[quote who="Old-Spider" reply="7" id="3972716"] It could still happen this early by some method I'm not familiar with, or it could be the result of using a console command to directly get the tech without being aware of how much trouble it would cause. [/quote] No cheat codes, console commands, or mods were involved. It was standard gameplay.
galactic-terraformers
[quote who="Draver" reply="6" id="3972708"] Could also be that one event that give you one random tech. Would be quite a rare occurrence, if not unique in the whole history of GC4. [/quote] Btw this has happened to me a couple of times before, and back then I thought I must be doing something dumb. This is not all that rare.
[quote who="gypsy2299" reply="5" id="3972707"] Quoting Illauna2, reply 4 I'm pretty sure it was through tech trading. That should not be allowed. I have never to my knowledge played a game you could trade for a tech you did not have the prerequisite for. [/quote]</p
Unfortunately, it's been some time, I cannot recollect how I managed to get it, and there's no earlier save that I can check. This also calls for a couple of useful features: (1) saves keep a full log that can aid with tracing issues; and (2) saves were numbered by turn instead of just autosave and previous autosave, it would be possible to go back and dig out the older saves. If you see the report tab, it does say that planetary invasion is the most value tech that I have bought, but
Yes essentially, I still have some indirect control over something traded away (and technically so does the AI though the AI doesn't abuse that.)
There are at least three issues: 1. AI often needlessly goes and kills itself against the precursor anomalies 2. In this case, with a non aggression pact in place, it's strange that the AI is able to survey it when I have a fortress being owned here. Also, if I've a fortress that I took ownership of using the Xeloxi ability by the converting the previously existing pirate fortress, how is a new fortress spawning? 3. New fortresses keep spawning at this location when an
Yes essentially that the trade values of the megastructure doesn't match the gigamass. Thanks Draver for looking into all these issues and passing them along.
I have saves for each, which makes it super tricky to merge them all into one thread. As I mentioned if there was an easier way to report bugs, this would not be a problem. Fortresses are seen when you attack a precursor anomaly. Additionally, separate threads for each bug helps track responses and details better. It a standard software engineering practice. In fact, posting things unrelated to the original bug under this topic creates more confusion for everyone reading these
Which is basically silly and the tech tree should be fixed for this.
The total number of hours played on Steam tends to go back at times.
If I try trading gigamass with the AI, it treats it as extremely valuable, but if it converts it into some megastructure, the value of the gigamass in the megastructure goes significantly down, which is weird because not only does decommissioning the megastructure returns the entire gigamass but also there was a stellar architect and time that went into helping get that megastructure built, started.
One of the surveys found a high quality planet. In a coincidence, my harvester happened to be harvesting the same planet, which was dead. If you continue a few turns, this high quality planet eventually turns into asteroids. Even if I colonize this planet, the planet gets destroyed and converted into asteroids. https://www.dr
I had a shipyard create a transport, but I am not able to get any citizen to board it and then eject it from the shipyard. https://www.dropbox.com/scl/fi/xu5ultfgj0mwwao6saniw/Bug-cannot-load-transport.GC4Sav?rlkey=qcsnny52pbxptux3gh5qyvgwp&st=v4tnkxrw&dl=0
So I started against the tide galactic challenge. In parallel, I started the everwar galactic challenge. When the against the tide challenge ended, I ended up in peace while technically in everwar. https://www.dropbox.com/scl/fi/2tfnfc6bjsxyu77zft9g1/Bug-everwar-and-peace.GC4Sav?rlkey=sfoe3yat7ye8lh46vv4m85g99&st=if4gqv37&dl=0
So Arcean Republic somehow breaks the non aggression pact and declares war. I've attached both the saves before and after. Save Before https://www.dropbox.com/scl/fi/3sa9iq93u148bq2tk8ycx/Bug-broke-non-aggression-pact-before.GC4Sav?rlkey=keyjhs0dl2mwq68fdy1fyko6b&st=5rdlvwvt&dl=0 Save After
Shortest path computation involving hyperlanes does not umm find the shortest path. See the ship spawned by Yadel shipyard 1 and then get it to move to Gloumia. Instead of using the faster route via the hyperlane it follows the slow route by going right of Deneb Dulfim. https://www.dropbox.com/scl/fi/zj17mgdcekhvp8ukhfhi2/Bug-not-finding-shortest-path-from-Mallow.GC4Sav?rlkey=p585cd828xh3seijvv8ckxcvo&st=o1qrlhmw&dl=0
In the previous turn of the previous bug report, terran resistance tries to survey the precursor anomaly where I've my fortress and ends up disappearing. Also, note I've a non aggression pact with the terran resistance so it's strange that it is able to survey it. What is also surprising is that if I move the fortress away, the TR fleet dies and spawns a new fortress. So basically this precusor anomaly turns into a fortress generator? If I take ownership of this new fortress and move
As Xeloxi, I converted the pirate fortress but then when surveying the precursor anomaly, it manages to get destroyed. You can replay the battle near Proctor https://www.dropbox.com/scl/fi/200cgjno0f2m1n3koeo7u/Bug-Killed-my-own-fortress.GC4Sav
I've an active non aggression pact with Arcean Republic and yet it shows up in the trade window as something that could have been traded if relations were better. Save game https://www.dropbox.com/scl/fi/xtvzp9kov387loygs8exd/Bug-arcae-is-the-NA-pact-valid.GC4Sav?rlkey=x27y0n7n7lrra9m40xc8o1val&st=yf86yeex&dl=0
When trading an under construction mega structure, the stellar architect is still owned by the previous owner. If you were to do this by trading your own mega structure away, you can immediately then decommission the stellar architect thereby removing the under construction mega structure, too, which was supposedly traded away. Version 3.0, build id 18985056 Save
I've several bugs to report, but the process is quite painful to report them, which in turns prevents your users from being able to report them and for you to know what's broken and fix them. There needs to be an easier way to report bugs from the UI with a simple bug button that would take a screenshot with a highlighted area, a save capturing the state of the game with preferably a previous state without any user input to make it easier to reproduce, various version details, and tak