I had tried to do some searches early on to avoid double posting, but it was getting way too time intensive and I've posted probably around 25 to 30 individual bugs or enhancement requests. It was getting to be way too time consuming to search the forums and try to see if someone had already posted a similar defect, and I was spending more time posting than playing. So, I've decided to just post, and the devs can take it or leave it as they see fit. Cheers
legacyprogrammer
I appreciate the feedback, but I'm just reporting as I continue to play. I can understand how maybe 1 post would be simpler to navigate, but it would be full of screenshots and save game links that were all unrelated. I already have a full time job and I play games for fun, and I don't mean any disrespect, but my approach will be to either post when it is convenient for me or not post at all. If the feedback is not seen as useful then I'm happy to just play and
v0.77A Clicking the advisor message, "The citizens of Dubnos IV are unhappy" the screen briefly displays a planet surface view and then goes black. The only way to return to the main US is to click the research button in the top left of the UI. Save game can be accessed HERE . <img src="https://cdn.stardock.us/forums/24/57/2457516/11c1644f-7fae-4733-8384-bf2674fb5e05.p
v0.77a In Gabella's bio, 'competent' is misspelled as 'competant'.
[quote who="Basilisk83" reply="2" id="3835939"] tooltips explaining the planet types in game would be very useful [/quote] Yes. and if the approach is to move away from a formal manual and documentation to tool-tip help then it needs to be fully robust and give all the information that a user guide/manual would give but also somewhat concisely. A supporting wiki page is also extremely helpful to delve more deeply when time permits.
Speaking of Wiki, documentation is always the last thing to get done before production go live, but is there a work in progress wiki or manual we can start looking at in Beta? If not, can we get an estimated date when one will be available? Galciv III has a 334 page manual so if Gal Civ IV will have a manual then something must already be in the works?
[quote who="aerez4546" reply="5" id="3835922"] Each hex in the cluster provides the mining bonus. So one hex of asteroids gives a base bonus of .1 minerals; if there are 3 hexes of asteroids in a cluster then you are getting .3 minerals. Happy Monday ! [/quote] I didn't realize this, good to know. Happy Monday!
V0.77 Case: All civilizations start with a unique mix of ideology, features, and traits Many decisions are based on your starting core strengths and weaknesses, like Diplomatic decisions for example There is no UI to see your starting core traits after a game has started Enhancement: Add a screen to the Diplomacy UI or Civilization Overview which displays the civs starting core features.
v0.77 Defect: Go to the Summary section of the min-menu in the upper right corner The values for Civilization Rank are incorrect for some values, there are typos in numbers that count ranking for 11th and 12th (and assuming 13th based on the pattern but I did not see this to confirm). Assuming this has been coded to read the last digit of the number to apply the correct suffix and this will work most times, but it will not worth for 11, 12, or
Case: Mousing over an asteroid belt gives the tool-tip, "Send and Asteroid Miner here to construct a mining base. Mining bases provide Minerals to the nearest world. Send an Asteroid Miner to an asteroid cluster outside of your ZOC amd try to mine asteroids. Receive the message, "Unable to build mining base" with the text, "Asteroid cluster must be inside your ZOC in order to be able to build a mining base on it." Issue/Enhancement:
Well that's truly disappointing to hear, I've dropped 24 bug and feature reports today with screenshots and links to save files. If they really aren't being looked at then that would suck. I've spent as much time playing today as I have sharing feedback on the game.
v0.77 Defect: Enacted the 'Mandatory Service' Civilization Policy which should give +3 Guardian fighters but they don't appear anywhere. Not sure whether I should actually received 3 fighters for each planet, or if there is a buff somewhere to Military that represents the receipt of 3 fighters. If it is a buff, there is no icon which shows that a buff is being applied. It appears no benefit occurred either way as many citizens are unhappy due t
v0.77 Defect: The tooltip delay works on all the resource icons in the top row of the UI except for the Food icon. To reproduce, briefly mouse over the Food icon then try to move the mouse pointer down to the detail info box. Save game attached for reference.
v0.77. Case: Not sure what 'Missing Info' means here. Is info truly missing and this is a placeholder for a developer to finish an update, or is 'Missing Info' some kind of impact that the player is supposed to know about?
