General:
Still getting menu screen tearing on either side when using an ultra-wide resolution (2560x1080). Related, also getting screen chop on planet build screen at both the top and bottom. Movies also are not snaping to height, only to width. Please FIX this as was also an issue in GC2, and never got fixed then either. (SS submitted)
Minimap:
Still has inaccurate targeting when using it to move to an area of the map. (SS submitted)
Planet Screen:
Above mentioned resolution snap issues. (SS submitted)
Unable to cancel planetary upgrades. Select item, hit cancel, but item stays in queue and is not longer selectable. Same problem on subsuquent turns.
Given the new ajoining tile bonuses, we need a way to further develop planets for additional building space. Planets (like Mars) that are restricted in build space are not viable for much of anything without some way to expand their usable tiles (as previously happened with teraforming, but does not seem to be implimented yet).
QUESTION: In GC2, you had the option of "upgrading" a dissimilar building into another for a reduced cost. Is this going to be carried over into GC3?
BUG: Galactically Unique Buildings (As opposed to Per Planet Buildings) are able to be duplicated across multiple planets. HOW: Any time after the building becomes avaialable, queue it up for construction (not directly buying) on multiple planets. So long as the building is in a (any) queue when the first one completes, it will be completed on all planets that it is also queued in without any errors or notifications. Once the first building is completed, it no longer shows in other planet queues, and if removed from an existing queue is not available to be re-queued.
Planet Screen, Build queue:
Frequently unable to select build item when trying to select in queue, have to use main map, and even then it can take 2-3 tries to get it to select. UPDATE: I narrowed it down to having to click on the text of the line item in the queue, or the top or bottom edge of the line items "bubble", but that kind of exact targeting requirement still make clicking items on the map easier than the queue list.
Queue list scrolls way too slowly.
REQ: Make the queue list scroll faster
REQ: Make the queue list a bit taller, showing 8-10 items before being required to scroll.
REQ: Add a "Move to Top" button to queue items.
REQ: Quit snapping the list back to the top when changes are made (this can be applied to any and all scrolling lists. I found this to be highly annoying in GC2 when using the colony manager with many planets colonized).
Starbase:
Am unable to use docked constructor to upgrade SB. Must launch (each one) and re-dock to use. Was not an issue in 0.30
REQ "Upgrade Available" map icon. Hard to manage them without it.
Ship, Starbase & Shipyard: Must be Sellable, which none of them currently are.
Shipyards:
REQ: Favorite tags (ie, radio button or star) for commonly used ships to be moved to the top of the quick/build list
REQ: allow to be moved into a fleet of cargo or larger sized ship(s) when unanchored to increase movement speed OR increase movement speed in proportion to the number of cargo or larger ships(s) (and engine types?) docked in the yard.
REQ: disable SY sponsor alerts while in transit. Alerts should only popup when not in transit.
Ship Pathing:
Multiple ships targeting and navigating to same artifact when in auto survey. Also noticed same behaviour for ships on auto explore (multiple ships having same explore destination). Tried stacking 4+ ships and launching each on auto explore, all took off in the same direction (new game, nothing explored, equal distance to FoW on all sides).
Video Bugs:
Something new with this last release: Video artifice tearing along a ships path. May be related to game crash that occured shortly there after (files already submitted).
Am also seeing icon displacement. It starts in the shipyard editor, but then is visible in random panes such as the research progress, planet listing on the main game screen, and in building tiles in the planet editor.
Combat:
Also, Still getting random "Confirm Battle" popups with no associated event that I can see. UPDATE. Combat is occuring, but no map snaps to action or notification of results.
QUESTION: Is the combat confirmation dialog popup an indication of some sort of retreat option yet to come?
BUG: Combat selection. When engaging an opponent in combat, and there are ships/fleets in ajoining tiles, it defaults combat to the group on the right, even though you targeted left. I tried maneuvering around the fleet on the left so that the right group was not next to my own fleet, but combat still went to that group even though they were not within range of my fleet, and the left group was now in the middle.
Research:
I find myself missing the zoomable tech tree to be able to select my path. Please make this an option as it was in GC2 (sooner than later).
I have discovered that the game turn locks once all available research has been completed. Ships can be undocked and moved if they have any moves remaining, but the game refuses to process any more turns once the last available item is researched.
Application:
GalCiv3.exe frequently stays resident in memory with a 2 to 2.5 Gb threshold on RAM [strike]when exiting the program after a turn lock occurs[/strike]. Just finished a 1-1 on a medium map without any TL's, and the EXE was still resident. It was using abou `5% CPU, and dropped to about 1.7Gb RAM usage about 2 minutes after exiting the game, but never did exit cleanly.
Large maps seem to TL in the T140+ range.
High asset counts (ships, planets, SB's, SL's, planet buildings, etc) also seem to be an issue.
Conquering all of an opponents planets (when facing more than one opponent) also seems to generate a TL, irregarless of the nodes in play or the current turn count.