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1.04.59 or later bug reports

1.04.59 or later bug reports

Found a problem or think you've found a bug in Galactic Civilizations?

Then let us know by posting here. Make sure you're running 1.04.59 or later.

13,419 views 363 replies
Reply #51 Top
Tribute paid never ends - just had this happen as well (someone way up there mentioned it). I was paying the drengin off but the tribute continued even after they went to war with me.

Scott

~SDC~
Reply #52 Top
I took a -PQ 24% morality choice on a 26 pq world, the
world was still 26 PQ afterwards, did check after a turn
as somethings dont always update immediatly.

Which is probley a second bug

When you get the research bonus morality choice
it doesnt update until the next turn while production
and PQ effects are instant.
Reply #53 Top
I don't know if this is new, but you can't use the mouse wheel when running the windowed version, which makes some of the slower scrollboxes hard to deal with.
Reply #54 Top
Not able to rebuild a capital project after cancelling it in the details screen, and then trying to build it on another planet. Maybe this is a planned feature but it should be fixed.

Thanks
Reply #55 Top
#47 by Veteran magus - 5/31/2003 6:48:13 PM Andre 0: Is your desktop set to 16-bit color? If it isn't windowed mode will not work.
End of quote


Yes it is.



~SDC~
Reply #56 Top
Aside from a few point-click random crashes, The game has been awesome. Everytime I click on Freighters enroute to a system the game crashes. v1.04.059

I have plenty of feedback!

RED
Reply #57 Top
Galciv said...

Twilight of humanity? Earth Today Magazine published yesterday an article pointing out that if you took the economic rating of the Empire and combined it with their military rating and compared it to ours it would be 260 for them and 265 for us. Clearly this is chilling news.
End of quote


Clearly :)

Not sure if this would be considered a bug, but it is certainly a cause for alarm!!! (no double meaning intended)
Reply #58 Top
In my latest game the Torians, who were leading in Tech, had several techs without any of the required prerequisites. Virus Elimation was one I remember and the tech that builds the terraformer. The games is my latest in the Metaverse.
Reply #59 Top
Just noticed a Metaverse bug. I have a medal for 5 games with a score >1000, which I don't actually have.
Reply #60 Top
Mouse wheel? Regarding that, I haven't noticed any part of GalCiv (full-screen mode) where the wheel mouse on my Logitech USB optical wheel mouse actually does anything (IE, Paint Shop Pro, et al recognize it, so it's probably not a hardware-related issue).

AIs are still occasionally allied to themselves. Minor issue.

Tribute still continues post-mortem. This is particularly abuseable in combination with (a) new-found minors oblivious to the combat transport ready to enter orbit (they're billions of deliverymen, honest) and (b) races that just got culturally assimilated, but still deny that they're dead.

Sometimes when I purchase something outright (which, if I'm doing it, means that it's probably a trade good or wonder) the message "Foo has been built on..." shows up on two consecutive turns. This might only happen when the down payment brings me to below -500 BC halting production, I don't recall.

It seemed a trifle odd that when I invaded the Dmer on the turn right after they arrived, the galaxy let out a sigh of relief. Why, when they hadn't had time to reveal their intentions yet?

I'm not positive this is a bug, but I've never seen anything listed in the Current Events section of the reports for each major. Perhaps it's related to rare events and I haven't been looking at the right times.
Reply #61 Top
I'm experiencing a number of bugs:

1) Late-game research is still not right. The label at the bottom that says how long it takes to get a tech is unreliable. I've had research down at 0% and it says "Next month," and I've had it say "2 months" and I'll get it next month. If you save & reload it seems to correct itself. (which probably makes it hard for Stardock to reproduce)

2) I got a +56% Starship bonus for picking an evil ethical choice, and got no bonus. Frigates I made there were exactly identical to any other planet.

3) The AI values Deflectors way too much. I can get Shields for cheaper.

4) The factoring in of defensive ships is a good thing, but it's gone too far. The AI thinks it's all hot-stuff because it has more Defenders than you. I've had Yor demand 900bc tribute and declare war on me, when it didn't have a single Corvette.
Reply #62 Top
Okay, 2 more things... 1st ain't actually a bug but quite annoying design lack... Wonders and Tradegoods shall have another color or something like that if another planet already builds em! I always have to look up if I already have it in the build or not. And when another empire finishes em before me, than I should either be brought to the planet to select a new project or Mr.Fords list shall be further worked down.

