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Bugs with GalCiv 3 v4.0

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).

138,839 views 31 replies
Reply #26 Top

Turn off auto upgrades? That might work. Not an ideal fix though.

Reply #27 Top

Very strange. The tech "beam weapons" bestows a weapon system that needs resources. The equivalent techs for missile and kinetic weapons do not. Not very fair in my eyes. Also, elerium is often rare in my galaxies so this fact would often deny me beam weapons when at that tech level.

I tried to go down the kinetic weapon line, but my assault carriers didn't take to them. I'm pretty sure at this point that assault carriers are missile weapons only.

Why do planets I conquer have stored goods? The game doesn't let me stock pile them. It forces me to always be spending. When I nab alien worlds, sometimes I get 1000s of units of stored goods. While I do like using aid economy when I get such planets (it generates a lot of wealth quickly), I don't think its fair for me to steal such an advantage from them.

Upgrading ship designs seems to be way cheaper that rush buying ships. Rush buying ships seems to require 20x the credits, while upgrading ships seems to require only 2.5x to 3.5x the credits. It seems to be advantageous to build cheap ships and then upgrade them to something expensive like carriers.

Reply #28 Top

I discovered that both xeno irrigation and high yield farms use the same picture. This left me confused on multiple occasions because I could not build food distribution centers (the early version of xeno irrigation) on many of my worlds. I only saw a bunch of farms. Left me really confused until I figured it out. This is a problem for Crusade (I know that retribution is a little different so this might not apply).

Reply #29 Top

There is a problem with rally points. When I try to use them, I keep getting notified that there are idle ships. This seems to be caused by 2 problems.

First is, ships don't tend to make fleets when they move to the same destination. If there are no ships at the destination, they don't seem to realize they can or should join fleets. They need a ship to be there in order to join a fleet, otherwise they go to the same square and idle. Its like "move to destination", and "move to destination and join fleet" are 2 very different commands.

The other problem is that ships don't join fleets after the first fleet is full. So if you had 30 ships going to the same destination, but your fleet size only allows for 6 in a fleet, you're going to get 1 fleet of 6 ships and 24 ships outside of fleets.

There is no money warning in place when upgrading a lot ships at once. When you use the commands tab to upgrade ships, it will upgrade all of them immediately. There is no warning that it'll cost this much to upgrade all of them, and no warning if it'll leave your account balance in the negative.

When upgrading ships individually, they don't tell you how many turns it will take. If ships are far away from your planets or starbases, it can take many turns to finish upgrading.

Reply #30 Top

Lots to go through here, but as far as stored goods go, they are valid.  You can get them on your own planets.  Try running Aid Economy on a planet with more than 75 social for a few turns, and watch your Stored Goods rise.