Is it just me or after turn 100 you don't get any affinity quest anymore?

Ryoga

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Oct 12, 2010
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As per topic, it seems to me that something very odd happens after turn 100.

Turn 100 is the mark where you stop getting "choice" affinity quest and you start getting more advanced affinity quest, or at least that's how it was pre-patch.

In the game I'm currently playing to test the new system I'm getting the feeling that something is broken, but I haven't really figured out what, and maybe it's just an impression.

At any rate I'm not getting new quests, which is odd.

Can anybody confirm the same issue? If you got a quest past turn 100, please specify the quest name, the exact turn, and which dominant affinity you are.
 
looks to me like it is working as intended...

Quests:
• Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
• All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.

So you are waiting for the OTHER players to be to the point where they get they next affinity quest.
 
looks to me like it is working as intended...

Quests:
• Affinity rewarded as a quest reward now ramps up slowly over the first 100 turns (on standard). This ramp will vary with game speed.
• All players now get affinity quests within 1 turn of each other. If it's not possible for all players to receive a quest at the same time, the game waits until this is possible, then immediately gives all players a new affinity quest.

So you are waiting for the OTHER players to be to the point where they get they next affinity quest.

Which is NEVER, since AI cannot get advanced quests.

Is that how they actually designed this new "brilliant" system?

Someone needs to explain what kind of logic is behind a code that specifically prevents AI from getting affinity quests and a code that prevents the player from getting them unless everyone (including AI) can.

Unless, they are meant for multiplayer only, and only when every single player is a human... but that's ridiculous...
 
Just checked a save from a post-patch turn 210 dom vic, and I only got three affinity quests all game:

- 'Familiar Exotics'

- 'Occupational Hazard'

- 'Cultural Burden'

I finished both Fam. Exotics and Occ. Hazard with an Alien Preserve (yup! 'Fixed') circa turn 100, and Cult. Burden was bugged in the familiar manner (yup! Small, 7 players - Kavitha isn't here, 1.0 this would have been fine). I didn't even notice the rest of the quests were missing because I was too busy fuming about hard-building TDs.

I guess that makes the game harder? Or, not really, just more broken... I liked those quests, Robot city and so on...
 
I just played a game where I had this same issue. Knocked my victory back quite a few turns.
 
It is bugged. The script for quests seems to be breaking after the 100 turn mark.

It almost looks like whoever made the new code didn't know that every affinity quest is marked as "ingnoredByAI"

Just checked a save from a post-patch turn 210 dom vic, and I only got three affinity quests all game:

- 'Familiar Exotics'

- 'Occupational Hazard'

- 'Cultural Burden'

Yep those are the "choice" quest which are given before turn 100.

Burden was bugged in the familiar manner (yup! Small, 7 players - Kavitha isn't here,

What? Strange, it should be completely fixed now. Maybe it failed because the AI got the crashed satellite first. It seems that AI are more likely to do that than before

I guess that makes the game harder? Or, not really, just more broken... I liked those quests, Robot city and so on...

Yeah, they managed to "fix" the affinity quests by removing 18 of them from the game.
This is wonderful!
 
What? Strange, it should be completely fixed now. Maybe it failed because the AI got the crashed satellite first. It seems that AI are more likely to do that than before

I can't confirm nor deny, but no, there was never any sat - it was bugged the same as before (no 'locate' button). When the AI gets it first it tells you, and gives you a 'fail' notice. Right?

Disappointing and no different to 1.0, but if they managed to break the post-100 quests (as it appears anecdotally)... well, I would start lopping heads for that one. A catastrophic cock-up.
 
Which is NEVER, since AI cannot get advanced quests.

Is that how they actually designed this new "brilliant" system?

Someone needs to explain what kind of logic is behind a code that specifically prevents AI from getting affinity quests and a code that prevents the player from getting them unless everyone (including AI) can.

Unless, they are meant for multiplayer only, and only when every single player is a human... but that's ridiculous...

need to post this is the bugs report section... as that is what as happened
 
I can't confirm nor deny, but no, there was never any sat - it was bugged the same as before (no 'locate' button). When the AI gets it first it tells you, and gives you a 'fail' notice. Right?

Disappointing and no different to 1.0, but if they managed to break the post-100 quests (as it appears anecdotally)... well, I would start lopping heads for that one. A catastrophic cock-up.

Just place an military unit on crashed satellites to deny any explorers until you are ready.
 
So, before I had a doubt that perhaps the coders were using the bug as a feature, that the fact that the "ignoredByAI" check is done in the wrong place and allows 3 affinity quests to be assigned to AI anyway was somehow something wanted, so that AI can also get the rewards for those.

Now I know that even if that was the case, it's still pointless.
It turns out that there is second check, which is working properly.
So basically AI gets assigned affinity quests, but when they try to run the quests' scripts the second check blocks them, so they can't complete those quests and they can't get any rewards.


So the question remains, why whoever did the new code thought that it was so important that the human player wouldn't get more affinity quests than the AI if no affinity quest can be completed by AI?
 
no affinity quest can be completed by AI

So... it's kind of a bug that we're receiving any quests at all then? And we only get them because somebody butchered the code that excluded the AIs from the pre-100 turn quests?

This revelation I find baffling.

So the question remains, why whoever did the new code thought that it was so important that the human player wouldn't get more affinity quests than the AI if no affinity quest can be completed by AI?

I think they were trying to normalize the effect of quests on PvP matches, since people (me included) have been griping about the random twists of fate involved in questing since release. It was pretty salt-inducing, but this was not exactly the solution we were craving...
 
So... it's kind of a bug that we're receiving any quests at all then? And we only get them because somebody butchered the code that excluded the AIs from the pre-100 turn quests?

This revelation I find baffling.

Yes, it's because of a bug that existed pre-patch that we are getting at least a few affinity quests post-patch. If it wasn't for that we'd get zero.


I think they were trying to normalize the effect of quests on PvP matches, since people (me included) have been griping about the random twists of fate involved in questing since release. It was pretty salt-inducing, but this was not exactly the solution we were craving...

Then perhaps this whole new code was made with multiplayer in mind (I thought it practically didn't work because it crashed constantly?), but they should have realized that it would affect AI too...

And you know, they probably didn't because of the bug pre-patch. They saw that it was working for the few 2 quests and they never tested it past turn 100.

Well if they never intended this to work for AI, it wouldn't be too hard to fix it.
 
Then perhaps this whole new code was made with multiplayer in mind (I thought it practically didn't work because it crashed constantly?), but they should have realized that it would affect AI too...

LAN and hotseat work pretty well, with some minor quirks (UI elements misbehaving mainly). Can't testify to the stability over the net.

I don't really know how this could have happened, it should not have. Firaxis ought buy you a box of beer. Think about it, they actually paid someone to write this slop (unless they use unpaid interns... they wouldn't would they?).
 
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