[GS] [1.0.0.328] Bugs and oversights

oSiyeza

Prince
Joined
Sep 27, 2013
Messages
588
Location
Spain
I’m positive these are know by the community, but i actually haven’t seen them reported.

I acknowledge these could be qualified as oversights, unintended behaviors, side effects and so on. But I decided to put them here, cause they are not suggestions for additional content, but broken features of the game.

- AI: AI does not use catapults (and possibly other bombard units) to defend themselves. Probably, the AI only knows to use siege weapons in siege attacks. When the AI is being attacked, despite having siege units on range of fire of the attackers, they will not fire at them.

- AI: AI seems to not attack consistently embarked units with their navy, an embarked invasion army can sometimes go trough an entire fleet of combat ships (both countries at war), it may happen when the navy units are already into the way to a city attack mission or in the middle of another plan, but this behavior should not be intended, the AI should give priority to attack embarked units, as in the sea they are a defenseless target that constitute a serious threat for them if they reach land.

- Roads: Is not possible to build a road between two cities if there is a faster sea route. This leads to weird instances where is not possible to connect two close cities in the same continent by road. There should be a way to choose between naval routes and land routes.

- Religion: Inquisitors should be able to enter foreign lands to use support bonus or to move to other destinations, Inquisitors are already weak an unable to use abilities in foreign lands, making them in addition unable to cross clossed borders is not consistent at all with the rest of the religious game.

- UI: When moving with a range or bombard unit, is not possible to determine if a city (or unit) will be at attack range. This is cause there is no line of sight indication. This is not an optional feature, since lack of visual indications causes that you can move without knowing it into attacking range of a city on a hill when they will not be in range to your attacks. You may have no indication of this situation at all before you move as the hill itself will be hidden by the city.

- UI: The use of religious lenses and settler lenses when selecting relevant units should be not automatic or at least configurable. This is also not an optional feature, cause you can have religion colors such as white that make the game unplayable and actually sight harming if you need to operate units with this view enabled.

- UI: Home holy sites should be highlighted for religious units as these are the only places these units can heal in, and they can be not easy to locate.

- UI: Production queue does not work efficiently, it needs a drag function to rearrange elements in the queue, to take into account unit limits (now you can queue many traders despite only being able to build one), being able to queue the buildings of a district after queuing the district... and so on.

- UI: When in a menu that requires to assign a city (trade, or governor assignment for example) clicking on the appropriate city tile, should do the assignment instead of closing the menu and opening the regular city options menu. (You already can do this when changing the hometown of a great person). Also this menus should not close the map, since you need to know where the objective city is.
 
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Update:

- AI: AI seems to rarely build granary and monument buildings in its cities. This is weird, since it is usually of the first things you should do in a new city.

- AI: AI seems to not improve consistently Bonus and even Strategic resources in their territory.

- Railroads: Railroads update the visual appearance or the roads previously built instead of using the railroad path. This can lead to incorrect visuals in road crossings, cause the game does not take into account the path the railway is following, but the path of the underneath roads. Therefore when building a railroad from one city to another, if there is a road crossing somewhere in the original road, the game will draw the railroad bifurcation also, even if the railroad is following a straight path.
 
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