Possible bug, query. Preparedness Centers

I'm playing a game currently where I am able to build multiple Preparedness Centers on planets. One has to be built first, then the next one can be built once the previous one has finished. Anyone else experiencing this? Figured I'd ask before submitting a ticket.

51,277 views 16 replies
Reply #1 Top

I haven't looked at this specific thing, but I am still getting +95% resistance per level of the Preparedness Center.

Reply #2 Top

If you started the game on 1.0 then you will still see the old broken value. You have to start a new game with 1.01 to get the fixed information for the Prepardness Center.

 

Reply #3 Top

Quoting Derek, reply 2

If you started the game on 1.0 then you will still see the old broken value. You have to start a new game with 1.01 to get the fixed information for the Prepardness Center.

 

 

I understand the fixed information, but I'm not supposed to be able to build more than on per colony correct? Currently i can.

Reply #4 Top

Is this a planet you conquered?

 

Reply #5 Top

Quoting Derek, reply 4

Is this a planet you conquered?

 

 

Yes, on multiple conquered planets. These planets did not already have Preparedness Centers. I built them.

Reply #6 Top

 

No, I'm not able to reproduce it. They seem limited to 1 per colony for me on both invaded and colonized planets. If you have a save I'd love to check it out.

Reply #7 Top

I just double checked to be sure. To try what I did delete a farm on Shandoria, build a Preparedness Center in its place that turn. All sliders to social manufacturing. It should be built next turn. Two on the planet.

 

Save game here:

https://dl.dropboxusercontent.com/u/8971392/arf.GC3Sav

Reply #8 Top

 

If this is the issue I think it is, it should only occur on invaded planets. Basically I dont think the memory for "has already built this improvement" is being transfered over then the planet switches owners. We are checkign it out now.

That does mean that you should never see that issue on planets oyu colonize. Of if you conquer a planet that doesnt already have one of the improvements.

Reply #9 Top

Quoting Derek, reply 6

 

No, I'm not able to reproduce it. They seem limited to 1 per colony for me on both invaded and colonized planets. If you have a save I'd love to check it out.

it would have been nice to know...

https://forums.galciv3.com/464236/page/1/#3543600

https://esupport.stardock.com/index.php?/Tickets/Ticket/View/777395

I will resubmit a file when I get to that point.

Reply #10 Top

Quoting Derek, reply 8

That does mean that you should never see that issue on planets oyu colonize. Of if you conquer a planet that doesnt already have one of the improvements.

I get this bug with the both Preparedness centers and the Malevolent ones, on self-colonized planets. However, it usually takes a lot of turns before I can build another one, but given enough turns it seems I always can build another one no matter what planet etc. 

 

Reply #11 Top

Quoting Derek, reply 8

 

If this is the issue I think it is, it should only occur on invaded planets. Basically I dont think the memory for "has already built this improvement" is being transfered over then the planet switches owners. We are checkign it out now.

That does mean that you should never see that issue on planets oyu colonize. Of if you conquer a planet that doesnt already have one of the improvements.

Actually... if the game goes on long enough, I've noticed that I can eventually build a second unique building on any planet, even my homeworld. This only seems to happen with Ideology buildings, though. I'll submit a ticket with the save.

EDIT: Done (#RTD-363-73918)

Reply #12 Top

This may be the same issue as #IMY-637-46001

https://esupport.stardock.com/index.php?/Tickets/Ticket/View/778097

 

Whan an improvement with

<IsColonyUnique>true</IsColonyUnique>

is destroyed, it seems to clear that flag for all planets. What may be happening is that you destroy or lose a Prepardness Center somewhere, which resets it for all your planets. It could be (though I haven't tested it) that an AI destroying or losing one also clears that flag for everyone - I don't know if it's player unique or not.

The reason we don't see it for most improvements, is that they often have themselves in <Preclusions>, so if there is already one built, new ones are precluded from being started.

 

I can certainly confirm that the Prepardness Center also experiences this issue, but there might be another issue with the same effect.

If you experience this issue, check and see if you can build it on every planet.

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Reply #13 Top

Quoting Niedzielan, reply 12

This may be the same issue as #IMY-637-46001

https://esupport.stardock.com/index.php?/Tickets/Ticket/View/778097

 

Whan an improvement with

<IsColonyUnique>true</IsColonyUnique>

is destroyed, it seems to clear that flag for all planets. What may be happening is that you destroy or lose a Prepardness Center somewhere, which resets it for all your planets. It could be (though I haven't tested it) that an AI destroying or losing one also clears that flag for everyone - I don't know if it's player unique or not.

The reason we don't see it for most improvements, is that they often have themselves in <Preclusions>, so if there is already one built, new ones are precuded from being started.

 

I can certainly confirm that the Prepardness Center also experiences this issue, but there might be another issue with the same effect.

If you experience this issue, check and see if you can build it on every planet.

Iiiiiiiiiinteresting... that is a solid theory.

Reply #14 Top

Playing as a custom thalan based race in 1.0

Not sure exactly when it showed up but I am able to build a second but only a second preparedness center and intimidation centre on my planets.

Passing 300 turns and have never been in a war, or invaded a planet obviously, or even got one by culture flip so these have always been only my 31 planets.

I was thinking it was a problem with long games possibly if following multiple ideologies but the flag clearing theory above would make sense since the longer and larger the game the more likely a building gets scrapped somehow.

There's a thought - could an AI vs AI invasion that destroys one of these buildings be the flag reset?

 

Great game btw.  I do remember what GalCiv2 was like at 1.0 right out of the literal box (how times have changed) and how through updates and expansions turned into one of my alltime favourite games.  I'm very much looking forward to a similar journey with Galciv3.

Reply #15 Top

Quoting Niedzielan, reply 12


Whan an improvement with

<IsColonyUnique>true</IsColonyUnique>

is destroyed, it seems to clear that flag for all planets.

 

 

Can confirm that this is the case with the latest op in.. build a Prepardness Center on a planet, build a second Prepardness Center on a different planet. then Destory one of them. You are able to then build a second Prepardness Center  on the first planet. This seems to be also the case with the Iridium store, so im guessing its an issue with any "Colony Unique" building as Niedzielan said. So it dosnt have to be from an invasion, it can simple be if you choose to destroy it.. and i have no idea if it happens when the AI also destroys one as i wasn't able to test that.

Reply #16 Top

 

That's totally it, thanks guys. We have it all reproduced here and we will get it fixed.