Case: Two or more fleets are in the same hex Player wants to merge the fleets into a single fleet It is not clear on how to select the ships to group them into a single fleet. The user has to hold SHIFT while selecting multiple fleets to merge them together. This is a common mechanic in 4x games, but not all players may know this. It is also not clear that the 'Logistics' level is a cap on the number of ships which can be in a flee toge
v0.77 The AI just offered me a trade which included the techs 'Survey Ships' and 'Extreme Colonization'. I expected to get a free survey ship from the 'Survey Ships' tech, but none appeared. I then checked the Technology Library and see that I DID get Extreme Colonization but I DID NOT get 'Survey Ships'. The deal occured in the previous turn (65) and the attached save called <a href="https://drive.google.com/file/d/1F4Y582upoQAm5C4N6ZBEp6cyk1KQKKSR/vie
[quote who="Kakupacal" reply="1" id="3835730"] On a related note, what the heck ever happened to the function where you ask the AI "what do you want for this deal?" instead of just randomly plugging stuff in and hoping for the best? [/quote] I was thinking of that too and couldn't recall if that was from a previous GalCiv or if I was misremembering and it was from another game. Either case, good mechanics are good mechanics so why not implement it.
[quote who="Old-Spider" reply="1" id="3835723"] It's available. It's just not obvious. Select a ship or fleet, hold down one of the CTRL keys, move the cursor to on open tile. The number of moves and time in weeks (turns) it takes for that ship or fleet to get there will appear. Also, that line in your screenshot has numbers that show how many turns it takes to get there and is updated as the ship moves. [/quote] Thanks for th
v0.77 Case: Ships may be spread out across the universe and it would be beneficial to be able to set a waypoint for ships to gather at. Enhancement: Shipyards already have a waypoint function, extend this functionality by adding a 'create waypoint button', possibly in the upper right mini action menu
v0.77 Problem: Fleet is visible on the main screen UI, but is not listed in the Fleets mini view Unless I'm misunderstanding something or not reading this correctly, it appears one of my fleets is missing from the Fleets min view. Save file here for review . UPDATE: Not sure when it happened, but I checked a
None taken my friend, it would really hamper the reporting process if everyone who voluntarily reported had to comb through previous posts for duplicates. I tried at first, but now I think I've dropped at least 20 posts just today and I'm writing more reports than actually playing so I stopped searching before posting. [e digicons]|-)[/e]
[quote who="Commander4X" reply="1" id="3835710"] I see this problem too. See my last post in the feedback thread. [/quote] Thanks, I figured I may be duplicating some other suggestions but it was getting tedious to try and search previous posts to see if what I wanted to report had already been noted.
True, but you can oftentimes shave off or add a few credits and still get the deal approved and fiddling with the current controls make that tedious. On the other hand, how about just eliminating the input for credits and let the AI set the amount that is absolutely required for the deal to be accepted. This would make the process of including credits as par
v0.77 Case: During a Situation Report event the AI requests monetary support. There is no diplomatic status data to help in deciding which choice to make. What is our current relationship like? Is it worth it go give some credits to improve the relationship? Enhancement: Add the Diplomatic status indicator info to aid the player in making a Diplomatic decision. <img src="https:
v0.77 Case: Approval Rating is a 'resource' that needs to be managed like other resources There are decisions that impact approval rating, but without seeing the current global value it hinders the player in decision making Enhancement: Add a FACE icon [e digicons]|-)[/e] and the current global approval rating to the resource bar of the Main UI screen <img src="https://cdn.stardock.us/forums/24/57/