Bug Reports

Found something you don't think is right? Post it here and we'll try to take a look at it.

If it's a feature request or a change that's more of a matter of paste, post it in the "Suggestion thread".

Have fun!
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Reply #1 Top
I had started a thread called Bug Reporting lower than here. It has a couple already in it. I'll post future bug reports to this thread.

~SDC~
Reply #2 Top
I was playing a game where I developed Gravity Accellorators (a Trade Good) and then many turns later, another empire developed Gravity Accellorators. I believe this is a bug (My understanding is that Trade Goods are only allowed to be built once in the Galaxy)

- Matt Lepinski :->

~SDC~
Reply #3 Top
/nitpick

[TABLEALIAS Abilities] - Descriptions
03) maneuvering
10) amount
15) Double-dealing
19) Trade Route

Don't get me started on the logic problems here: [TABLEALIAS ForeignMinorRaces] ;p

nitpick/

End transmission.

~SDC~
Reply #4 Top
There appears to be a bug involving Trade Routes.

I am a Technologist. So I should just have the base 3 trade routes, right? However I researched that tech which gives me +1 extra trade route. "Advanced Trading" or something? All i know is one of the benefits read "Trade Routes +1". Anyways, I am still only capable of having THREE trade routes! This is annoying because I can plainly see the Altarians having FOUR trade routes!

For the record, I believe that before I researched that particular tech... I was restricted to only 2 trade routes! So perhaps that tech did work, but why is the base # of trade routes 2 instead of 3 like what all the docs say.

:sniff!:
Reply #5 Top

Military Production bonus picked at startup has no effect. I put Military to 100% but only had 10bc a turn still and a colony ship still took 5 turns to build. I was thinking maybe the bonus pack hadn't installed properly, but some of the other bonuses (like planet quality) work just fine.

The next one is fun... If you manage to get _negative_ espionage_ (by losing senate control) it still subtracts it and counter wraps so you get about 4 million listed under "spending on this race" it gives the rest of their info too... ;p

ThunderFoot.

~SDC~
Reply #6 Top
There was a UP resolution to have me pay 3% of my income to all other races. On the "Enforced Laws" display, this is shown as "Effective through year 2194, String Not Found".

~SDC~
Reply #7 Top
The Info Net window on the main game screen only displays "Council/Senate Meeting Next Month" messages -after- the meeting has occured.
Reply #8 Top
I ended a turn and the game quit to desktop. I autosave every turn. Upon reloading the autosave (after a reboot), the game loads and then the following happens:

1. The galaxy overview report is garbage. You see the
graphic of the robot, but there are no words except
for 'est' everywhere. It almost looked like the
tech screen.

2. When you click 'DONE' and it shifts to the galaxy map,
the entire map is RED (as in 0xff0000). I then quit
the game.

I loaded the previous autosave just fine. I zip'd the autosave that exhibits this problem. Give me an email and I'll fire it off.

(BTW, I'm using gcdoktor.zip that you provided for the minor civ. problem you were working on.)

(BTW, the timestamps on the load game should be %02d for the string formatting. It looks funny when it is 2:8:52.)

(BTW, the debug.err didn't have anything that seemed useful. I did notice that it tries to read "Autosave/." and "Autosave/.." as files and complains about it.)

/ds
Reply #9 Top
Giving a ship to another civilization when it is in a "mode" maintains the mode text. I have an Arcean ship flying around that says "Sector Sweep" underneath it because that is what it was doing when I sold it.

/ds
Reply #10 Top
To Thunderfoot,

If your production capabilities increases on the planets where you build your military projects it will decrease building time, cash is a factor in lowering building times.
If you just rack up military spending too 100% you might not see the decrease in building time, since you have so little social projects that enchance production on planets (or tech, modules) that it will simply not build more (read faster)

For example : if your planet can build a 'colony ship' in 20 turns with 50% military spending and 15 turns with 60% and 100%
That also explains that more cash is not used on the planets to build things since the maximum production is already archieved with 60% military spending.
If you leave this on 100% your expenses grow faster when you get more and more social projects and techs, anomalies, sb's that increase production.
100% military spending just means that the project building will get the maximum amount of cash needed (if it needs more it will get more)
This usually only happens in the begin of the game, when you still have to build alot.

So the military expenses and the other sliders might not have much effect in the start of the game.
I hope I explained it correctly or else the Stardockian ppl can correct it :)

~SDC~
Reply #11 Top
In one turn, went from 86% cultural to 21% cultural. Also, ships that could move around (like a scout ship) could no longer move--to far from starbase or planet. Quit, reloaded. It's OK now.

I've noticed that on reloads the cultural minimap is off, as well as the culture in the sectors. In fact 6/25 have no color associated with them. In two turns or so it resets itself to me having 86%.

/ds
Reply #13 Top
Auto-pilot doesn't work for the last ship I select.

