Compilation of Bugs from the 'Bug' Thread, after patch k

Breunor

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Date 5/31/2010, up to patch n, post 3649

Compilation of bugs from the bug list – 0.41 patch k through patch m, right before n

Current patch – n, o pending

Comments – Before patch k, probably the most serious issue we had was WoC’s and crashes from units with animal AI and hidden nationality; tigers mostly, hill giants, wolves, and elephants. Fortunately, this error seems to have been largely fixed. Patch n seems to have fixed most of the CtD's and WoC's

Currently, the most serious issues appear to be:

Violation errors: Units illegally in the same stack. Although this has been around for a long time, we have many reports of this error. It appears that Denev has fixed this, see posts 3352 – 3354. Probably patch n fixed most of these.

Religion switching – The AI players are switching religions, causing anarchy and weakness

Basium and Hyborem being really stupid – See post 3553 for a possible explanation and the fixes used in other mods

Multiple Mage bug – Serious bug causes a WoC if many mages are in the same square. This was almost certainly the ‘summoning bug’, fixed in patch n.

Automated workers acting very inefficiently, often switching improvements on the same tile

Sons of Inferno break the game – see separate thread. Given loyalty in patch n.

Harlequin Taunt bug – Sephi has a fix in post 3498. Fixed in patch n.

Avatar of Wrath Bug – Apparently the Avatar of Wrath doesn’t cause the bug, but the enraged units somewhere cause it. There are fixes posted that stop units from being enraged, but there isn’t a fix (that I know of) that gets to the real problem. Not clear if fixed in patch n.


Sporadic WoC and CtD’s

Also, Denev recommended a variety of fixes that appear to have been implemented. Most of these seem to have been implemented though. See posts 3019, 3066, 3087, 3101, 3194, 3115, 3128, 3133, 3305 (flood plains), 3354 (critical bug fix, stops violations). I think most of these have been adopted in patch n.

Sephi has some very important bug fixes, including taunt (3498) (fixed in patch n), stopping barbarians from plundering graveyards (3500), withdrawal (3527)

Sephi posted dynamic radius bug fix in post 3591. (Not clear if this was included in n)

Specifics:

WoC’s and CtD’s:

3103 – (no save) crash. Purportedly from worker AI on being automated

3131 – (no save) Game crash after barbarians flipped a city and Acheron moved in

3143 – (no save) Crash opening lair

3184 - save attached. Avatar of Wrath bug. (Note to newer readers, this bug was in older versions). Not clear if fixed in patch n.

3223, 3227, 3230 – Violation error. This CtD was described by Nikis-Knight way back in post 258! It occurs when units not allowed in the same square wind up that way. In 3223, we had a combination of Nox Noctis, and a barbarian skeleton, an animal, and a unit capable of capturing animals. Somehow the hunter captured the animal, it was now revealed and it was on the same square as the skeleton. In 3227, it was caused by a demagogue spawning in a square with an enemy unit. In 3230 animals were captured from an enemy city. Probably mostly fixed in patch n.

Presumably a satyr’s mesmerize ability could cause this to happen also.

Currently, it appears that For the Horde is vulnerable to this bug. Probably fixed in patch n.

3182 – WoC, fixed in 3185 – caused by a skeleton on a barrow. In post 3187 the reporter mentioned that For the Horde had been cast by the AI, maybe impacting the skeleton (perhaps a violation error?) Probably fixed in patch n.

3265 – WoC, fixed 3272. The WoC is caused by an angel who happens to be far away from the rest of the Basium army. Perhaps related to ‘chasing’ a unit under Nox Noctis

3288 – CtD – Momus scenario – caused by Duke Sallos’ swordsman and imp stacked together. May be fixed in patch n?

3294, 3296 – VERY weird. Deleting a demagogue ANYWHERE on the board stops the crash. (Perhaps it prevents one from spawning on top of an enemy unit, a violation error?). Probably fixed in patch n.

3367, 3383, 3388 – WoC – I couldn’t fix it, because it turns out NOT to be a WoC, but the game will go on after a half hour or so (on my system)! Subsequently, the game goes a ‘normal amount of time

3413 – WoC – For some reason I never tested this, sorry about that

3445, 3448 – Multiple Mage error. Probably the summoning error fixed in patch n.

3472, 3473 – Multiple mage bug. Probably the summoning error fixed in patch n.


