Bugs with GalCiv 3 v4.0

I'm back to playing again. Right now I'm playing crusade v4.0 . Here are some of the bugs I've seen.

The game doesn't provide correct population details for transports. When I'm in the ship editor, it says it has a population capacity of 3, but when I build them, I can put up to 5 legions into them.

I find that I when I upgrade transports, I get 1 more legion each time. I was able to get more legions than what it was supposed to carry.

There doesn't appear to be any way to refill transports. I also can't seem to reclaim legions when destroying transports.

This might be an exploit. Tiny hulls have no maintenance. This means you can have an infinitely large navy if you use just tiny hulls. Plus, they take up 1 logistic point each, so you can get more weapons that way. A medium hull takes up 6 logistics, but yields about 3 weapons. 6 tiny hulls take up 6 logistic points and yields 6 weapons. I found that relying on killing the enemy quickly is a good defense strategy for tiny hulls.

In the shipyard screen, you can double click on the ship icon to add them to the build queue, but you can't double click them in the queue to remove them.

In the planet screen, you can double click on planet improvement icons to add them to the build queue, but you can't double click them in the queue to remove them. Also, you have to select them 1 at a time to cancel them. The UI does not automatically select the next item in the queue, so if you want to cancel a whole bunch of improvements, you have to select the next one and click cancel every time you want to remove something from the queue.

An option to turn off notifications that say only survey ships can explore anomalies. I find it distracting when I order a ship to move to a tile that happens to have an anomaly.

There should be some way to know what type a planet improvement is. I also think you should know what the effects of leveling it up does. Also, there should be a way to know what effects upgrading a planet improvement has. A work camp upgrading to a forced labor camp adds +1 research (which I think is a big deal).

138,835 views 31 replies
Reply #1 Top

Orphaned shipyards should be able to be shut down. You shouldn't need to destroy them in order to end your turn. Its a pain to destroy them because a planet was taken and its a pain to build a new one once you take a planet back. Plus they may have some work done on a ship, so you lose that too. An alternative is to unanchor them and move them around until you take the planets back.

A follow up with my exploit with tiny ships. Its possible to get fleet with 60+ logistic points mid game. So if you have 60 tiny hulled ships, each with weapon that deals 2 damage weapon, then the fleet will inflict an average of 60 points of damage with a maximum of 120. If you invest in heavier weapons, it'll overwhelm the enemy that much quicker. Overwhelming an enemy fleet is the point of this strategy. If you can kill the enemy in 1 turn, then they only get 1 chance to strike back. If you can kill them before they can shoot back, then even better (you'll receive no damage).

The commands tab should have an option to change the build orders of shipyards in such a way that the shipyards change which ship you repeatedly build. Currently, you can order shipyards to build a new ship, but it only puts the new ship at the top of the queue. It does not replace the repeat build ship with the new ship.

When you are decomissioning ships, you should be notified as to how many credits you're going to get before you click confirm. Currently it asks you if you are sure you want to decomission the ship.

When building transport ships, deleting them from the shipyard queue does not refund the legion(s) you spent to add it to the list.

Much like shipyards, I think when you add things to a planet's build queue, it should not affect the item you have on repeat. The new thing you add to the list should become the second last thing in the build queue. I also expect this of planet improvements that automatically upgrade.

When you right click a tech, you should be given more info. Info such as how many research points you need to unlock it.

What happens to the ship construction points if you don't have a shipyard? Are they wasted?

You know what, I would like to give a command that would tell a new shipyard what to build. That way, they start building immediately once finished being built.

When I hover my over the population, I get an info window listing the numbers for population growth, not the numbers affecting the maximum population of the planet. I would like to know the numbers affecting maximum population.

Reply #2 Top

This one grinds my gears. Early in the weapons tech, you get to pick a specialization that affects all 3 weapons types. The equivalent set for defenses does not affect all 3 defense types; you get to choose to improve 1 type of defense.

