The bug that doesn't add a weapon to a survey ship when certain anomalies are surveyed still exists. It was reported as fixed in 0.50, but it wasn't. I made a post here about it. It includes a save that reproduces the bug. ======================================= The quests from minor races are partially broken. I finished quests from several minor races. In most of the cases, I chose to get a
Old-Spider
Physicist's should be Physicists.
In version 0.40, the AI rapidly settled planets and built starbases at all the resources. This changed in 0.45. The numbers of planets settled and starbases built by the AI decreased a lot. One change made in 0.45 was to eliminate access to citizens on colonies. It made it harder for me to get as many citizens as I needed to settle all the planets and build all the starbases I wanted, so I think that is the reason the AI started doing less. I think they do even l
I'm seeing evidence that some effort has been made to eliminate the use of words like global and others with meanings that mainly apply in games that are confined to one planet. I found a tech that still uses global. ========================================== I got a quest called "It's Alive?". It was about a problem at my colony o
I got a leader with conflicting attributes. The first one means Brig Barrow will flee back to me when the planet he is governing is conquered. The second means Brig Barrow will join the conqueror when the planet he is governing is conquered. They both can't be right. These should not be assigned to a leader at the same time.
The internal name of the event is Event_MysteriousOutpost. It's located in PlayerEventDefs.xml in the Gameplay/Events directory. The problem is in the first choice. It doesn't give a class 2 world. The world it gives can range from 1 to much higher. One time I received a class 12 world. It usually gives a class 2 or class 3 world.
When I attacked a defended ship graveyard, I won and managed to capture/scavenge all 3 of the pirate ships guarding it. All of them had incomplete names. They all looked like this, except for different numbers. I checked and found that ShipClassText.xml doesn't have an entry for PirateAttacker, so no name was available to be shown.</
This is strange. I don't think it's all that strange that the leader has the Strange trait, but the overall Social for the leader is -1. Should a leader have a negative overall value for any of these characteristics? Will a negative value cause problems in other areas that use these values to determine how things go in those areas?
The pictures shown are lower resolution that the ones in the zip file. They can be used as general reference, but the ones in the zip file in the link are much better. These should be 100% accurate until the devs decide to do something that changes the tech tree. Since these are for an alpha at version 0.50, I won't be surprised for changes to be made between now and when the game is released.
When the combat damage stops working, it stops for you and the AI. You should be taking damage when attacking the shipyards. If not, you can be sure the bug causing this is active. It usually goes away on its own after enough turns, but it's not obvious why it goes away or how many turns it will take. Saving and loading the save always fixes it, but it will come back sooner or later.
I realized the tech trees in my first reply are incomplete, so I made new ones. You can read about them and get the updated tech trees here .
Two months ago I posted a link to screenshots of the tech tree soon after 0.40 was released. I realized today that they aren't accurate. The universal translator event unlocks the universal translator tech and a lot techs that depend on it. Also, there are three events that unlock upgrades to the weapons. All of them are missing from the tech trees I posted for 0.40. I have made new tech tree pictures that show ALL the techs in the tech tree
You can get the tech trees here. The structure of the trees hasn't changed. Look at the Colonization branch and stay in the lower part. See Reply #3.
Some anomalies give a choice to add a weapon to the survey ship. When that choice is taken, the weapon is added, then removed when the ship is moved. The 0.50 change log indicates it has been fixed, but it’s still broken. I started a new game with the update and played until I found an anomaly that had a weapons upgrade. Look at the weapon stats at the bottom left of this screen shot to see what weapons my ship had when I surveyed the anomaly.<img src="https
When a Commander ship is destroyed, it is not shown very well on the screen showing the Commander ships. I think it would be better if the whole section about the destroyed ship had a big red X and/or a notification that the ship has been destroyed.
Ascension gates are on a planet and can't be studied by a starbase. gates should be crystals . The same error was common in GalCiv3 before they were finally fixed. Now they're back in GalCiv4. The error is in StarbaseModuleText.xml It appears twice in XenoArcheologyLabModule_Name,
[quote who="Seilore" reply="30" id="3815843"] Just got an event to give me a free class 5 planet. However, I don't have any class 5 planet in my inventory. Not to mention, this event doesn't auto align to said planet so you can see it or tell you the name of said planet.[/quote] That event usually gives a class 3 planet or maybe a class 2 planet. I looked at the xml code for it, but I don't remember all the details.. I do remember there was a range in planet cla
I had some strange things happen in my current game. It is a new game started with the 0.50.190544 update this afternoon. The Corporate Sector sent the Gaze, one of the new command ships, and several tiny ships with 1 missile attack, which never formed a fleet, to eliminate a group of pirate ships and their shipyard. When the ships got to the area of the pirate ships, they all just milled around each other without attacking. This went on for several turns. <b
In 0.45, every time I could trade with a race I recently met, Subspace Scanning and Subspace Streams were always two techs that I could trade. Much later they did get those techs because I sometimes found them in sectors that weren't their original sector. In my 0.50 game, I got this trade offer on turn 87. Notice the Subspace Streaming is
I found a bug/exploit when my survey ship had a drone module. When I used the short-range missile attack, I got two drones added to my fleet. This continued until I made a normal attack, then they all vanished. After that, I still got two drones added each time I used the short-range missile attack. I already posted on Discord a link to a save showing this. Derek indicated he was already checking it out. I'm just putting this here so it is less likely to ge
[quote who="Publius of NV" reply="4" id="3815577"] Quoting Old-Spider, reply 3 I think "it" at the end of the description refers to "there is no sharing worlds with the Festron" in the previous sentence. That makes sense, so there should be a period at the end of the sentence. I would rather s
[quote who="Publius of NV" reply="1" id="3815572"] The History description for the Festron is truncated. It ends "Those that conquer Festron worlds, or welcome Festron colonists to theirs, will soon learn it". On my 2560x1440 screen with default display settings, it looks like there should be two or three more lines available to display text, so I can't tell if it's a problem displaying the text or if the description itself is incomplete. [/quote] It is not a display problem
New features, more new features and even more new features! Wow!! I was thinking about starting a new game in 0.45 as The Navigators, but the coming new features started me thinking about waiting for 0.50. Then I read more. Terran Update - Maybe I should wait for 0.50 and play as the new Terrans. Navigators Update - or maybe play as the new Navigators. Drengin Unlocked - The Drengin, I have to try them. FESTRON UNLOCKED!!</
[quote who="Seilore" reply="133" id="3814498"] Quoting Old-Spider, reply 132 How will that work if they can't see the streams? Why would they want it but not subspace scanning? It's useless without scanning. Because if it works like GC2 or GC3 you can trade for better techs and not
[quote who="Seilore" reply="135" id="3814550"] Once you move the resource bar on the top of the screen to the right, how do you move it back to the left to see the credits? There doesn't appear to be a left arrow to move it back over.[/quote] The arrow is there. Look very carefully at the icon for Control. You should see some of it mixed in with the white part of the icon. Even if you can't see it, if you put the cursor in the right place, you can click an