Now the bug... I had a crash to desktop, when the Torians invaded one of my planets and used massdrivers. I saw that the PQ going down by 46% making the planet useless. Then I got the message, that the Torians control it and after klicking it away the crash occured... The Torians probably wanted to abandon the colony but somehow that caused a crash. Don't know if it's recreatebale but since the circumstances were so special (using massdrivers, reducing PQ so far to make planet worthless) I think that'd happen more often than once.
Reply #63 Top
Late game build queues are still messed up. If you have a longish (15+ ?) build queue and try to delete an item by clicking it, the wrong item is deleted from the queue. This bug has been around forever.
Reply #64 Top
I think I saw this elsewhere... I captured the diplomatic translators from the carnotids(sp?) and even a few turns later they weren't showing up in my trade queue - this was very early in a game and there was no possible way this race had had contact with any other races (e.g. hadn't traded them away yet).

Scott

~SDC~
Reply #65 Top
I found a bug right off the bat when starting a game (1.04.59). Since I had saved a game right at the start (Jan 2178), I reloaded and repeated several times and got the same results.

Here's the scene: Since there were no other star systems in the same sector as Sol, I decided to park my first colony ship (the Discovery) in orbit while I sent my surveyor (the Hero) out to explore anomalies. I noticed two problems when I did this. First, when I clicked on the Hero after parking the Discovery, instead of selecting the Hero the game un-parked the Discovery and moved it back to its original position. It did not cost me any moves for either ship, but I could not select the Hero, nor could I keep the Discovery from un-parking itself.

Second, and even more troublesome, on more than one occasion while the Discovery was still supposedly parked (before I tried to select the Hero), I clicked on the Ships menu button and found that only the Hero was listed. When I went to the systems menu to check up on Discovery, it was not in the Sol system, nor was it un-parked on the map. It was as if the ship had simply disappeared.

I haven't had a chance to play a game for a few weeks, but judging by the length of this thread it seems as though GalCiv has become quite buggy in the time I've been away.
Reply #66 Top
When a Survey Ship is set on "Auto Survey" and stumbles upon a whormhole-anomaly, it is not teleported, but remains in its position.

I think this bug appeared in early version allready, but I first started watching it closer in 1.04.059. I can now confirem this allways happens.
Reply #67 Top
CTD. Here is the .CRA file:
Stardock SmartException Logging Information
-------------------------------------------

OS Version : Windows XP
Video Card : Mobility M6
Application Exception code: C0000094 INT_DIVIDE_BY_ZERO
Crash Addr: 004C03C2 01:000BF3C2 C:\Program Files\Strategy First\Galactic Civilizations\galciv.exe

Processor Registers (x86):
EAX:0000144A
EBX:00000000
ECX:00000000
EDX:00000000
ESI:03279D30
EDI:0012DCC0
CS:EIP:001B:004C03C2
SS:ESP:0023:0312FF2C EBP:0312FF54
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246


Current Application Call Stack:

Addr Frame Logical addr Module Name
---------------------------------------------
004C03C2 0312FF54 0001:000BF3C2 C:\Program Files\Strategy First\Galactic Civilizations\galciv.exe
004C50EE 0312FFA0 0001:000C40EE C:\Program Files\Strategy First\Galactic Civilizations\galciv.exe
004F530F 0312FFB4 0001:000F430F C:\Program Files\Strategy First\Galactic Civilizations\galciv.exe
77E7D33B 0312FFEC 0001:0001C33B C:\WINDOWS\system32\kernel32.dll


Debug information for each stardock app follows ....

