Altarian Prophecy 1.51.bugs

I don't see a sticky topic for bug reports so I thought I'd just post a new topic.

First few games I had no problems at all, but with the current game it's different.

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Research: The research tree got addled. For instance, I wanted to research towards Trade Monument, but some of the techs on the way just never showed up as available for research, even though the prerequisites had been met. (I was 'good' at the time)
By the same token, some techs showed up out of the blue later on -while I was researching 'beyond human', suddenly 'galactic pacifism' showed up when I was checking on the progress of my eggheads between discoveries. 'Benevolence' and several other techs also showed up spontaneously, and out of sequence, in a similar manner. Alas, the non-appearance is much more grievous than the other.

My research victory percentage, as shown on the options menu, went from 19 to 102 (!) in one fell swoop. (when I interrupted researching 'beyond human' to catch up on the suddenly appearing 'benevolence').

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Selection of ships: the selection of ships stopped working correctly at some point. Once a ship had exhausted its movement points, it might stay selected (even if on autopilot to a far destination), or nothing might be selected at all. I'd have to try and hit the space bar and/or the tab key and/or the find button to get the next ship in the queue to select, until there REALLY wasn't anything else left to select.

Furthermore, ships lost their 'guard' status and re-entered the queue.
Furthermore, ships I tried to park in orbit sometimes auto-ejected from systems, irrespective of the state of the 'auto-launch' checkbox, and even if nothing had been produced.

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'farmer shot Lord Vega' event, coupled with 'Arceans got extra weapons from private sources':

This happened late in the game. 26x26 sectors were flooded with 2-3or4 Arcean corvettes each. The slowdown was massive. Many of these corvettes cropped up on star systems, enemy ships and some of my ships.
Now, the first time around this was good target practice for my rangers and overlords and some legacy battleships and a few hastily built frigates. I mopped up the map.

But then it happened again! I was maybe 5 turns away from finishing the 'final frontier' research, when another disgruntled peasant shot Neuro Mancer and the anti-human corporates pitched in again. 2-4 Altarian corvettes per sector. This time it crashed the game.
What may be contributing factors: the Altarians were down to 1 system. They were financially heavily overextended, and had the biggest fleet in the galaxy next to mine. They were also my allies before the event. When I opened the diplomacy screen to try and solve this peacefully the game froze, and stayed frozen.

You may have to build some checks into this event.

I have savegames, if anybody is inteested at Stardock.

cheers, -Peter

~SDC~
354 views 6 replies
Reply #1 Top
There is a sticky thread for bugs,etc called:

"Gal Civ 1.21 and Altarian Prophecy 1.51"

Reply #2 Top

Are you using any mods? The mods could be affecting the tech tree.

Ships leave guard mode when enemy ships come in their sensor range.

Were all the orbit slots filled?

Do the save games reproduce the crash for the second corvettes event?

 

Reply #3 Top
I did reload the most recent autosave but that turned out to be before the second corvettes event - no wonder since the game crashed immediately upon it happening.

When I reloaded, the sequential selection of ships worked again.

I cannot comment on the tech-tree, if it was fixed through the reload or not, since I was already researching 'Final Frontier' (except that I am not using any mods).

The orbit slots were not filled, only two or three other ships there in each case.

I am confused now as to guard/sentry modes: I was under the impression that guard mode holds position unto death, whereas sentry mode wakes if enemies come within sensor range. My mistake, probably.

I would like to add that I had the game open for 3 days on end before the crash. Wild guess: Things may have got screwy due to memory 'pollution'/leaks/whatever?!?

Another thing that occurred, which I forgot to mention in the original post is, that single ships on route to a rally point worked fine, but groups of ships en route fell out of rally point mode every turn. They retained the goal, but stopped and I had to hit 'X', then click accept and they would merrily continue on their assigned way.

cheers, -Peter
Reply #4 Top

Sentry ships wake up when any ships except yours come into the sensor range. Guard ships wake up when ships that you're at war with show up.

Yeah, if your screensaver ever came on or anything happened where Gal Civ was out of focus for a long time, that causes problems.  Not really sure why.

Were they actual fleets of ships or a group of ships that you selected with the left drag feature?

Reply #5 Top
Ah,closing in on some things .... I did have GalCiv Alt-tabbed to background while doing my email & newsgroups a few times, but never for extended periods (don't run screensavers).

As for the ships, they were mostly constructors and combat transports that I had put together in one place, then combined with the green button (form fleet?) and then set on their merry way by bringing up the rally point list with the 'x' key and selecting where I wanted them to go. Haven't used the drag feature at all.

cheers, -Peter
Reply #6 Top

Hmm...I'll have to see if I can reproduce that bug with the fleets.