifact (-5 influence) doesn't work. does the target planet need to be in my ZOC? none, still not working...

shit, looks like i quoted instead of edited, now there's 2 copies of this post. sorry. looked for a way to delete it...

satellites -sometimes when i replace 1, the slot just disappears. haven't watched closely enuff to see if it spends the resources, but the 1 i replace it with does not show up.

upgraded missiles challenge/mission - need to research dual stage detonation and i already have, can't complete the mission. oops. hmmm... now i can research it? thot i already had, looking at the tech tree...

cultural progression, progressivism, early adoption, break thru tech discount to 60% - what is that? i see ideology discount 24% at top, what is the break thru aspect? also, risk taking - i'd like to know what the shark tank does, holding shift and mousing over it doesn't show anything. same with futurist, possibility engine (douglas adams' probability drive?).

build ship queue is center justified, could it b left justified so it's easier to delete multiple items?

when obsoleting ship designs, several game generated designs needed to be deleted twice. april 3 2337 in save file.

planet name 'Wlody'? mebbe typo of 'Woody'? mebbe an alien spelling... don't know or care....

warforged foundary - holding shift, experience points shows '...', XP for what? a ship, the player, not sure. all ships? it has the same icon as hit points, white plus on green background... i'm guessing for ships built there? silly earth....

occasionally when i give a ship move orders, it goes far beyond where i clicked. re-clicking fixes it, but still an 'undocumented feature'.

on the map, when i scroll out and the scroll back in, i do not wind up in the same space. scrolling in seems to go straight, but scrolling out is both out and down, and mebbe off to one side. if this is intentional or not, i'd prefer it not do this.

executive action - impress foreign fleet doesn't work. they were definitely in my territory.

humble request - constructor ships - designing them with shields/weapons, could they remain after it becomes a starbase? perhaps too much...?

i havent designed colonizers yet, but perhaps installing equipment to be added 2 new colony? ... mining ships, mining bases...?

starbase modules, some lead to other enhancements, i would like to see a 'leads to:...' in the popup that describes the module. thx.

ship design, cant find siege module. would like to load standard design and modify it as my tech permits.

fleet organization is messy. i don't know how big a fleet i can make. i see 18/62 for one ship, 40/62 for current fleet, but i can't join them...?

just got an out of memory message and the game closed itself. i'm running beginner, max size, max opponents, egalitatarian with tons of bases. been a while since i saved, but auto save is every turn.

auto saved at oct 13, 2339...

just went to save it and got another out of memory err and crash...

long time complaint on 4x games, why can't we allow a user defined build list for the planets? u guys get to dodge that with terrain specific placements, but we could still have a 'destroy all...' option. let's say my culture generally is crime free, so i don't need facilities that reduce crime. here's the idea for this game:

when i hover over a facility i would like to right click to open a 'destroy all' window. hovering over that window reveals a list of options at least one of which must be chosen: ...on this planet ...in the empire ...from future build lists ...future conquered worlds as we conquer them. i dunno y u all love growth and food so much, and more than basic industry is enuff, which avoids pollution facilities. all the money and resources i save allows me to buy a dreadnaught soon after developing it. something similar to a destroy all option would probly help smooth out game play.

i see ship designs from previous games, how do i permanently delete them?

ok, i think i'm done. maxed all tech, reached end of egalitarian and progressive, conquered a handful of sectors and a third of a huge sector.

overall, wanting more out of a game has turned into getting more detail, microstepping the progress instead of just taking more time and resources to advance. this game makes leaders necessary, which just adds in another barrier to progress. the bonuses are so small that large numbers of bonuses are needed, and they just end up being unnoticeable. perhaps it adds 'realism', which is NOT why ppl play games. i did like the waste of time and focus away from my reality. i'm guessing there are newer versions on steam, but i can't work with steam. my wifi won't let me connect, and i really hate that i have to log in to them when i want to play a game i purchased and fully downloaded. poor MOO, produced by ppl who thot celebrity voices was a good investment.

thanks 4 the free game. lemme know where 2 send the save files if u want them. if i try another run through of the game, i'll make new save files.

will i get email if someone responds to any o this?

Reply #6 Top

I am using version 2.1

Even when unselecting "Prestige" as a winning option on the game settings, there is still a Prestige win.
This is super annoying, since I would prefer an alternative winning scenario.
Even when I select "Continue to Play", and continue playing, every time I load a saved game after that I am again presented with a Prestige win, even though I had intentionally unselected it as a winning option.

There is a bug that is a carryover from GalCiv3 that is also in GalCiv4, that makes it possible to drain Yor of all resources within the same turn.
Research food and population related tech, which Yor is not able to use. Then trade with those tech to the Yor for resources, tech, ships, etc.  Rather than selecting "Done" after completing the trade, shift right or left to another alien race then shift back, and you can again trade those same tech again. Repeat this until Yor is drained of everything.
This works with all races that are not able to utilize tech, but who you can still trade them with.

After the latest update, I have seen less game crashes when selecting things. Thanks!

Reply #8 Top

Playing whatever the updated steam version is.

I have really really tried but sectors just don't work.  I have used every proximity, I've loaded the cheat console and just spammed maps over and over to see where people spawn and the reality is I cannot get consistently viable games using sectors.  I am trying to play a medium map with binary sectors with somewhere between 10 and 14 empires but the vast majority of games has 3/4 of the empires in one sector and just 1/4 in the other sector no matter which proximity I choose.   None of the settings seem to give a balanced setup and I basically have given up on using the feature completely since I either have to cheat and look at what it did to start the game or play for an hour just to realize this time it stuck 2 of us in one sector and 10 in the other.

 

 

Reply #9 Top

OK, this is really minor, but the Comet event has a glitch at the end. The last couple of words repeat. Just a little thing, but it still bugs me when I hear it.

Reply #10 Top

Quoting Ender9963, reply 8

Playing whatever the updated steam version is.

I have really really tried but sectors just don't work.  I have used every proximity, I've loaded the cheat console and just spammed maps over and over to see where people spawn and the reality is I cannot get consistently viable games using sectors.  I am trying to play a medium map with binary sectors with somewhere between 10 and 14 empires but the vast majority of games has 3/4 of the empires in one sector and just 1/4 in the other sector no matter which proximity I choose.   None of the settings seem to give a balanced setup and I basically have given up on using the feature completely since I either have to cheat and look at what it did to start the game or play for an hour just to realize this time it stuck 2 of us in one sector and 10 in the other.

 

 

What you are getting is how binary sector maps work, it is not broken.

I have not tried more than three Civs in a game, but the only way to get any spread of Civs is to use Far Prox. and max sectors.

Thats from reading about this "problem" on Steam, here, and Discord.

IMHO it will not improve till they install a map editor, at least so I can have "it my way".