When do you guys (stardock)

When do you guys plan to - 1. Fix the ideology perks that either don't work at all or don't work properly? 2. Add more large ship parts? 3. Upgrade space combat (ship movement, weapon effects)?

Also noticed a weird bug, whenever I reach past turn 700, my power score begins to fluctuate.  One turn is 50K and the next 20k, then goes to 0, just to return to 40K.  Weird.

Thank you for any answers.

 

45,604 views 25 replies
Reply #1 Top

I have the power rating bug as well, and it does not need to be a high turn count for it to occur.

Reply #2 Top


When do you guys plan to - 1. Fix the ideology perks that either don't work at all or don't work properly? 2. Add more large ship parts? 3. Upgrade space combat (ship movement, weapon effects)?

Also noticed a weird bug, whenever I reach past turn 700, my power score begins to fluctuate.  One turn is 50K and the next 20k, then goes to 0, just to return to 40K.  Weird.

Thank you for any answers.

 

End of quote

1. Not aware of any ideology perks that don't work properly. Which one did you mean?

2. More ship parts are in the works.

3. Soon, some major visual improvements within 30 days.

 

Reply #3 Top

I think hes referring to the escort ships from the neutral line and some malevolent perk with increasing homework output.

Reply #4 Top

Pragmatic - Watchful: Does not grant escort fighters to any ships that I've seen

Pragmatic - Neutral: Only seems to work with races you've met (ie if you know 3 races on turn 21, pop 'Neutral' ability and on turn 22 meet a 4th power it can declare war - this may be intended).

 

Also there are a number of ideology events that are bugged or not working, off the top of my head the 'Design Revolution' Event - Malevolent choice is set up improperly in the files, its supposed to give a 10% bonus to mass, but doesn't target ships.

Reply #5 Top

Watchful seems to work for me. I think it only works for actual fleets though, which might be considered a bug.

 

That masscap bonus still works for some reason, though I have no idea how.

Reply #6 Top

Did they fix the bug with malevolent where hitpoints for enemy ships are supposed to be reduced in your territory but instead your ships get penalized?

 

Reply #7 Top

Quoting exelsis, reply 5

Watchful seems to work for me. I think it only works for actual fleets though, which might be considered a bug.

 

That masscap bonus still works for some reason, though I have no idea how.
End of exelsis's quote

 

 

Hi, you mentioned the masscap bonus works for you, here are a few threads reporting the bug

 

https://forums.galciv3.com/473849/page/1/#3606790

https://forums.galciv3.com/473164/page/1/

 (this one includes text of the event which shows the error, targeting the faction rather than ship, which is still present in my files)

https://forums.galciv3.com/473651/page/1/#3604864

 

The event still doesn't work for me as of the latest version of the game (just had it go off last game I played and I chose it to try, and it didn't work again).

 

Also you mentioned watchful works for you? Can you explain how it works? I've tested it pretty thoroughly and couldn't see any results even with ships directly beside my planets. The Perk itself implies that every ship should receive a free escort fighter while in our 'Zone of Control' some take that to mean influence, others think it means something else (some sort of arbitrary hex radius of a planet i believe). In any case I've never gotten it to work, can you confirm?

Reply #8 Top
Quoting Frogboy, reply 2
1. Not aware of any ideology perks that don't work properly. Which one did you mean?

End of Frogboy's quote

One perk in Malevolent is supposed to unlock the "Culling Project" but it doesn't. See also here

Reply #9 Top

Quoting tilyas89, reply 3

 malevolent perk with increasing homework output.
End of tilyas89's quote

 

Is that Plagarism IV, which let's you copy the Altarians homework on the bus? :)

 

EDIT: On ones that don't work, it looks like Awe3 still reduces your own ship's HP rather than enemy ones:

 

<Stats>
<EffectType>HitPointsCap</EffectType>
<Scope>ZOC</Scope>
<Target>
<TargetType>Ship</TargetType>
<TargetRelation>Self</TargetRelation>                  <---------- This one should read 'enemy'
</Target>
<BonusType>Multiplier</BonusType>
<Value>-0.25</Value>
</Stats>

Reply #10 Top

Quoting DST1348, reply 8


Quoting Frogboy,


1. Not aware of any ideology perks that don't work properly. Which one did you mean?

One perk in Malevolent is supposed to unlock the "Culling Project" but it doesn't. See also here

End of DST1348's quote

That pick is almost worthless for a pick at the end of an ideology branch. +25% manufacturing hardly matters when most planets are +several hundred percent manufacturing by that time. 

Reply #11 Top

Also the precursor planets colonization events that give +10 % damage output to weapons only actually provide 0.1 damage to weapons of the ENTIRE ship. So if a ship naturally had 200 beam attack, it should have 220 if you pick the colonization event, but instead you get 200.1 beam damage. It appears to be the same for the Kinetic and Beam events, as well as the +10% to all weapons event. Have not had the missile event yet.

 

Should be noted that the defensive bonuses to work as stated (+15 to shields gives 15% bonus to all shields on built ships).

Reply #12 Top

Watchful provides an interceptor to every fleet in your ZoC. I believe it has to be an actual fleet, not just a map object.