Reply #3 Top

Ship construction used to go to social if you didnt Sponsor a shipyard. Then a lot of people complained that didnt make sense, so now the production gets wasted if you dont have a shipyard

Reply #4 Top

Nice to see you back. The game have gotten a lot better.

Reply #5 Top

Quoting admiralWillyWilber, reply 3

Ship construction used to go to social if you didnt Sponsor a shipyard. Then a lot of people complained that didnt make sense, so now the production gets wasted if you dont have a shipyard

this is the only point i see Stellaris realy miles away in development .... the Planetary ground game mechanics (buldings musst have workers and the workers limited on the population) with production<>population.

Reply #6 Top

In the planet screen, if you queue a city and then delete it from the queue while still in the planet screen, it still removes 4 food from the stockpile (for carbons - I assume the same for aquatics but will check - and for silicons not sure if it removes the Promethium but will check).  

Just found this today.

Reply #7 Top

Quoting admiralWillyWilber, reply 4

Nice to see you back. The game have gotten a lot better.

Thanks, but I don't expect to stay that long.

Quoting admiralWillyWilber, reply 3

Ship construction used to go to social if you didnt Sponsor a shipyard. Then a lot of people complained that didnt make sense, so now the production gets wasted if you dont have a shipyard

Thats a shame.

Reply #8 Top

When you load a saved game, how you view a tech tree resets. I find that I have to change the view on the tech tree every time a load a save.

Colony ships should not keep a civilization alive. I was playing against an opponent that seemed to have no planets but were still alive. It was a bit confusing because I charted most of the map. Then I remembered that if a civ has a colony ship, then they are not defeated when they lose their last colony. The colony ship in question was one that failed in a race to nab a colony not too far from their empire.

Increasing radius of starbases influence does not cause starbases to immediately detect resources or artifacts in their new area. You have to wait until the next turn before it detects them. On the next turn, you can add things like resource rings and artifact modules. Hopefully you don't forget about it. I think starbases should detect new objects right away; not force you into waiting until next turn.

Auto assign leaders. My leaders get assigned to whatever priority is listed in top of the list of priorities. I wish I could tell them to auto-assign to tech priority or money priority.

Techs should show what citizens you get when you research a tech. I usually wind up with 2 celebrities, 1 entrepreneur, and 1 diplomat. I think I'm getting them when I research techs, but I'm not really sure.

I think you should be able to see how much ideology points you're getting per turn. Its hard to keep track of all the ideology planet improvements that you have built.

You can't upgrade transport ships when you have 0 legions. It seems that it costs you 1 legion to upgrade a transport ship. After upgrading is complete, this legion will be added to the group of legions the ship carries.

There should be an easier way to upgrade ships in a fleet. I've been using a lot of tiny hulled ships lately, and its a pain to go search through 60+ of them in a fleet to make sure they are all upgraded to the best I can offer.

I think the map should remember where pirate shipyards are. Its hard to take them out when you can't see (or remember) where they are at. Keeping ships nearby to keep an eye on them risk having them get shot at and destroyed.

Before and after stats for ship weapons and defenses, and other parts.

Advanced Transports (ideology thing). The fighters you get with these don't seem be very powerful. In my last game, they only used the weakest of beam weapons. Their defense was reasonable though. I don't think Advanced Transport modules are very good. They use about 66% more space than the normal transport module, and add 2 weak fighters to the fleet.

The carrier drones were much better. They used my newest weapons. When I got triton torpedoes, they to switched to them, but they lost  defenses. I'm guessing there was no more room for defenses at that point. Fighters are tiny hulls, right?

Reply #9 Top

Quoting DivineWrath, reply 8

I think the map should remember where pirate shipyards are. Its hard to take them out when you can't see (or remember) where they are at. Keeping ships nearby to keep an eye on them risk having them get shot at and destroyed.

I put a waypoint in the tile to the upper-right of the shipyard to mark them.  That way I know exactly where they are.  I also change the name of the waypoint to P so I know it marks a pirate shipyard.  All of these waypoints get the same name.

