V1.02 Bugs and Balance

Hi, I've been playing a lot of GalCiv 3 recently and I've noticed a few bugs and would like to report them:

-Precursor Traditions (Iconian Tech) is not giving its 10% military production bonus

-Relentless and Ruthless (Malevolent Ideology Tree) are giving their bonuses to the second planet colonized as well as the home world

-Ship tool tips sometimes stop displaying their HP or moves

-Planetary auto-upgrade adds a null improvement build per human player in multiplayer games. It improves the tile and then wastes production on an empty improvement.

-Multiplayer U.P. showed two different empires being elected as the U.P. head (different Human players had different U.P. heads)

-Trades sometimes set a seemingly random amount of money to equalize trades. Repeated selections are needed to eventually get it to a fair trade

-When selecting a future tech (a tech past the next tech in the line), research points carry over to that tech. However, for specializations, only the top specialization can be researched when selecting a future tech

-Treaty list extends past window bounds

-Multiplayer sometimes crashes or hangs on AI turn. I've noticed that the Drengin seem to do this more than others

-When a colony is in 0% rebellion, a '-50% Missing Info' penalty is applied to its economic production

-Yor Range Specialization accidentally named Support Field Focus

-Ships grouped by ctrl clicking don't create a fleet consistently when leaving a planet or star base

-A non-usable tile surrounded by usable ones has no indication it's a non-usable time. Not too big of a deal though

-Not sure if this is a bug or intended, but the Altarians receive no bonus research from research relics.

-Racial abilities for Drengin and Krynn appear to be wrong. Currently the Drengin bonuses are Paranoid and Unwavering. I think it's supposed to be Unrelenting and Zealots. And the Krynn is set to Prolific and Zealots when it should be Prolific and Patriotic. I could be wrong on those 'correct' abilities though.

 

I have a few balance concerns as well:

-Supportive population and related techs seems to be a bit overpowered. For one specialization you get the equivalent of 2 entertainment centers on every planet with no tile investment. +2 or maybe +3 each seems more reasonable.

-Hyperion Shrinker and Hyperion Logistic improvements should probably not have adjacency bonuses. Without using any terrain bonus (although the +3 military tiles are great for this) a Hyperion Shrinker with an Elerium Defense Shield and one +1 military adjacency building receives a 20% bonus to capacity for a total of +30%. A Hyperion Logistics would recieve +8 logisics total. These bonuses are comparable to tech specializations and seem a bit strong for what is invested. A minmaxed set of these buildings can get into ridiculous territory pretty quickly as well with upwards of 50% capacity bonus or +20 logistics if you can stack a +10 military adjacency bonus using appropriate tile bonuses and adjacency.

 

Overall 1.02 has introduced a lot of good balance changes and bug fixes. Thanks for the hard work Stardock!

5,155 views 4 replies
Reply #1 Top

From the patch notes: Fixed annoying bug where the suggested credits in the trade window would not result in a "fair" trade

Nope. This bug is still happening with various trades when asking the AI for credits being added to a deal.

From the patch notes: Total Production tooltip changed to Total Manufacturing where relevant.

The initial economic module on starbases was changed to +manufacturing and it should have stayed as +production.

Reply #2 Top



-Manufacturing an improvement is sometimes faster than expected. For example, a factory of 30 points is being created. 10 is the social manufacturing for the turn. Sometimes more than 10 manufacturing is done on the improvement as the completion bar goes past 1/3rd of the way. Not sure what is causing this as it seems to randomly happen and it's hard to track.

End of quote

This is being caused by not accounting for "carryover manufacturing" from overbuilding the previous improvement. When you complete an improvement, the next turn, hover your mouse in the blank space below the last thing in the manufacturing queue, and you will see the manufacturing carryover points which will be added this turn to whatever you decide to build. No wasted manufacturing!

Reply #3 Top

I had no idea that there was carryover manufacturing implemented. Thanks for letting me know! I'll take it off of the list.

Reply #4 Top

Random addition: some Galaxy-Unique buildings cannot be rebuilt if destroyed.  I just had this happen to me with a Singularity Power Plant.  I wanted to move it one tile so I destroyed it and had no option to rebuild.  Unless the AI built it in the middle of my turn instantly, it's a bug.  I think it happened to me in a prior game with the Restaurant of Eternity, but I don't remember since I didn't care much about that one.

Edit:  Also, I can't seem to build the +50% food building.  It won't upgrade from the prior building (Irrigation?) and I can't build it outright.  Bizarre.