Final v1.1 - Post Invasion Population calculation incorrect

I'm highlighting this defect again (as others have in the past), as I am not aware of the v1.1 optin update details between June 17 and July 9 (final V1.1).  This defect has a very large impact to the game, due to the fact that as long as you are victorious in your invasion, no consequences are given to the attacker.  Hence, an unfair advantage to attacking races, or those races that first develop planetary invasion technology:

 

 

The final population of the conquered planet should be 4.1, however the invader casualties are not subtracted from the new population, resulting in an erroneous value of 5.5, a ~25% population increase in this particular example.

I would hope this to be fixed quickly, as it is both a trivial and significantly impacting defect.

 

 

 

22,339 views 5 replies
Reply #1 Top

I submitted a bug report about this a month ago.  The response, below, gives me the impression they aren't overly concerned with fixing it.

 

Hello,

I have forwarded your report to our Development Team for their review and recommendations.

I cannot, however, provide a timeline for a response or resolution. You will be notified when one is available.

We really do appreciate your feedback, thanks.

-
Sean Drohan
Support Manager 

Ticket Details


Ticket ID: NPV-935-81860
Department: GalCiv III - SDGame
Type: FogBug
Status: Closed

Helpdesk: https://esupport.stardock.com/index.php?/default_import

Reply #2 Top

That's the standard procedure the support staff goes through when they have exhausted their ability to correct the issue, but believe the issue still exists.  Irrespective of priority or severity.  Its now in the hands of the devs.  

 

I honestly wish they wouldnt close the tickets - this is great for their own metric purposes, but now we (the community) have lost track of reported defects which are not fixed.  And it would be nice for the community to be able to search a list of reported but not corrected issues, rather than spamming the forums, or open up needless tickets for known existing issues.  However I do indeed understand the sensitivity they might have of letting the community know of all the defects reported.

 

One month...hmmm.  It just seems to me to be an incredibly large piece of hanging fruit to be picked.

Reply #3 Top

 

I don't understand how they haven't fixed it yet.  It's not elusive, it happens every time.  The fix seems relatively simple (they are simply neglecting to subtract the invader casualties).

Perhaps they are just ignoring it since changes are coming (supposedly) to the invasion system.  

On a side note, is it just me or does it seem like defending a planet is damn near impossible.  From your screen shot, how does the attacker win so easily in that scenario?

It's got a much lower "power" rating and much lower population.  WTF?! 

Reply #4 Top

I've posted about this before couple times as well, https://forums.galciv3.com/467771/page/1/#3570817 even posted a video showing and explaining the problem.  Just noticed dansiegel30 replied after Island Dog (Stardock) did 2 weeks after I posted it, back from holidays perhaps.

 

 

Although I don't think it's one of the biggest issues to be fixed with so many people mentioning it and the fact it should be an easy fix in theory you'd think it might have been done by now.  Perhaps Stardock just doesn't change its priority list based on feedback on the forums.

What is the biggest issue for me is the lack of progress on the game, how many people are actually working on it currently?  Just Paul and his dog?  It kinda feels like that, the 1.1. patch is rather disappointing in terms of progress.

Reply #5 Top

Quoting PackmanX, reply 3

 
On a side note, is it just me or does it seem like defending a planet is damn near impossible.  From your screen shot, how does the attacker win so easily in that scenario?

It's got a much lower "power" rating and much lower population.  WTF?! 

 

Check out the invasion mechanics on the WIKI (now linked on the GC3 main screen in the bottom left corner).  Basically, planet population is divided amoungst the active tiles on the planet, and the invading force moves from one tile to the next.  Its not a typical "we'll meet you all on the battlefield" scenario.  Hence, the best way to defend a planet is through planetary defense, which kills troops before they even land.  

 

However, getting 100% planetary defense can be very difficult to do without Elurium Defense shields.  Its easier once you get Planetary Defense Dome and other related buffs at the similar age of ascension tech levels (actually, a lot easier due to a bug where you can build ANOTHER planetary defense system after building planetary defense dome - bug reported, ticket closed, devs know about it, no idea if fixed, I'm guessing not).  Even at 90% Planetary Defense, all you need to do is amass enough troops to give yourself an extremely high chance of winning, and if you win, no consequences.  

 

Example: Planet 30 pop.  Class 20 world.  1.5 pop per tile.  Planetary Defense 90%.  To defeat 1.5 troops with decisely and take very few losses, and have enough to win on 19 more tiles, I'm just guessing that it would take 5B troops.  But 90% were 'killed' by planetary defenses.  So, amass 50B troops (which is A LOT).  Let's say only 5B defenders survive.  Well, you only lose say 3B invaders of your 5B that reached the surface. You SHOULD lose 45B+3B=48B of your original troops.  2B left out of 50B, plus you are 'rewarded' with 5B enemy survivors/converts.  50B-2B-5B=43B.  43B is a decent sacrifice to take over a planet with 30B, especially when it has such high defenses, utilizing several tiles just for planetary defense.  But, the sacrifice was only 2B.

 

This is why a human player can steamroll the AI, once the ZOC of a planet is cleared. Once you have taken over the planet, just put the new conquered planet on birthing subsidies, and your losses will be recovered in less than 6-7 turns, which is plenty of time to clear the next planet's ZOC.