[0.51] Bugs and feedback

Good work with optimization, game runs much better now. I'll point what bugs and glitches from my previous thread I still encountered: 1, 5, 6, 8, 9, 11, 13, 18, 19, 21. 23.

1. There is this anomaly that instantly builds an improvement, unfortunately it also targets projects which means it gets wasted.

2. Ships bought from the AI get displayed in the ship list with their original civ colors. 

3. In the treaties list after trading for a ship it gets displayed as New Game.

4. Ascension Crystal and Elerium Node in the same tile.

5. It should be more obvious what the destination of a shipyard is. I can't find the info anywhere in the manage screen.

6. I still think tourism is OP. A solution I can think of is to reduce the output of the current improvements and add some new buildings that can built multiple times on a planet. Essentially you would have to specialize planets for tourism to get similar values to what is now in the game.

14,043 views 16 replies
Reply #1 Top

7. Ships designs appear unlocked by unrelated research. I believe this is caused because I traded for some techs from the AI.

8. Sometimes when selecting Starbases in Set Shipyard Destination it doesn't work, I hear the click, the selection lights up, but nothing.

 

9. Had a CTD when going to the Treaties screen, ticket submitted #HHN-302-54493.

Reply #2 Top

Quoting Rhonin_the_wizard, reply 1

7. Ships designs appear unlocked by unrelated research. I believe this is caused because I traded for some techs from the AI.
End of Rhonin_the_wizard's quote

Custom ship designs become available the moment you have acquired a tech, standard ship (template?) designs only seem to be upgraded (or unlocked) when you actually research a tech.

Reply #3 Top


6. I still think tourism is OP. A solution I can think of is to reduce the output of the current improvements and add some new buildings that can built multiple times on a planet. Essentially you would have to specialize planets for tourism to get similar values to what is now in the game.
End of quote

what i would like to see is about 6-12 or so improvements that can only be built once per galaxy and they get adjacency bonus's from empty tiles around them

the empty tiles would also provide bonus's by type 

Sandy beaches resort - +1 for every empty tile,-1 if tile occupied, +2 if empty tile is coastline or water

olympus mons ski lodge- +1 for every empty tile,-1 if tile occupied, +2 if tile is mountainous

survivalists challenge hunting lodge - +1 for every empty tile,-1 if tile occupied, +2 if tile contains forest's

 

special tile

the village - this rural village blends in so seamlessly its hard to imagine its actually a tourist trap 

must be placed adjacent to a tourism building, +5 adjacency bonus to tourism building (this bonus is only applied once to any tourism building) (this bonus ignores the -1 for occupied tiles adjacent to tourism buildings)

Reply #4 Top

6b. An idea I had, how about if factories gave a penalty to tourism? Maybe even negative adjacency to tourism improvements.

9b. More on this, it's repeatable, happens every time I go to the Treaties tab. Sent files to support.

10. Something that displeases me. I used "local player" and "unlock" to give the techs to every player. Then I went to trade and see what civilization specific techs can be traded for, there weren't any. I do not like this, one of my fond memories from GC2 was when I got the Arcean Weather Machine. I'd like to be able to build improvement from the Drengin, Iridium, etc.

Reply #5 Top

11. I'd like a cancel all ongoing projects button, this is for colony projects.

12. Think I mentioned this before, but doesn't hurt to repeat it again. I want shipyards to have a visible ZOC like starbases.

13. After a tech is researched there is no way to read it's long description.

14. UP headquarters bonus is applied to all planets, not just the capital.

15. I request the tactical view colors for the research and culture relics be slights changed, since they are too similar to those of the Terrans and Altarians.

 

Reply #6 Top

1) Either reduce the shipyard range to 6 or increase the starbase range to 5. It is annoying to have multiple planets that can run a shipyard but can't be covered by a starbase.

2) When using the Govern screen, SHOW THE GLOBAL ECONOMIC NUMBER so that I can see the effects of the changes I'm making. Now it's fiddle with the wheel, back out and look at the bank account, go back to the wheel, go back to the main screen, rinse and repeat. Also, put a click-point in the center of the wheel like the three you have around the rim...

3) Reduce the click-fest needed to pick a tech. Now it's a) click on Research button, b) click on Choose New Tech, c) click on Type, d) Click on Tech Tree, e) select tech.

This is annoying and unnecessary.

4) Starbase tooltip should break down the 'Available Modules' number into military, economic, manufacturing and research modules that can be built. Also very annoying to have to click on a starbase, see if there are any modules buildable, go back to the main screen, direct the constructor to the base, re-open the base and build the module.

5) Keyboard shortcuts. Please.

Reply #7 Top

16. It would be nice for somewhere to be displayed how many Ascension nodes, strategic resources, relics I own and how much I get per turn.

17. When selecting the sponsor planet for a freighter I'd like it if there was a tooltip with the planet's info when the pointer hovers over it.

Reply #8 Top

- I would like the ship to display the range it can travel with its current moves as a circle around the unit, which decreases as the moves are used up (see Civ 5 or Beyond Earth for reference).

