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Bug: Alien nests and infinite xenomass

Manannan

Prince
Joined
Jun 30, 2012
Messages
424
Alright, so I'm to understand alien nests giving xenomass after the aliens are friendly with you is an intended feature, which makes sense, but the way the game seems to add it infinitely does not. It seems that destroying the nests does not subtract the xenomass after, and that waiting for the nests to respawn or improving them adds the xenomass a second time (or possibly more times, I'm honestly not sure at this point).

See below:
Spoiler :
51rkb5.jpg


Actual amount of xenomass I have in my territory: 39 (37 improved by wells, 2 improved by a nest at time of the screenshot).
Amount the game is telling me I have: 115
Amount I think I had before I took brutal efficiency policy to try to break the game a bit harder (I forgot to check the turn before I took the policy, might have been more): 94

This game I had a bunch of nests pop up in my territory while the aliens were blue right before I researched the tech that gave me access to xenomass wells. Needless to say I then walked on them and put down my own improvements which is where I noticed this. Further, I seem to recall a nest giving me extra xenomass a second time after respawning in my territory after I destroyed it the first time but didn't improve the tile. I'll try to confirm that in another game later when I get the chance. In theory this means infinite xenomass by destroying nests and letting them respawn over and over, but again, I haven't tried to confirm this yet. I will try to confirm soon.

I can post the save if need be. Or if someone wants to build a trillion xenotitans and run rampant. Whichever.

Edit: Oh right, and it seems that tiles that had a nest on them prior to me being friendly with the aliens (ie: the nests I acquired to make them friendly with me in the first place) do not give xenomass at all. They needed to be destroyed and allowed to respawn/improved for the xenomass to show up.
 
Would just like to confirm that I tried this in a new game and yes, farming alien nests in your own territory each time they pop up adds more xenomass ad infinitum if the aliens are already friendly with you. Attached are the saves from the first game in my original post, and the second game I played to confirm xenomass just keeps adding on. I'll post screenshots later if people want to see.
 

Attachments

Hi, did anybody have a bug when petroleum doubles every time you repair that petroleum well? I did several test plays and had that problem over again. I did a couple of XML tweaks with artillery and tacjets to require 1 petroleum, so I thought that may have been a problem. Nevertheless, when I restored the original XMLs from my backup folder the problem still persisted.
 
I'm pretty sure I had this problem as well. I don't have a save, but I'm sure I had much more xenomass than I should have done in at least one game and it was a game where I was keeping nests alive in my territory and then later replacing them with xenowells when I had enough military to contain alien hostility.
 
Edit: Oh right, and it seems that tiles that had a nest on them prior to me being friendly with the aliens (ie: the nests I acquired to make them friendly with me in the first place) do not give xenomass at all. They needed to be destroyed and allowed to respawn/improved for the xenomass to show up.

This bug is still here - for alien nests you have in your territory, when aliens change to 'blue', you don't get the xenomass added on. However, post patch if you wipe the nest, you will now lose xenomass, so for that tile you're effectively getting a negative amount of the resource. That's preferable, I think, to having an infinite xenomass exploit in the game, but it's not ideal.
 
Yeah, it seems like the bug is still there, only reversed. If you have a nest in your territory on the turn you finish researching Alien Sciences, any xenomass on that tile might as well be considered gone for good as the game subtracts it. If you break the nest you'll end up with negative resources.

Spoiler :
C1745211092B0D8933FB46A6EC69A04F3D317088


E: Adding saves:
View attachment CEO Suzanne Fielding_TURN 164.CivBESave
View attachment AutoSave_Turn 151.CivBESave

The turn the picture was taken, and an autosave about 20 turns back.
 
opps, they did not fix that bug at all, made it worse...

from the patch notes:

• Clearing a friendly alien nest now removes the Xenomass resource from player stockpile.
 
Same thing here,,I had blue aliens and as soon as i stepped on the nests i got -14 xenomass. Had two resources of 7 each.... When i developed them i went from -14 to 0...
 
I also had the same issue.

Became friendly with aliens but now I go to negative Xenomass (I started with 0) if the Alien Nest is destroyed. Even if I destroy it and build a Xenomass Well, that just keeps me at 0.

Shame that "friendly aliens" is actually a liability because of them blocking your movement, being "hostile" for ZOC, totally messing with workable water tiles, AND mess up your xenomass supply!
 
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