Reply #10 Top

@Old-Spider

yes - a workable "workaround" for an thing, an halfway modern UI in 2020 should offer to an leader of an Glactic Civilization ...

@DivineWrath

all are nice points ... ;) - but think not we will see many fixed/improved in the next years ...

Reply #11 Top

I do the same thing with pirate bases/waypoints.  They are hidden outside of sensor range because all shipyards are hidden, which sort of makes sense to me.  

I agree that it is rather annoying for colony ships to keep a civ alive.  When that is the case, I usually just trade that civ as much tech as it takes to buy the colony ship(s) (and the civ is gone).  At this point in the game, I rarely need a colony ship, so it gets upgraded to constructor or architect.

Reply #12 Top

It is no question that unknow station/shipyards/watever is hidden ....

But an important (or even non important) object for your "Empire" should marked as "ghost" or semilar on the map if it dedectet - this should not an "high tech" in the actual time frame - but it looks so in the future ...................................

many-many .. to many game mechanics relay on game mechanics already in games from the 90tys - and ar significant improved from many other games in the past 30 years ...

Reply #13 Top

Whats the deal with carriers? At first glance, the 'normal' carrier module carries assault fighters and seem OK (at first). Interceptor drones however, seem to use the weakest beam weapons, and will not improve them as you improve your tech. They also seem to use armor techs you don't need to have. Improving beam weapons or armor techs does not have any effect on them. Guardians favors mass drivers and seem to be balanced between defense and attack. Back to carriers and assault fighter, they seem to use only 1 missile weapon and put the rest in defense. Both assault fighters and guardian drones will use defense if available. If none are available, they seem to max out weapons then.

Reply #14 Top

Quoting DivineWrath, reply 13

Whats the deal with carriers? At first glance, the 'normal' carrier module carries assault fighters and seem OK (at first).

Yeah, the assault fighter is the only one I use. I just research the heck out of the missile tech line.

Reply #15 Top

Quick summary:
Don't use interceptor drones. They don't upgrade. Both assault fighters and guardian drone will upgrade as you gain tech.

Interceptor drones use beam weapons. Assault fighters use missiles. Guardian drones use mass drivers.

All 3 seem to have a different design philosophy (like the ratio between weapons and defense).

Reply #16 Top

Quoting DivineWrath, reply 15

Quick summary:
Don't use interceptor drones. They don't upgrade. Both assault fighters and guardian drone will upgrade as you gain tech.

Interceptor drones use beam weapons. Assault fighters use missiles. Guardian drones use mass drivers.

All 3 seem to have a different design philosophy (like the ratio between weapons and defense).

 

I do not have this experience.  No matter what sort of carrier module I use, they become interceptors.  And they are sometimes missiles, and sometimes lasers.  Never mass drivers.  I don't really understand how carriers work, though I do understand how they are "supposed to" work.  They are just very, very broken.

Reply #17 Top

I also agree about double clicking. There are a number of areas where double clicking would save time. The reason they didnt fix this I think was I think it was old spider who complained about hurting his wrist. I might have the wrong person. Yes I'm talking about 2017 i think. What i believe he was talking about was the only way to move around the screen was to hold down the mouse, but I assume they took it to mean wherever you were needing to double click. Otherwise why they dont add double clicking to speed things up dont make sense, but yet they remove features to reduce micromanagement instead. 

Why do we lose a legion to upgrade a transport.

I agree we should be able to refill transports, and unload legions.

 

Reply #18 Top

I agree with Devine wraith if I try to click on or hover over an improvement I'm upgrading it tells me what the effects either I'm upgrading to, or from I dont remember. Never how much improvement I will get.

Yeah it would be nice to get my promethium back if I destroy a city.

Reply #19 Top

Yeah I actually disagree with removing where if you didnt sponsor a shipyard it applies to planet building. I would like to see that come back. 

An option to auto assign leaders I like that option. It is kind of annoying when the game doesnt tell me I have another leader, but put it in the first spot. It would be nicer to not even have to check, because you already know where it is.