- Show the max. population, current income and research on the main screen and not just as a tooltip. I dont want to mouse over my treasury to know if I am loosing money or make it at least an option.

- Is it possible to add an indicator to planets on the main map, showing what they are currently building and how big their population is. I dont find the sidebar menu with all my planets helpfull in that regard and would rather have the relevant information displayed over the planets, shipyards and stations on the main map. (again ce Civ 5 and Beyond Earth as a reference) The list gets especially cluttered lategame and I dont want to have to search for the planet in there, or constantly check the planet view to see what is going on.

 

Sorry if I am hijacking your post Rhonin.

Reply #9 Top

18. Problem with the trade route value display. It says 75.6 is both the raw value and the trade route value. So either the bonuses aren't applied or the raw value is displayed wrong.

19. All my trade routes are there, but to whom does that line going from the top to the bottom belong to? Also it would be nice that when selecting a trade route it would be highlighted on the Trade Route Map.

I have to check them in more detail, it's kind of odd that the Drengi one has the highest value, since I remember it has the least planet income.

20. I'd like a UP proposal to kick a member out of the UP, also one to welcome them back in.

21. I've been thinking of a new treaty: Vassal Treaty. A civ that becomes a Vassal can not declare war on the civ it is a vassal of, trade, declare war or have treaties with outside civs. If it is a major it would behave like a minor and not build colony ships, but would colonize with colony ships and use planets gifted to it. Its planets would not culture flip to its vassal lord, but would to outside civilizations. Minors would be more willing to become vassals, but a major might have to suffer a crushing defeat in a war, or be on the verge of extinction. Vassal civs would no longer count for Conquest or Diplomacy victories. And if you made all the major civs in your vassals it would be counted as a Conquest victory. And they would not have place on the UP council.

Reply #10 Top

22. Two specializations don't show the title.

23. Offers aren't available in the diplomacy screen.

Reply #11 Top

2. Ships bought from the AI get displayed in the ship list with their original civ colors.
End of quote

This sometimes occurs also with planets you culture flip; the ring around them is in the old owner's color.

24. Sometimes when using the mouse wheel to scroll in menus the list will get stuck to my cursor; meaning the wheel no longer works and I go up and down the list according to how I move my mouse.  It stops when I click the scroll bar.

25. Are Death Furnaces supposed to be one per empire?  When I finished my first one they disappeared from the list on all my other colonies.  However, other furnaces I had queued were built.  I did the same thing with the pragmatic equivalent building.  I hope they're not supposed to be one per planet; on a huge map that's a pretty sad bonus.

26. The game still occasionally freezes on me the way it did on patch .50.  It's pretty difficult to replicate, but seems to happen most often when I'm dragging the map around after doing something that taxes the computer a bit, like loading the game.

Reply #12 Top

Why can't vassals start a civil war when they become hostile.

Reply #13 Top

As far as vassalage vs specialised tech trees and units. I think the overlord should get the better of the current techs or all the researched techs of both factions. Optiionally all specialised research paths from the protectorate should be available to the other faction. The techs that are the same but are at an easier research path should become available. Units are similiarily handled. The specialised units of the protectorate should now become available or only what is better. This could include one per planet or wonders. The specialised units that are available in both tech trees that havent been researched yet. Could optionally be handled this way. 

Reply #14 Top

1.  It seems, no matter the galaxy size chosen, you can only colonize 11 planets.  After that, you can aim a colony ship at a habitable world, but nothing happens.

2.  Constructors take WAY too long to build vs. combat craft.  Especially when considering you need multiple of them to get a starbase up to any useful state.  You can build enough combat ships to conquer the galaxy long before developing all the resources lying around.

3.  GC2, every time a constructor arrived at a starbase, it asked you to confirm you wanted to improve it.  GC3, they just arrive and park, then you need to go find which starbases have constructors just sitting there unused.

4.  You can decommission a starship factory, but not a starbase?  I can't find any way to destroy an accidentally-built starbase.

5.  When you conquer a planet, all your transport ships "land" and if you want to launch them again, they reduce the planet population by the full amount.  GC2, troops that were not needed to conquer the planet remained in transport ships in orbit, ready to conquer the next world.  This makes far more sense, unless GC3 only needs 1 transport ship to attack a planet?  I haven't been at it long enough to test for that.

 

Reply #15 Top

Quoting dgarneau, reply 14

2.  Constructors take WAY too long to build vs. combat craft.  Especially when considering you need multiple of them to get a starbase up to any useful state.  You can build enough combat ships to conquer the galaxy long before developing all the resources lying around.
 
End of dgarneau's quote

 

You might want to build the constructor without some of the support modules it has.  Once you get +20% Storage Capacity, you can fit a Construction Module on an empty Tiny hull, greatly reducing the cost.  With the cost-reduction techs, I was able to get the basic constructor cost all the way down to 19.

Reply #16 Top

At the moment the only way to take out a starbase is:

1) click on it to select it

2) hit the tilde (`) to open the interface

3) type 'destroy' (without the quotes)