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Bug Reports for Gal Civ 1.20

Bug Reports for Gal Civ 1.20

I built a starbase on a resource and it doesnt show up.. whats worse is that when I position it so that the starbase should show in the main screen the darn game crashes (Using StarTrek Mod) this didn't happen in 1.13 ... so whats going on... ??? (BTW I didn't get charged 2000 for the starbase... it was my first starbase.. I havn't built any others yet... Just lately I'm getting peeved....

hope this can be remidied quickly.. as it makes the game totaly unplayable for me in masso gigantic rare tight...

15,383 views 285 replies
Reply #202 Top
Weird stuff so far:

Auto-survey is wacky, similar to above posts.

AI building double-starbases next to resources, and building up the wrong one, as per above posts.

I can't stay evil! Loading from save-game set me back to neutral twice... I went evil from scripting events, not from planetary ones. Non-repeating once I deliberately went out and colonized a few p12s and took the bonuses.

After using the ctrlB "build battleship" cheat, then gifting it to the torians (so they'd kill a Yor constructor about to steal a resource I really wanted, yes I know, cheating = lame), all in the same turn, pressing the "turn over" button would depress it, but nothing would happen. The little clock icon would appear, but nothing would cycle to the next turn. Save and load repeated it. Oh well, that's what you get for cheating.

Saving in the middle of a colonization (ie where you click on a planet using the little colony ship icon) ate the colony ship; it still appeared in the status-bar window thingy at the bottom of the screen, I could still "next ship with moves availible" select it, but I could neither select a planet to colonize with it nor move it back onto the starmap. Target star was left with blue autopilot circle. 2 turns later, a colony appears on the first planet I had clicked on.

I'll make a note to hold on to my buggy savegames from now on, sorry about being a bad beta tester. I just want the gameplay experience, feeling kinda indifferent about performing a service to the community at large lately.
Reply #203 Top
I haven't seen this bug mentioned yet, and it might be a feature I wasn't aware of.

I clicked on an Arcean ship and tried to rename it, and the game (v 1.20.087) allowed me to. One would think that you can't rename the ships of other civilizations, but maybe it's a feature so you can better track enemy ships by renaming them. In any case, the Arcean Flagship has now been renamed to asdfasdf. ;p
Reply #205 Top
Yeah, you're supposed to be able to rename AI ships so that you can find them easily in the trade screen.  I also rename their starbases so that I know what kind of resource they're on in the tradescreen.
Reply #206 Top
Bug: End Turn (or not to)

Running Win98 I installed GalCiv 1.05 (German) and, as suggested in another thread, copied the fixes and 1.1 data files over that to get rid of the german texts.
Everything worked flawlessly - at least in the early game I checked.

Then I applied 1.20.087 and things got weird.

TURN -> SKIP refills the movement points for all my ships but does NOT advance the month.
This is not merely a repaint issue as hinted in another thread.
All of my ships can zoom clean across the galaxy (and back :) in 1 month.

The month advancement somehow gets stuck. This has nothing to do with messages (production or research completed) to be displayed in the next turn or not. I checked both cases.

The only sure way to advance the month is FOREIGN POLICY -> SPEAK TO.
Clicking that plays the "windows ding" sound (not an in-game sound!) and the game advances to the next turn/month as soon as I close the bargaining screen.

Note that NO ding is played and NO advance-turn happens if the game isnt in "stuck turn" mode at that time. I can speak to as many races as I wish to without any side effects.


This is no bad download or install problem, either. I used both the patch from the website and the stardock wizkadoodle to do the patching and I still have 1.05 + 1.20.087 installed simultaneously to verify this. Its reproducable using that exact upgrade path.


Also, OPTIONS -> QUIT GAME will play the "windows ding" if the game was in "stuck turn" mode but the game will quit silently if that was not the case.

Other than this somewhat annoying thing I havent seen any crash or other naughtyness by this thar game.

This is with an Athlon 2.6 running Win98, DX 8.1

Hope this helps.
(Hey, actually I rather hope this gets fixed but... :)


Robert
Reply #207 Top
Robert, you can download the entire english version of Gal Civ using your serial number from your CD case, and not have to worry about any of the upgrade problems.  I would suggest doing this, and then using the Archive feature of Stardock Central to backup your installation of Gal Civ.  You can burn the archive files on to a CD, so that if you ever have to re-install your OS, you can always restore from these files.
Reply #208 Top
...there are some serious memory-loss issues. And, the maximum map size seems a lot smaller, which of course isn't a bug, but annoys the hell out of me...
Reply #209 Top
Have just updated to 1.20.087 and now, if I try to scroll left with the cursor to the edge, galCiv minimises itself and I am returned to the desktop. I can restore it from the taskbar.
Anyone else seen this?
~SDC~
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Reply #210 Top
>>Robert, you can download the entire english version of
>>Gal Civ using your serial number from your CD case,

LOL! I didnt know that...
Thanks!
Reply #211 Top
I cannot get the 1.2 patch to install. I save it to my hardrive, and my computer does not recognize it. Does anybody know how to fix this?
Reply #212 Top
I cannot get the 1.2 patch to install. I save it to my hardrive, and my computer does not recognize it. Does anybody know how to fix this?
End of quote


The download from the website is a zip file. You must have a zip decompression program like WinZip(http://www.winzip.com) or WinRAR(http://www.rarlabs.com) to open it. If you have Windows XP you can also use the built in 'Compressed Folder' functionality to open zip files.

