Making a list of things that don't work in Rising Tide at launch

Status
Not open for further replies.
" AIs won't accept some agreements, even if respect is maxed and you are allied with them."

your #1 diplomacy issue is actually a misunderstanding and an issue with the UI.

Affinity level appears to be directly responsible for whether or not the AI will allow you to buy their 'good' (high benefit to you) services.

I had two AIs in a game refuse to sell me the same service for the longest time. One was full ally-9/9. The other didn't like me very much (neutral-3/9 ish). When I caught up in affinity level to the neutral AI, they let me buy the service. My 'ally' still wouldn't (different Affinity).

I didn't need to have that affinity 'top' of the 3, but just have it similar (within a point or two I think) of their top.

Then that should be clear in the game... better yet have it directly influence the respect/alliance value.
 
Then that should be clear in the game... better yet have it directly influence the respect/alliance value.

yeah, definitely should be shown. I just want to ensure that ppl know what the real problem is (UI this time) vs thinking the AI is doing something it shouldn't be doing.

In theory the respect value does drop 'significantly' when you go above 6 affinity into a different affinity than others. But it can be overrun fairly easily if you're doing all of the small stuff that they like.
 
Another one for the buggy quests pile (might be faster to do a "which quests are actually functional" list at this point):

This quest auto-completed, even though I had not built any gene gardens, or even researched genetic design for that matter.
 

Attachments

  • No gene garden.jpg
    No gene garden.jpg
    261 KB · Views: 192
Here is a fun one. I loaded an old deus ex chemia game to check something, exited to the main menu, started a new game, and guess what:

Spoiler :




The marvel bonus carried over from the previous game.

That is a major bug, clearly.
 
This happened again. It said it was finished again before it was finished and I had to re-select it again. Looks like it has to do with re-loading the game.

Is there any chance that you were receiving the geothermal requisites via a trade route which you had to renew while you are building it? I have seen a sort of similar bug when I am building a unit with a strat resource requirement and one of my trade routes finishes, leaving me with not enough of that strat to build the unit. I get a notification saying the unit is finished, and it's removed from the build queue, and I have to manually restart building it once I set the trade route and get the resource back. Could this be related?

ansa said:
- Submarines do not pillage aquatic trade routes.
Kind of annoying and completely not accurate, during WW2 roaming German subs were the nightmare for the Atlantic and Pacific trade routes.

To clarify, are they not able to pillage trade routes at all, or do they just not auto-pillage if the unit passes over them?

MadDjinn said:
" AIs won't accept some agreements, even if respect is maxed and you are allied with them."

your #1 diplomacy issue is actually a misunderstanding and an issue with the UI.

Affinity level appears to be directly responsible for whether or not the AI will allow you to buy their 'good' (high benefit to you) services.

I had two AIs in a game refuse to sell me the same service for the longest time. One was full ally-9/9. The other didn't like me very much (neutral-3/9 ish). When I caught up in affinity level to the neutral AI, they let me buy the service. My 'ally' still wouldn't (different Affinity).

I didn't need to have that affinity 'top' of the 3, but just have it similar (within a point or two I think) of their top.

I don't think this is accurate. I have been able to get high-value agreements from AIs who did not share my core affinity, and I have been denied agreements by allies that share my affinity. It's a good theory but I don't think it will stand up to repeated testing, in the one case you experienced it I suspect it was coincidence.

My hypothesis is the AI makes the assessment based on how much they currently need the diplomatic capital you are offering. If they have a low DC income they will be more likely to accept a 15 / 25 DC per turn agreement. This is pretty much the only way I can explain why asking an AI turn after turn and suddenly being allowed to make the agreement on the 10th time asking works. Again, I have made Smart Grid with AIs I'm neutral with that have a different Affinity.

That's not to say Affinity has no affect, having the same Affinity does boost your respect score with AIs, which I think is also factored into whether they will make the deal.

bad_nickname said:
This quest auto-completed, even though I had not built any gene gardens, or even researched genetic design for that matter.

Any chance you can recall the name of that quest for reference?

Olodune said:
Here is a fun one. I loaded an old deus ex chemia game to check something, exited to the main menu, started a new game, and guess what:

That's... completely nuts. Were you able to replicate it at all, by loading the primordial first then another map second?