3475, 3485, 3494 – This was REAL weird. Underlying cause appears to be the ‘For the Horde’ bug, probably a form of violation error. I could fix the bug ‘in game’, but when I saved and reloaded, in the exact same spot, the bug reappeared – this sequence isn’t supposed to happen. I’m really weirded out by this. Probably fixed in patch n.

3507, 3508 – Multiple mage bug. Probably fixed in patch n.

3534, 3536 – WoC - A Shadow in a SoD causes the CtD

3539 – 3540 – CtD – Emptiness and I worked on this – it looks like the bug is caused by the Calabim civilization, in checking for the River of Blood spell. When Emptiness set all other cities to population 3 or greater, he cleared the bug. However, the bug does seem to be influenced by the human player scout being eliminated by animals (sometimes?)

3573, fixed in 3581 – CtD - For the horde violation error bug. Probably fixed in patch n.

3614 – Fixed 3615 – WoC – Caused by a barbarian city with 4 units in it, not entirely clear why. Maybe fixed in patch n?

3617, fixed in 3620 – CtD - A hidden settler was in the same square as an enemy unit. When it formed a city a violation error occurred. (Will be fixed in patch o)

3629, fixed in 3630 – CtD - Rally violation error – (fixed in patch n)

Python errors

3106 (for some reason, the screenshot here was deleted). Confirmed in 3109

3209

3389

3498

3637 (see 3646) – error in Order vs. Veil (fixed in patch o)

General Game Errors

Excessive religion switching by AI – 3011, 3038, (save 3041) 3070, 3082, 3144, 3152, 3153, 3193, 3277, others.

3046 – Mercurians with Empyrean researching Hidden Paths. 3156. Decius can research Hidden Paths even though he is Empyrean. Post 3233 shows the same error, that if you switch a religion you can still build the tech associated with the original religion if the tech had already been started. 3237 reports the same error

3114 – Adepts not upgrading ‘fast enough’ (unconfirmed). AI cities being built in jungle. Barbarian behavior unreliable.

3116, 3117, 3128 – discussion of genesis, it appears Kael has fixed it in m. Discussion of how hell terrain will wipe out an ancient forest on tundra while not on a regular forest. Kael explains why this works, but possible fix by Denev. (Breunor – I think)

3128 – (refers to post 2867) If an Ira has Orthus’ Axe, then it gets +2 from killing a unit; while an Repentant Angel does not lose one if using Orthus Axe

3129, 3155, many others – leader tags missing

3133- Denev reports certain plot counters likely not working as intended

3149 – Stasis and the Amurite world spell cast together caused unusual effects

3150 – Map script errors reported (specific ones) seem to occur because reported counters aren’t reset on regenerate map

3151 – In post 2932, MC reiterated that unique features don’t work on a flood plain. 3151 states mirror of heaven not working on a flood plain

3161, 3488 – Dain the Caswallan’s favorite wonder is a Pagan Temple. (Will be fixed in patch o)

3175 – Save attached, see 3185. Weird bug. The Malakim can’t build lightbringers in a city connected to the capital. They can in unconnected cities! The bug is fixed by building a paladin, three were already out – so the fourth had to be completed before the lightbringers could be built.

3216 – Blight appears to have ‘missed’ a city

3221 – Sailor’s Dirge in an ice square

3251 – For the horde still captures Disciples of Acheron. Other posts confirm.

3291 – Units recruited by the Hippus getting both mithral and iron weapons!

3338, (patch k) #1 - Tooltip gives BtS information for Caste system; #20, Overcouncil isn't including all voters, resolutions not passing , can't trade techs even though trade is researched, tech trading and bartering is allowed (maybe a council resolution?)

3359, 3368, 3375 – If a city isn’t connected to the capital, it impacts the use of obsidian gates. Original post was patch K, but I confirmed it was the same in patch M. (See 3175 and 3185, for example)

3364 (many others, back from patch k) can’t assign keys to a unit or stack

3379 – Archery units are supposed to get combat 1 from events, doesn’t happen

3416 – The spell ‘wonder’ is not passing on illusion/puppet status correctly

3434, 3463, 3467 – Catapults reducing city defense after movement. It seems to happen on the first turn of a war against a civ with which you have open borders (not 100% sure here). The city defense reduction occurs well after the movement in terms of the AI turn

3462 – AI giving up mana resources for free

3474 – Hyborem is killed on the turn of summoning; it appears that Gela can’t be picked up

3479 – Another Harlequin bug (program fix provided by Sephi in 3498) (fixed in patch n)