Alternatively, you can use Stardock Central(http://www.stardock.com/products/sdcentral/) to download and patch your game to the latest version automatically.
Reply #213 Top
After invading and taking over a system from the Arceans, I noticed on the next turn that there was an Arcean mini-freighter next to my new system. Without thinking about it, I destroyed it. On the next turn there was another one. I destroyed it also, and then it occurred to me that the mini-freighter was from an Arcean trade route that originated at my new system, and had not been terminated by my invasion. Unfortunately I don't have a saved game to demonstrate it. Has this been reported before?
End of quote
I can't remember if I changed it from changing over trade routes to deleting them, but either way it's apparently not perfect. I'll have to look into that.
End of quote


This happened again in my latest game. I've taken over a system from the Drengin, but there's still a Drengin mini-freighter running a trade route from the system. I have a saved game if it might help you to see it. Once again the only mod I'm using is the mini-colony ship.
~SDC~
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Reply #215 Top
I don't remember seeing mention of the following bugs:
- logistics improvements show on detail planet screen that they increase manufacturing
- Ability to steal evil tech when neutral. But can’t exchange them (which is normal)
- Ability to get evil trade goods (articifial slave for example) from exchange and get the benefits.

[Message Edited]
Reply #216 Top

ok, I'll check out the logistics and trade good things.

The gigantic map is not smaller. 

What do you mean by memory leak issues, what are you experiencing?

Reply #218 Top
Cari, what did you do to the Kwilisan's code? In 15 out of 15 games before I updated, each time they degenerated into the I-League. In my last two, post patch, they've stayed their poop-eating selves. They just sit there on their huge worlds, with bumper to bumper starfighters and corvettes in orbit.

Also, the "richest civs" survey isn't reporting them correctly. They had 14,000-17,000 GCs in the bank both entire games, and only sporadically would they appear as the richest civ. I checked, no one else was in four digits at the time.

Also, they're nowhere near as free-spending as they have been in the past. During their final turn, with no fleet and my combat transports circling their last world, they refused to give me more than 1/3 of their treasury for their 3 ex-worlds, all my techs, and some rinkydink planets I didn't want draining my economy. Even after I gifed them back to friendly!

Perhaps they sensed they wouldn't get a chance to enjoy any of their new techs, that I was just looting them before their time as an independant civ had ended.

I was evil (obviously >:) ), do the Kwi's now have an Altarian dislike for baddies?

Reply #219 Top
The game lock up after the player destroy first planet with a deathstar. Have to restart 2 - 3 times with previously saved game, then it continues normally.

~SDC~
Reply #220 Top
In my latest GC 1.2 game, I have 9 trade routes. On the Trade tab of the domestic policy screen, 5 of these are listed as "N/A" under the "Value" column, and as 0/nn under the "Turns" column. They've been this way for several turns. If I click on the minifreighters that seem to be misbehaving, I get descriptions of them that seem to indicate that the routes are mixed up. For example, the minifreighter that's parked right next to Sol, and hasn't moved for a few turns, says that it's enroute from Kwilas to the I-League's Sander star system. If so, it's far off course. If I click on a minifreighter that's parked next to Kwilas, it tells me that it's enroute from Markus to the I-League's Weber star system. But Kwilas is 4 sectors away from the direct route between Markus and Weber.

I have a saved game in case it would help you.

~SDC~
Reply #221 Top
You can move a Terror Star inside a star system if you first create a stacked fleet with any kind of ship, and then move the stacked fleet inside the star system. I don't know if this is a bug or a feature, but if it was a feature I should be able to move the Terror Star there on its own, and constuctors sent into the system should somehow still be able to upgrade the Terror Star (which is not possible now).

~SDC~
Reply #222 Top
While trying to trade techs with the Torians I got a CTD:

Stardock SmartException Logging Information
-------------------------------------------

OS Version : Windows XP
Video Card : RADEON 9200
Application Exception code: C0000005 ACCESS_VIOLATION
Crash Addr: 3001C1BB 02:0000D1BB D:\Stardock\galciv\binkw32.dll

Processor Registers (x86):
EAX:00000000
EBX:136D0FFF
ECX:0000000C
EDX:00000000
ESI:0000001D
EDI:FFF157D1
CS:EIP:001B:3001C1BB
SS:ESP:0023:0012F958 EBP:0012FC78
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010286


Current Application Call Stack:

Addr Frame Logical addr Module Name
---------------------------------------------
3001C1BB 0012FC78 0002:0000D1BB D:\Stardock\galciv\binkw32.dll
135E67DC 135E67A0 0000:00000000


Debug information for each stardock app follows ....


~SDC~
Reply #223 Top

deathy,

The Kwilisians use the same code as the other minor races, and I don't think that Brad did anything to them that would make them more susceptible to the I-League than other races.

kystal,

I'm not sure how the Terror Star would cause a lockup as opposed to a crash, but I've fixed some crashes caused by terror stars so it may take care of your problem as well. But if you still have a save game that you can use to reproduce the bug, I'd like to take a look at it.

jmgarth,

Yes, I'd like to see the save game.  Also, in regards to your crash, do you know what morality they were? There could be something wrong with your .bik file.  You could also try downloading the bink tools from here:

http://www.radgametools.com/bnkdown.htm

If another program is trying to play your bik files, that will fix the problem.

AeonOfTime,

It's a bug in the fleet code. 

carielf@stardock.com

--Cari
 

Reply #224 Top
Cari, I sent you the saved game. Thanks for looking into the problem.

~SDC~
Reply #225 Top
I use 12087 and I can put two starbases next to each other if they are in defferent sectors.
~SDC~
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