I'll go ahead and give all the ships their auto-pilot destinations and all of them move except the last one I clicked on - that one retains the Destination marker, but doesn't move. When I click on it again the Destination marker disappears and it shows it's full number of moves remaining. It doesn't matter which ship it is, I've tried it with every ship I have - they all work fine unless they were the last one I gave a move order to, so I have to move at least one ship manually every turn. It's kinda frustrating.

Also, and I really hope this isn't intentional, whenever I click on a ship en route to some place the auto-pilot automatically turns off and the Destination marker disappears. There are times when I simply want to see a ship's stats, or see where it's headed, without actually changing it's course. I'd prefer that the auto-pilot didn't shut off until I actually set a new location or hit a key to turn it off.

CW
Reply #14 Top
- After re-starting a game from the auto save the influence for all civs was 0. I was going for a cultural victory and noticed that almost every sector had changed hands so to speak. After a few turns things returned to normal. Gave an interesting graph. Influcence gradually increasing, then drops to 0 for a turn or two and is back where it left off.
- In the same game, when restarting I had control of the government. 2 turns before the auto save i had just lost control, and you could see my party not having the majority. Was nice to have the bonuses though.
- Sometimes the special movie clips play under a dialog that was left open.
- Voted for unlimited to trade routes for 3 years in the UP but it didn't take. Trying to establish a new trade route above the actual limit just told you to kill another route first.
- The explnation of various creations disappears off screen in the summary you get each turn. It was really annoying at first when I wanted to read everything to find out what the heck I just built.


~SDC~
Reply #15 Top
When I reloaded a game -- first using 'continue civ' then 'load civ' -- a morale resource I had built a starbase over disappeared! As did all of my starbase modules, but that's almost understandable since most were mining modules. (I also lost my +8 def and +2 ship attack modules as well.) And also, a new military resource appeared in an adjacent sector.
Reply #16 Top
DireFoot: could you please check in your debug.err to see if it tells you what's the name of the string it's looking for?

Kjartan: do you remember what dialogs/videos they were in particular?

You are always limited to 10 trade routes.

Windscion: did the whole starbase disappear or did just the resource disappear and the resource downgraded? Do you still have the save game that you could send me?

[email protected]
Reply #17 Top
Thanks gang!

Here's something for you guys:

From Stardock Central:
Click on Software, then click on "Free Stuff" and then install Smart Exception.

This program is very useful. Anytime some program crashes on your computer, it can provide you with the logs of what happened. I've used it to get effect in sending reports to my friends at Blizzard for instance.

Anyway, if you run into a crash or something, this program will create a log. If you send me that GalCiv crash log, I can literally tell what line of code it happened.



~SDC~
Reply #18 Top
Level: Minor
Nature: Typo

In description of Virtual Reality, it reads "18 and old" and it should read "18 and older".

Reply #19 Top
Here's three that I noticed:

The movies are still giving "blocky" sound on my slow old K6-III+ 450.

A couple of the event screens have double minus signs in the listed alternatives.

The graphic for the Battle Axe is still only showing the tiny icon, not the view of the ship.

Reply #20 Top
Trying to DL GC1.01 with SDC0.99c, SD Central crashed and burned late in the installation process (after showing an "install failed" message). The DL was complete, and it was trying to do the final install. Looking around my disk, I do now have a GalCiv I didn't have before (at C:\Programfiler\Drengin.net\galciv) and it seems to run fine. SD Central doesn't, however, realize that it's there and if I try to install again, it restarts the download process. I have put the gc1.log file (with one minor edit) that got generated at http://www.pvv.org/~bcd/gc1.log in case it's of use to anyone.

I tried this on two different W98 systems with the same result on both. One had previously had the Component Manager + GalCiv beta on it, the other had not.


~SDC~
Reply #21 Top
@CariElf:

> Kjartan: do you remember what dialogs/videos they were in particular?

Monthly production summary and first capital ship, or opening up some extra info and colonizing the first planet, etc.

> You are always limited to 10 trade routes.

Had 3 at the time, but I might just have clicked the wrong option in the dialog. Was 4 am and I wasn't really paying that much attention anymore.


~SDC~
Reply #22 Top
Here is another one. When you have some fighters and a transport in a fleet and loose the ground battle for the planet the fighters stay on the planet when the transport disappears.

~SDC~
Reply #23 Top
The music just goes dead when trading with minor races. Its very nice with the special music for each of the major ones, but it would be nice if at least the standard sound kept playing when messing with the inferior species ;)

~SDC~
Reply #24 Top
OK, so I didn't put the new multimedia pack in.

I'm downloading it now......we'll see how the movies and events go then....

Reply #25 Top
Avatar spelled as Avitar on the build complete screen.

Combat Transports listed as Battle Transports in the build queue.



~SDC~