3597 – Workboats not forming into fishing boats

3635 – Player not seeing lightning elementals (Breunor comment – I think this is working properly)

Perhaps a Feature/AI Issues

3083 – Casing destroy undead is not an automatic DoW if cast over players with whom not at war. 3137 Maelstorm also didn’t start a war (Apparently, the rule is that if you cast these spells in your own border, they do not cause a war, so this probably isn’t a bug)

3141 – AI workers developing land outside of fat crosses apparently not to spread irrigation

3202, 3634 – Second unit built from warrens doesn’t get upgrade from ‘shrine’

3220 – Hall of Mirrors always duplicates something (Breunor – I not sure I understand this one)

3225 – Fire elementals summoned by sons of inferno don’t attack

3231 – AI doesn’t know how to use Seven Pines. In 3234 Emptiness explains this is a general issue, For instance the Amurites and Illians can’t use Letum Frigus

3244, 3534, 3538 – AI and automated workers will work over improvements. Further discussions, Emptiness points out this can be stopped with an option. Apparently this phenomenon happens in BtS

3260 – Balseraph’s don’t build arenas. Note they can build mimics in one case so the AI may just think they aren’t important. Looks like this was fixed in patch n.

3265, 3266 – Barbarians ‘stop’ a turn before attacking

3265 – Bears (and presumably other animals) will chase units. Once a chased unit is within a cultural border, the bear will ‘sit’ and wait for the unit forever instead of moving on

3338 (patch k) - #3,4,9 - settler performing poorly; #6 Seeing another Civ from an ancient tower doesn't open up diplomacy; team play mechanics with the Kuriotates in particular not optimized; #21 Hill giants sometimes seem to act like animals and sometimes like beasts

3404 – Worldbreak can destroy the palace.

3451 – A treasure chest prevents a Civ from being destroyed if ‘complete kills’ is used

3488 - Kandos Fir not expanding

3513 – AI isn’t producing enough culture to stop human from taking its lands

3516 – (no save) – Units losing metal promotions, apparently not from rust

3526 – Letum Frigus and Ring of Carcer in the same square

3547 – Doviello workers that upgrade to Beastmen keep the AI-Worker script

3586 – Player asked to adopt Empyrean by the AI even though there are no Empyrean cities

3597 – Foreign workers with open borders can chop down your forests

3597 – Killing Barnaxus stops the Luchuirp from getting promotions for newly built units but doesn’t remove them from existing golems

3610 – (see 3617) – CoE units are kicked out of an enemy territory on a DoW if they are sitting on a unit of the other power. This movement obviously stops a violation error but it isn’t clear they should go all the way back to the border

3635 – Divination is needed to get Life Mana which differs from the tower requirements

3638 – After Nature’s Revolt is cast, barbarians changed into animals are still treated as barbarians in terms of interaction with leaders with the barbarian trait

Best wishes,

Breunor
 
Nice work. Slow day at the office? :P

3175 is an easy problem to fix. Just make Lightbringers bNeverObsolete=1
I can confirm 3265 is occuring, the bears thing.
3202 is intentional isn't it? The first unit build in warrens got all the free XP bonuses and such and the second unit got nothing. Correct me if I'm wrong.
3216 - Blight wouldn't effect a city built after the blight hits, would it?
 
Nice work. Slow day at the office? :P

3175 is an easy problem to fix. Just make Lightbringers bNeverObsolete=1
I can confirm 3265 is occuring, the bears thing.
3202 is intentional isn't it? The first unit build in warrens got all the free XP bonuses and such and the second unit got nothing. Correct me if I'm wrong.
3216 - Blight wouldn't effect a city built after the blight hits, would it?

For 3216, this came from a game of mine. It was a capital city built on the first turn. Save is attached.

I think 3202 is intentional, but I'm reporting it. :-)

3175 may be a more general problem and it is probably good to get tot he bottom of it even if it isn't too serious looking.

Yes, President's day is a good day to get a lot of FfH II work done!

Best wishes,

Breunor
 
Hi,

First post here. Great mod... just 2 quick things:

Comments – Before patch k, probably the most serious issue we had was WoC’s and crashes from units with animal AI and hidden nationality; tigers mostly, hill giants, wolves, and elephants. Fortunately, this error seems to have been largely fixed.