Last few lines of DEBUG.ERR:
Debug Message: AIAltarian: Set Colony Social
*DEBUG ERROR: *** Unable to load sprite book 1ship13 ***
*DEBUG ERROR: *** Unable to load sprite book 1ship13 ***
*DEBUG ERROR: *** Unable to load sprite book 1ship13 ***
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
Debug Message: Displaying News Event.
Debug Message: Displaying News Event.
Debug Message: Displaying News Event.
Debug Message: Destroying ship USS Constructor 243. Orbiting: 0
ASSERT ERROR in file G:\PROJECTS\pear\SOURCE\MWIN.CPP at line 397.
Debug Message: Destroying ship Constructor 155. Orbiting: 0
Debug Message: Destroying ship Constructor 644. Orbiting: 0
Debug Message: Destroying ship Constructor 194. Orbiting: 0
Debug Message: Random Event: Begin
Debug Message: Deleting previous save game.
Debug Message: Unable to find file Data\SaveGames\PreviousAutoSave\.
Debug Message: Unable to find file Data\SaveGames\PreviousAutoSave\..
Debug Message: Preparing to save game.
Debug Message: Deleting previous save game.
Debug Message: No Data\SaveGames\AutoSave\*.* files in current directory.
Debug Message: Save Game.
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Total Ships: 1209 & 15 are dead
Debug Message: Drengin Empire (1): Researching: Overlord Technology
Debug Message: AIAltarian: Set Colony Social
Reply #68 Top
I have a game saved where one of my planets has the crossbones on it. I built multible improvements on all the plannets in the system to get get rid of it including 4 cultural starbases in the sector. Its influence points were higher than any other race's in the system and it would not go away!
Now the kicker, the sector went from green to blue,
The icon was still there,
The torians planet in the sector defected to me and the Icon was still there
The torians were defeated, The Icon was still there.

The detail screen said it was terrian cultural pressure causing the revolt! I even tried disbanding the starbases.

[Message Edited]
[Message Edited]
Reply #69 Top
Yeah...please fix the skull icon, it's just a nagging little thing, but as an omnipotent emperor, I don't like my citizens revolting without good reason. :p

~SDC~
Reply #70 Top
Hi,

I just installed version 1.0459 and I wanted to report that my spending allocation locks are gone. I noticed that someone had mentioned this earlier, but I found it such a welcomed feature that I decided to chirp up. If you decided to remove this feature, please reconsider.
On a different note: I am playing a game in which all opponents are set to intelligent and around the 40th turn I am getting a VXD expection error and a system crash.
In this particular game I have restarted from turn one several times (for fun), and after six restarts the Torians appear to be, each and every time, enjoying an economic boom according to the pie chart in the lower left hand side of the screen. Once or twice, I wouldn't bat an eye, but six in a row? I have yet to met them in this particular game due to the VXD error crash, so I can't say just how far ahead they are, but the Torians appear to outspend and develop all major races easily.
That aside, I do wish to thank you for creating such a fantastic game. You guys rock!

Cheers,

Picky_Weasel
Reply #71 Top
Here's my detailed bug/feature list:

Enemy Anomaly ships should not be called "USS Corvette Fortune". They should be called "Drengin Corvette Fortune", or the AI should rename to conceal that this was an anomaly ship.

Minor races should not be allowed to destabilize a major race, because a major race is not allowed to destabize a minor.

If your trading partner gets culturally assimilated, you get to keep your trade routes, but some of the other information can get corrupted. In one game, my trading partner was the Alexians who were culturally assimilated by the Drengin. I got to keep my trade routes, but the income went to zero. I had to break and re-establish the route. The planet that converted was the Alexians' only planet.

On trade routes, the "year established" says N/A. The documentation says that older trade routes are more valuable, but it isn't clear there's an in-game benefit. Does the trade route get a bonus for the number of circuits the mini-freighter completes? It would be nice to see a detailed breakdown of how trade route income is calculated.

There is a design bug with trade starbases. The mini-freighter moves like an ordinary ship. However, the trade screen indicates that the mini-freighter path is a straight line. So, the player can be misled into placing trade starbases in a place where there is no benefit. Further, optimal use of trade starbases means that you have to stack your trade routes between the same pair of planets, and choose a horizontal or vertical line. It seems wrong that you have to choose horizontal or vertical trade routes to maximize trade starbase income.

When choosing "random" AI alignment, the alignment should be concealed at the game setup screen. Further, the in-game messages should conceal alignment until you reach a certain level of trade or espionage. For example, evil races could pretend to be good.

How about making the tech costs randomized? For example, "Diplomacy" normally costs 120. Instead, the range for diplomacy could be 100-500. This way "rush to Diplomacy" has the potential to backfire. The tech costs could be randomized per-game, or even per-race. Perhaps some techs should be randomly added or removed each game? I'm thinking that maybe 10% of the time there should be a great defensive ship available early. Maybe an extra terraforming tech should be available in mid-game sometimes. This would increase replayability, and prevent players from always following the same tech path.

When the AI destroys a resource starbase, it should have constructors prepared to claim the resource immediately. It's too easy to steal resources from the AI during a war.

