Bug - Getting Stuck At The End of a Turn

I have gotten stuck at the end of a turn a few times where the lower right-hand corner of the screen looks like this (note the next turn icon is disabled):

I can open the core world management screen, the shipyard management screen, and do anything else except go to the next turn.

After I save the game, exit the game, restart the game, and load the saved game, this pops-up immediately before I do anything:

This makes me think that the game was waiting for the transport to be populated, but for some reason the popup was not able to be displayed.

6,323 views 10 replies
Reply #1 Top

I think the game got stuck because you were trying to launch a transport. I think its something to do with queuing a transport to launch next turn. I don't know why it does that, only that it does that.

Reply #2 Top

An additional piece of information:

On the previous turn I conquered a planet using a fleet that included a transport and queued-up removing the ships from the planet.  On the next turn, all of the ships except the transport left the planet.  It is on this turn that I got stuck so I think it has something to do with having a transport leave a planet and needing to have a citizen loaded onto it.

Reply #3 Top

Quoting PaulLach, reply 2

An additional piece of information:

On the previous turn I conquered a planet using a fleet that included a transport and queued-up removing the ships from the planet.  On the next turn, all of the ships except the transport left the planet.  It is on this turn that I got stuck so I think it has something to do with having a transport leave a planet and needing to have a citizen loaded onto it.
End of PaulLach's quote

You would be right, you need to either load the transport or cancel.

It is your transport and needs to be either loaded or parked for you to move on.

 

Reply #4 Top

Do NOT send a ship without Infinite Range down a Subspace Stream, it might be able to move a turn or two down it before it runs out of range and can no longer move. I was unable to move it back to it's origin Sector, i.e. my Home Sector, and the only way that I was able to do a end of turn was to delete, i.e. destroy, the ship. Later in the game when an infinite range colony ship or constructor builds a source of range in the Sector at the other end of the subspace stream, then a non infinite range ship can use that subspace stream.

In later stages of the game when you have have increased the normal range of ships, they might be able to use some subspace streams and reach the other end.

This is particularly true of the Drengren Prison Ship event that gives you a Colony Ship with a Drengren Population onboard. It happens that quite often in other Sectors that you are exploring with infinite range survey equipped ships, that any Drengren Colony ships are out of Range for the Sector that you get them in.

Reply #5 Top

Hmm... that is definitly a bug. We will check it out. Subspace Streams are supposed to be free for range (not count as part fo the range calculation)

Reply #6 Top

I just tested this on the unreleased 0.45 version and it works fine. But we did add a new feature in 0.45 that makes this all simpliar, you can just click on the stream gateway to send your ship down it. I think that will make all of this easier.

Reply #7 Top

Quoting DerekPaxton, reply 6

But we did add a new feature in 0.45 that makes this all simpliar, you can just click on the stream gateway to send your ship down it. I think that will make all of this easier.
End of DerekPaxton's quote

YES!  This is definitely much better than the current method.

Reply #8 Top

Give us a way, i.e. a command, to force an end of turn, even when the computer seems to be waiting for us to do something (which can cause unexplained or unfixable freezes of the game. Hopefully going to a new turn might fix whatever the problem is.)

Reply #9 Top

I do find the the Infinite Range components to be much too powerful  for ships that can carry Construction and Colony Modules, i.e. for Cargo Hulls or Large and bigger Hulls.

If you still want to keep the Infinite Range components in the game, restrict their use to Tiny and Small size Hulls, i.e. the ship sizes being used to explore distant Sectors early in the game. For larger size ships, only allow finite ranges for them. But give us back the life support components that we used in GC 1 to 3, for such ships to use on those larger size ships, so we can design and build longer range Construction and Colony Ships, but usually at the price of slower speeds early in the game. The present (0.4) version of GC IV does not allow for such trade offs between range and speed in our ship designs. This is an important choice that Players should be allowed, i.e. required, to make if they wanted longer range ships, particularly for Cargo Hull ships, and even for the larger exploration/survey ships.

In fact, I would prefer getting rid of Infinite Range for all ships, except "maybe" for tiny size Probes that can not do surveys. We need to get back to the days when we had to make trade offs for speed and range as well as other ship components. But to do this we need the old style (GC 1to3) life support/range components, with their better versions, that you could choose to research, versus other choices to research, early in the game.

Reply #10 Top

Yeah, I agree. The ship design components are in there for EA people to play with, but I haven't balanced them.