I'm not sure if this counts, but I captured (via subdue animal) a Griffon that became damaged in combat. I placed it over a lair (seawreck?) at sea (the lair may be unimportant to this) and "healed" or whatever, and would get a crash to desktop after ending my turn. Taking the griffon off of the wreck/sea tile and back on land made the crash go away. Griffon still had hidden nationality but I don't know if that played any part. I don't have the save file unfortunately :(

3260 – Balseraph’s don’t build arenas. Note they can build mimics in one case so the AI may just think they aren’t important

They're being made in the game I'm in. I have open borders and ran a skeleton over a city and saw an icon I've never seen before (I'm still pretty new to the game :P) and it was to fight in the arena (he won!). Saw it in another city 2, so he's got at least 2 built.
 
Yea, I've seen Arenas in AI cities in my games, and I play with 'AI No Building Requirements'

Also 3221 - It probably sailed into the Maelstrom, which has a chance to teleport ships into ice tiles.
 
3046 – Mercurians with Empyrean researching Hidden Paths. 3156. Decius can research Hidden Paths even though he is Empyrean. Post 3233 shows the same error, that if you switch a religion you can still build the tech associated with the original religion if the tech had already been started. 3237 reports the same error

I've just played a Kuriotates game where I used Gibbon Goetia to take control of an enemy civilisation. Whilst I was gone my understudy changed my religion to RoK and researched hidden paths.
 
Pretty sure this is a bug... I've researched Mithril working but not Mithril weapons, but all of my units are upgrading to Mithril anyway which seems to make mithril weapons pretty pointless.
 
Excellent list! Thanks for all the work.

A couple of comments:

#21 Hill giants sometimes seem to act like animals and sometimes like beasts

Just wanted to note that this is because the default AI for Hill Giants is AI_ANIMAL. It's a very easy fix to simply assign a different AI to the Stooges when they are created.

3488 - Kandos Fir not expanding

I just looked at that post and it sounds like the poster is saying that Kandos was expanding too much.

3513 – AI isn’t producing enough culture to stop human from taking its lands

Ah yes. This was another thing I ran into when messing with the Python build code. Monuments are severely undervalued in patch m.
 
Breunor,

Thanks so much for keeping track of this. It comes as a great help when trying to play FfH2. Seriously, being able to quickly find solutions to many of the CTDs and WoCs I have face saves me hours and hours of troubleshooting. Thanks for helping to make Fall From Heaven 2 even better!

Best wishes,

Adante
 
One thing I haven't noticed (which forgive me if I overlooked it), was the potent amount of OOS's which have come back into the fold. Some might not consider this a bug, but I'd like to think this mod is multiplayer friendly and not exclusively a single player mod. Havent played the game in months, but would surely like to pick it back up once multiplayer is playable again. And first person to mention pbem gets smacked.
 
I find that the AI undervalues monuments, as at higher difficulties they usually beeline Festivals to build markets to support their economy. Merchants and Bards from the Markets and Carnivals are usually all the culture the AI needs, and once it pops its BFC, the specialist is turned off. Found this out after sapping culture from an AI city with Loki. As soon as its culture dropped below 10 it would assign a new bard specialist to boost culture again. That value was also hardcoded, as I was playing on Marathon so the city only gets a BFC at 30 culture.
 
One thing I haven't noticed (which forgive me if I overlooked it), was the potent amount of OOS's which have come back into the fold. Some might not consider this a bug, but I'd like to think this mod is multiplayer friendly and not exclusively a single player mod. Havent played the game in months, but would surely like to pick it back up once multiplayer is playable again. And first person to mention pbem gets smacked.

This list is only for single player games and for no mods. Keeping track of multiplayer issues would take a whole thread. I've never played multi-player so somebody else can take up this challenge.

However, I know Kael once siad that many OOS problems come from bugs, so fixing the core bugs may also help the multi-player effort.


Best wishes,

Breunor
 
See this thread for some insight into OOS's:
http://forums.civfanatics.com/showthread.php?t=358640

It seems OOS's mainly appear from the AI deciding to build different things between different players. Not sure if that would be resolved in any form by the bugs listed above. I don't think there is a whole slew of seperate bugs derived from multiplayer (if anything there may be issues related to exploits which aren't the same nor problematic as bugs). But this thread mentioned nothing about being only single player oriented until now and I would wager a bug is a bug and should be addressed accordingly.

The problem is, there is a decent amount of us that like to play with others and play "live" multiplayer FFH. As of current patch that is almost completely impossible due to the neverending OOS's that show up after 100 turns or so. Playing single player I extremely rarely ever run into a bug that completely halts my game or can't be fixed by simply reloading back a turn or two. "Live Multiplayer" (aka not PBEM) however is completely useless and unplayable at the point, which is a real shame because the enjoyment of the game gets alot higher when playing with friends, and if you haven't tried it you should!
 