At a high enough level of espionage, the player should be informed of all AI trades.

The AI should propose trades that are more complicated than single tech-for-tech.

There should be a button on the trade screen that automatically balances out a proposed trade with the correct number of BC. The same effect can already be achieved with the sliders, but it's a bit tedious.

At a high enough level of espionage, the player should get to know United Planet resolutions in advance. The human player should get a chance to trade influence before the UP session.

At the start of the game, it is possible for not all races to be at the first UP session, because the human player has not yet contacted them. Any major race that any UP member has contacted should be invited to the first UP session, even if the human player has not contacted that race.

Because of the tax income cap of 4xPQ, there are situations where an economic resource provides no benefit. Getting an economic resource or the galactic stock exchange should raise the taxes cap by 1xPQ each (not sure what amount is correct). Some social projects and racial abilites should also increase the taxes cap.

In general, production capacity tends to increase a lot faster than income. Production is capped at 10xPQ and taxes are capped at 4xPQ. Many new players find it confusing that they can't fund at 100% for the entire game. A player who manages their economy well should be able to fund at 100% for the entire game.

Remove the hard limit of 10 trade routes; adjust it based on map size. Taking the +trade route racial ability should allow the player to go over the limit.

There should be a "trade good and wonder" summary screen, so you know who has what.

There should be a "tech summary screen". When trading, I like to know (a) What techs I hold exclusively (b) What techs I hold, but are also held by another AI. This helps me decide what to trade. The information is already available from the diplomacy trade screen; I'd just like to see it summarized in one place.

There needs to be a resource summary screen. I always keep track of where the resources are in a notepad file.

There needs to be a "find system" feature. There should be a "find uncolonized planet" feature.

There should be a lease summary screen, and a tribute summary screen. I'm not sure if the Mitrosoft leases expire properly. On one tiny/rare tech win, I was sure I had played enough turns for my mitrosoft leases to expire (40 years), but they didn't.

Since fleets get a bonus on defense, the amount of the bonus should be displayed onscreen somewhere.

At the start of each turn, I should not be required to cycle though every planet that just completed a ship. There should be an option to eliminate the military-completion popup just like there is for social projects.

On the research screen, it should indicate the % completed, just like you get for military and social projects. When trading, I want to be able to avoid trading for a tech I've 75% researched, but I may trade for a tech that I've 25% researched.

When the AI proposes a trade, I should be allowed to check other screens before deciding whether or not to accept the trade.

There should be a warning given if the player's approval rating drops below 50%. The same information is already available, but it requires checking the economics screen every turn.

In one game, the race icon for the I-League did not load, and the diplomacy screen said "String not found". Their planets were displayed as a blank star.

Once a planet gets a skull-and-crossbones icon, if you later become the dominant culture in that sector, the skull-and-crossbones should go away.
Reply #72 Top
Latest 1.04.059 version
Won a military conquest victory on a tiny map at Crippling level and didn't get the window to submit score to metaverse after cut seen and clicking done on summary window.
Also..When the Torian confederation was assimilated by me via culture victory..The Torian popup still occured declaring war on me when I attacked the Arcean because they were an ally with the Torian when they were around in the game.
Reply #73 Top
When you trade technologies with the other races, it will not bring them up to describe them. Here is the description from the patch.

if you trade for a tech that you were researching, it pops up the research completed screen for that tech

It does not seem to work.
Lon
Reply #74 Top
I have just downloaded from Stardock the lastest version, the May 29 one. I have just tried to start the game 7 times, but everytime I leave the Race Setup Screen to start the game it crashes to my Desktop! I tried to Restore Last Civilization and that crashes too. Ugh!
I enjoyed playing this game but now I can't play the game. What should I do? :sniff!:
Reply #75 Top
I've got a little bug that's been around for a long time: there's a United Planets resolution mentioning something about sharing the wealth from the largest economy down to the smaller economies. This event always says that "The (human empire name) has been determined to be the largest economy", even when the human player's economy is not the largest one. When the resolution gets voted in, the actual empire with the largest economy apparently does get hit (I receive tribute rather than sending it out).

Just a bit of an annoyance. Been there for a long time.

(I have another problem in long games with planet icons, ship icons, and sound sometimes disappearing, but since nobody else seems to be complaining about this, it may be a problem with my machine. The problems disappear if I save the game, exit, restart, and reload the game.)
[Message Edited]
[Message Edited]