 

Reply #13 Top

Quoting exelsis, reply 12

Watchful provides an interceptor to every fleet in your ZoC. I believe it has to be an actual fleet, not just a map object.

 
End of exelsis's quote

 

I just tested it again with a fleet of 7 ships 6 hexes away from my closest planet (well inside my influence) no fighter. Then again with a fleet of 2 ships 2 hexes from the same planet, no fighter. I'm using downloaded ships (its all I ever use) but I cant see how that would make a difference.

 

Even if it does work for exelsis, it's not really working like it states in the description (where EVERY ship is supposed to receive an escort fighter).

 

Can anyone else confirm that this perk works for them? I've seen several threads in the forums saying it did not, but nothing more recent except my own (which was ignored :D).

Reply #14 Top

Thank you Frogboy for answering.  

The major ideology bugs that are most noticeable.  No research points added when chosen.  Malevolent one perk actually deducts my ship HP instead of opponent.

Reply #15 Top

Also, not sure if this is intended (would be nice if someone else could confirm?). I made a custom race using the snathi tech, and chose not to take the ability 'scavenger' thinking it would unlock with tech. The tech tree provides lots of scavenger +% choices (70% I believe). In any case I haven't had a successful scavenge yet (with 100's of ships destroyed). I'm beginning to think that unless you take the ability the tech doesn't matter. Seems to be this bit of code right here in the ability (I think?)

 

  <RaceTrait>
    <InternalName>ScavengersAbility</InternalName>
    <DisplayName>ScavengersAbility_Name</DisplayName>
    <DisplayNameShort>ScavengersAbility_ShortName</DisplayNameShort>
    <Description>ScavengersAbility_Desc</Description>
    <IsAbility>1</IsAbility>
    <Mod>
      <EffectType>ScavengersAbility</EffectType>
      <Target>
        <TargetType>Faction</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Mod>
    <Mod>
      <EffectType>ScavengersChance</EffectType>
      <Target>
        <TargetType>Faction</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.25</Value>
    </Mod>
  </RaceTrait>
 
</RaceTraitList>

 

whereas there is no 'ScavengersAbility' built into the tech tree, just % increases. Kinda seems like it should be a bug to me, anyone else agree/confirm?

Reply #16 Top

The first part sets scavenging to true. Unrelenting, ancient, and coercive are all like that.

Reply #17 Top

Quoting exelsis, reply 16

The first part sets scavenging to true. Unrelenting, ancient, and coercive are all like that.
End of exelsis's quote

 

Yeah, seems that way. If it's intended then there should be a warning when selecting the snathi tech tree, as the entire branch no longer works unless you pick that ability. I see no reason why the tech couldn't activate the ability as well though. Part of the reason I chose not to take the ability is the 95% chance at end game seemed too high for balance reasons, I didn't realize it would nullify the entire branch ^.^

Reply #18 Top

Quoting exelsis, reply 16

The first part sets scavenging to true. Unrelenting, ancient, and coercive are all like that.
End of exelsis's quote

 

Synthetic and the yor tech-tree are similar

 

Reply #19 Top

Hey folks --

A quick update on these:

  • "Pragmatic: Neutral" -- This is working as designed.
  • Malevolent: Unnerving" and the "Design Revolution" event have been already addressed internally and are be part of our next patch
  • Pragmatic: Watchful  -- We are investigating this
  • Snathi scavenge ability is required for the scavenge related traits in their tree.  We'll add some feedback to the tree to make this clear
  • No research points added when chosen: Are you referring to the Benevolent tree?  I just ran through them and got the research points.

Please continue to let us know if you see things that aren't working properly.  Thanks!

Reply #20 Top

Apologies but pshaw  I also read that some people complained that one of the perks that negatively affect enemy ships in your zone wasn't working.

Reply #21 Top

Quoting tilyas89, reply 20

Apologies but pshaw  I also read that some people complained that one of the perks that negatively affect enemy ships in your zone wasn't working.
End of tilyas89's quote

 

THIS

Reply #22 Top

That is the malevolent unnerving ability (25% less HP for enemy ships which is currently applied to YOUR ships). The fix shouldn't be too difficult, it works fine in the IAB mod and has for several versions.

 

Thanks pshaw for addressing the these!

Reply #23 Top

Also, I noticed that past turn 500/600 my power score begins to fluctuate every turn for no reason.  one turn it's 30k then drops to 0, just to jump to 40k thw next turn, weird. 

Reply #24 Top

Quoting tilyas89, reply 20

Apologies but pshaw  I also read that some people complained that one of the perks that negatively affect enemy ships in your zone wasn't working.
End of tilyas89's quote

That's the "malevolent unnerving" trait I mentioned.  It is fixed internally and will be part of our next patch.  

Feel free to bring up other things that aren't working of course.  

Reply #25 Top

If 

Quoting Pawel25, reply 23

Also, I noticed that past turn 500/600 my power score begins to fluctuate every turn for no reason.  one turn it's 30k then drops to 0, just to jump to 40k thw next turn, weird. 
End of Pawel25's quote

If you have a save game that shows this, we'd love to look at it.  Can you submit a ticket (https://esupport.stardock.com/index.php?/Tickets/Submit) with the save game attached so we can take a look?  Thank you.