See this thread for some insight into OOS's:
http://forums.civfanatics.com/showthread.php?t=358640

It seems OOS's mainly appear from the AI deciding to build different things between different players. Not sure if that would be resolved in any form by the bugs listed above. I don't think there is a whole slew of seperate bugs derived from multiplayer (if anything there may be issues related to exploits which aren't the same nor problematic as bugs). But this thread mentioned nothing about being only single player oriented until now and I would wager a bug is a bug and should be addressed accordingly.

The problem is, there is a decent amount of us that like to play with others and play "live" multiplayer FFH. As of current patch that is almost completely impossible due to the neverending OOS's that show up after 100 turns or so. Playing single player I extremely rarely ever run into a bug that completely halts my game or can't be fixed by simply reloading back a turn or two. "Live Multiplayer" (aka not PBEM) however is completely useless and unplayable at the point, which is a real shame because the enjoyment of the game gets alot higher when playing with friends, and if you haven't tried it you should!

PacoDeth,

I've been on this forum for about 6 years. I'm usually considered a voice a reason and generally helpful. I have to say I found your post disappointing, as a matter of fact, I find it insulting.

This thread has all bugs since patch K. It is CLEARLY an extension of the bug thread from the prior patches. In that thread,(see here athttp://forums.civfanatics.com/showthread.php?t=329991) it says:

Latest FfH version – 0.41m. This thread is through patch l

I’m attempting to put together a comprehensive bug list from the ‘bug report’ thread. I’ve done my best here. Here are some of the parameters.

I’m not including bugs in multi-player, since they entail a whole set of other issues and should be covered in a separate thread. We have of course had rampant OOS issues, but these can be caused by bugs so getting bugs cleared may be a priority.

If you say I should be 'better' at this and include this language here, fine, I'm not perfect. If you want to start a petitiion blocking me from compiling this list, go ahead, I don't really care.

I spend a LOT of time both compiling bugs and fixing people's games who have problems with them. My time is as important to me as anyone else's. If I choose not to compile the bugs for multi-player, then I choose to spend my time otherwise.

In case you don't know, compiling these bugs is NOT just acting as a secretary typing what is written. I have to interpret them and understand them. The original bug list was maintained by Xienwolf, a real expert (whom I cannot approach). I have no ability to understand the multi-player bugs so trying to compile them would be frustrating.


So, I'm going to tell you what I tell everyone else who castigates me for not spending MORE time on FfH - if compiling the list is so easy and important, why don't you do it instead of telling me I should do it? If you play multi-player, you can do it better than I can.

Best wishes,

Breunor
 
Multiplayer-specific bugs that I am aware of:

1) sporadic OOS caused by AI build mismatches (examples)
2) non-recoverable OOS if a player accepts the popup to switch to Infernal or Mercurians
3) OOS if a player joins a game in progress (as opposed to re-hosting)

These are the only multiplayer-specific issues that I can recall ever encountering (using direct IP connection). Multiplayer in Civilization is fundamentally identical to single player in terms of game mechanics, so generally the only multiplayer-specific issues are going to be related to the handling of the game state between players. Hence, the list is not long.

Edit:
Well, the diplomacy is also different, I suppose, and this is the source of another issue. There's no way to break a vassalage relation between two players (since you can't make demands).

Also, I don't play PBEM, but there was recently a group having difficulty starting a PBEM.
 
Wow, I didn't think "anything" I said was combative, demeaning, insultive, or any of those other words. Not once did I attack you, say I didn't respect or appreciate what you were doing. Not once did I say it was easy, that I could do a better job.

It was my fault for not going back to reading the main bug thread, mainly due to it being quite large and hard to navigate. So I never saw the details of it being single player oriented, what I stated in my post still stands true that in this individual thread there was never a mention of it being single player oriented.

Mentioning me, or anyone else petitioning to "block you" is completely foolish and ignorant, I saw nothing in that ballpark within my post.

My post was only a plea to shed light on the often ignored (from my point of view mind you) OOS issues that plague the game. I only asked to add "one single bug" to this list, multiplayer OOS, that is all.

Please reread my post and point out where I was insulting you in any way, and take "a_civilian" 's post into consideration and if possible I'd like to know if it is wrong and there are indeed a massive amount of documented seperate multiplayer issues that would indeed cause problems in this thread.