Just adding a bunch of these to the list now.
 
That's... completely nuts. Were you able to replicate it at all, by loading the primordial first then another map second?

I can confirm that I can repeat this using the same save game - but I only have one game with the completed Deus ex Chemia marval quest. This does carry forward - it's not just a turn 0 display bug.

Here is another example.

Spoiler :


 
I can confirm that I can repeat this using the same save game - but I only have one game with the completed Deus ex Chemia marval quest. This does carry forward - it's not just a turn 0 display bug.

That's so friggin weird. I will add it, thanks for testing further.
 
I have had agreements turned down, only to ask next turn, and they accept. It might just be a random answer from the AI. There was no changes in my empire. Maybe they had some. If there is an agreement I want, I just keep asking every turn, until they say yes.
 
That's so friggin weird. I will add it, thanks for testing further.

IIRC, Civ 3 and SMAC both had an issue with the after game reporting when you started a new game without restarting the client. Of course those only affected the count of cavalry killed, not the basic gameplay :)

(I actually enjoyed those too. I killed how many units? :crazyeye: )
 
Base Autosled gets a combat bonus for extra damage vs unfortified units which should not be available until the unit is upgraded, if that option is chosen.
 
Base Autosled gets a combat bonus for extra damage vs unfortified units which should not be available until the unit is upgraded, if that option is chosen.

Actually that's a base-line ability for the Autosled, according to CivBEUnits.xml; it is a separate ability from the upgraded option (a UnitPromotion vs a UnitPerk).
 
Actually that's a base-line ability for the Autosled, according to CivBEUnits.xml; it is a separate ability from the upgraded option (a UnitPromotion vs a UnitPerk).

If that is the case, then the bug is in the upgrade option then, as these do not stack. The bonus stays 20%.
 
If that is the case, then the bug is in the upgrade option then, as these do not stack. The bonus stays 20%.

Maybe double check in your game; I just went in and tested it and it seems to work fine.

At base I received +20% vs. unfortified and when upgraded with the additional +20% bonus I had a +40% bonus listed in the combat window.
 
Maybe double check in your game; I just went in and tested it and it seems to work fine.

At base I received +20% vs. unfortified and when upgraded with the additional +20% bonus I had a +40% bonus listed in the combat window.

Disregard my previous posts. I just checked again and it is fine, 40% bonus now. Maybe I needed to reload to get it to kick in or something? Either that or I just read it wrong somehow earlier.
 
Another hold-over from Vanilla: air units attacking an embarked unit continue the animation far longer than they should.

*EDIT* Ignore me, I see it's already posted.
 
Hey girls.
Not sure if listed, the list is so ing loong...

- Sometimes when pillaging alien nests with Scavenger policy active, they give 25 science 60 food instead of 60 science 25 food

- Taking cities randomly disables alot of buildings inside? Namely defense drops by ALOT.
Happened in more than 10 games, when I take 50-70 defense cities owned by AI, upon Puppeteering them, they drop to 25-30 defense, which is quite annoying
Sometimes they keep their defense, but if AI retakes the city and I retake it back again, they can bug out and get defense reduced. Seems either a bug with some buildings being shafted, OR a bug with Puppeteering?

- Impossible to click "Abort" to abort mission in Spy Agency (seems already reported)

- Spy Agency building is not affected by PAC ability "1st free wonder", not sure if intended??

- Impossible to destroy station spawned in a lake.
Got a quest to get rid of it... HOW? My melee units embarked into the lake cannot attack it. I cannot put a naval unit into the lake without city next to it, and even doing that would be just stupid.

- Clicking "Reset" in city view does not remove specialists from slots.
Alot of times this results in "Where the hell did my population go??? Oh wait, here they are, working in Autoplant for 2 prod"

- Submarines do not pillage aquatic trade routes.
Kind of annoying and completely not accurate, during WW2 roaming German subs were the nightmare for the Atlantic and Pacific trade routes.

I have a situation where the station is on a 1 tile lake... can't destroy it, can't trade with it.

Edit: Couldn't this exploit be used to make your own cities invincible?
 
Try a Singularity Planet Buster. No?

What about hover units?
 
Well, the irony is, that would be perfect for an OCC game.
 
Status
Not open for further replies.
Top Bottom