 

Reply #20 Top

Techs not just show when you get a citizen, but the game should announce it.

 

Reply #21 Top

Quoting AdamMG, reply 16
I do not have this experience.  No matter what sort of carrier module I use, they become interceptors.  And they are sometimes missiles, and sometimes lasers.  Never mass drivers.  I don't really understand how carriers work, though I do understand how they are "supposed to" work.  They are just very, very broken.


Considering all the changes switching DLC can cause, I suspect that could be it. I'm currently playing retribution. It is the DLC I was playing with when doing my tests with carriers.

Reply #22 Top

I mentioned these elsewhere (I think), but I mention them here to make sure they are all accounted for.

Import ship designs. There are many instances where you don't have access to all your ship designs. Obsoleting a ship, reloading an earlier save... loading a save from another game... err... I guess that wasn't very many instances. Back to my point, the game normally loads all your ship designs when you start a new game. From there on, there is no way to add ship designs short of designing new ones. I would like to be able to import ship designs if thats not too much to ask.

Dynamic Blueprints. I know this game has them. Blueprints that not only covers the design of one instance of a ship, but also covers what to add if you get new equipment and more space on your ships. Unfortunately, miniaturization is complicated in this game. Not only do you have techs to increase the space on your ships, but there is also techs that reduce the size of components. Its really hard to keep track of all the variables, and include them as a code in your ship design names. To further complicate things, the AI may offer you techs as a gift, or offer to trade techs that will affect the miniaturization or (perhaps more importantly) the lack thereof. Since you can select only research 1 specialty per group, getting the wrong specialty could deny you access to some of your ships designs because you can't research the needed miniaturization.


Reply #23 Top

Quoting DivineWrath, reply 21


Quoting AdamMG,
I do not have this experience.  No matter what sort of carrier module I use, they become interceptors.  And they are sometimes missiles, and sometimes lasers.  Never mass drivers.  I don't really understand how carriers work, though I do understand how they are "supposed to" work.  They are just very, very broken.



Considering all the changes switching DLC can cause, I suspect that could be it. I'm currently playing retribution. It is the DLC I was playing with when doing my tests with carriers.

 

I'm on Retribution with all DLC except Villains of Star Control, so I'm not sure why we have different experiences on this.  

Reply #24 Top

There needs to be some way to stop spending Durantium (and other resources) on planet improvements. There are times where I don't have the resources needed to build better mining modules (to get resources faster) because the darn planet improvements keep taking it all. This bug will also affect troop production, assuming you make an effort to train them.

There needs to be a select all button for selecting all ships orbiting a planet. Sometimes I want to control which direction I launch ships. Right now there is only eject all. You could select them all, one at a time, but thats time consuming if you have a lot of ships. Shipyards and starbases also need this.

There needs to be a way to get troops to stop destroying stuff on planets. Some times they destroy valuable planet improvements, like resources, or artifacts. Where you place them affects their route. Try as you might to put them in some place where its easy to avoid improvements, they can take a different route.

The installed modules on a starbase should be arranged in a certain order. Being arranged by the order they are installed makes a mess. I'd rather they be arranged alphabetically, or by type.

Can't repeat shipyard missions. Not even the treasure hunt one (cost only ship build points, no resources).

I don't like how navigating towards and around black holes works. Normally, when you order a ship to move, the game plots a path. However, if you order a ship to move to a tile occupied by black hole, no path is made. This can be a sign that a black hole exists there in unexplored space. This makes exploration a bit more difficult because you could wind up trying to plot a course somewhere, but can't because there is a black hole so you then have to guess where it is not. While I'm thinking about it, maybe add dead worlds, stars, resources, and artifacts to that list of things you aught be able to navigate to.

Reply #25 Top

Quoting DivineWrath, reply 24

There needs to be some way to stop spending Durantium (and other resources) on planet improvements. There are times where I don't have the resources needed to build better mining modules (to get resources faster) because the darn planet improvements keep taking it all.

Just turn off auto-upgrade.