If I insulted you, I apologize, it was not even in the same ballpark of what I wanted to express here. This seemed like the best place to get a reasonable answer or even some action to the OOS issues, so I took a chance and spoke up. What insults me, is time and time again I see people bring up the OOS issue only to be told to go home and quit complaining because so-and-so only plays single player, can't tell you how many times I have seen that response.

I truly hope you are right, and many of the individual bugs in this thread will indeed fix the massive multiplayer OOS issues, but considering most of the OOS is caused by AI building different things between players, I'm not sure those will relate to these single player specific bugs. But then again most of these bugs are way over my head in technicality and I don't know the coding system for Civ4 at all, so it's entirely possible I am ignorant of these things.
 
Wow, I didn't think "anything" I said was combative, demeaning, insultive, or any of those other words. Not once did I attack you, say I didn't respect or appreciate what you were doing. Not once did I say it was easy, that I could do a better job.

It was my fault for not going back to reading the main bug thread, mainly due to it being quite large and hard to navigate. So I never saw the details of it being single player oriented, what I stated in my post still stands true that in this individual thread there was never a mention of it being single player oriented.

Mentioning me, or anyone else petitioning to "block you" is completely foolish and ignorant, I saw nothing in that ballpark within my post.

My post was only a plea to shed light on the often ignored (from my point of view mind you) OOS issues that plague the game. I only asked to add "one single bug" to this list, multiplayer OOS, that is all.

Please reread my post and point out where I was insulting you in any way, and take "a_civilian" 's post into consideration and if possible I'd like to know if it is wrong and there are indeed a massive amount of documented seperate multiplayer issues that would indeed cause problems in this thread.

If I insulted you, I apologize, it was not even in the same ballpark of what I wanted to express here. This seemed like the best place to get a reasonable answer or even some action to the OOS issues, so I took a chance and spoke up. What insults me, is time and time again I see people bring up the OOS issue only to be told to go home and quit complaining because so-and-so only plays single player, can't tell you how many times I have seen that response.

I truly hope you are right, and many of the individual bugs in this thread will indeed fix the massive multiplayer OOS issues, but considering most of the OOS is caused by AI building different things between players, I'm not sure those will relate to these single player specific bugs. But then again most of these bugs are way over my head in technicality and I don't know the coding system for Civ4 at all, so it's entirely possible I am ignorant of these things.

Well, I am sorry if I overreacted.

The reason I reacted in this way is because you said, 'But this thread mentioned nothing about being only single player oriented until now'

I'm not sure why this is important for you to mention this fact if it isn't a reprimand? I mentioned a few posts above that I'm doing this for single player, I think the work and the product is good enough. Why does it matter if I said it before, even if I hadn't? Isn't a single player bug thread useful on its own?

And then you said:

'and I would wager a bug is a bug and should be addressed accordingly.'

Saying that these 'should be addressed' in THIS thread is the phrase that got me upset. Are you saying I should read 'a bug is a bug and should be addressed accordingly' is different from ' You should have addressed the multi-palyer bugs in this thread'? If you didn't want me to interpret the words as I did, you shouldn't have said 'this thread mentioned nothing about being only single player oriented until now' (the first reprimand) and you should have said it in a different thread.

If you want to say that somebody else should address these issues, why don't you start a separate thread for it as I have suggested in the past?

How hard would it be to start a thread called 'Bugs in multi-player' and say 'Breunor maintains a thread for bugs in single player games. I wanted to start a similar thread for multi-player'? No, instead you go onto the single player bug thread that I maintain and say that multi-player bugs 'should be addressed'.

Best wishes,

Breunor
 
We played a 200 turn four player multi player game without any OOS issues other then changing to Hyborem. Possibly because we were all humans but we did not have any problems with the AI controlled Balseraphs and Mercurian later.

Multiplayer is very playable and I think you need to try it before complaining that it does not work and needs to be fixed.
 
As I said, the OOS issues are caused by AI decisions, so naturally you aren't going to encounter OOS issues without AI. The sporadic AI-related OOS issues become much more common with more AI civilizations. Occasional OOS errors don't make the game unplayable, but sometimes the game will reach a state where an OOS occurs every few turns. It's possible in principle to continue playing at that point but the constant re-hosting is such a time sink that it's rarely worth it.

I play usually with 3 players and 9 AI's, and in my very rough estimation these repeating errors occur every third game or so.
 
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