CloseTheWorld
Chieftain
- Joined
- Sep 20, 2010
- Messages
- 4
I've been playing online with a friend for the past fourteen hours straight (just one more turn) and here is a list of bugs and annoyances we've discovered thus far.
- No save feature in multi-player.
For some reason, the standard Save option is not available. The game even warns that the game is not saved when attempting to quit. I understand that there is an Auto-Save feature, and I'll get to that in a moment.
- Auto-Save in multi-player does not work as it should.
I have Auto-Save configured to save every three turns with a maximum of five total saves. However, when loading a saved game, it lists up to fifty saves and they are all consecutive turns.
- Loading games in multi-player seems to be bugged.
When we tried to load one of the Auto-Saved games, we were unable to launch the game. All civilizations, player and AI were ready (green), but we were unable to change the difficulty setting to its original level and the "Launch" button was always grayed out. The only solution was to have only one player.
- Work boats no longer have an explore function.
I found this to be annoying at best, as I often will use a cheap work boat to quickly explore the continental coastline early in the game. I was forced to manually move the work boat turn by turn.
-Random Loading Screens...
About every ten to twenty turns, the game would freeze for five to ten seconds and then take my friend and I both to the Loading Screen. After a minute or so wait, we would be back in the game. We now refer to these as "forced breaks". However, my interface always reset itself each time. I would often lose what I was tracking (Units, Research, etc.) and the chat window would be open again (upper right).
-Lack of Unit error messages
There have been many times where I ordered a unit to take some kind of action - attack, move, build a road, etc. and it would do nothing, but with no explanation or error message. For example, I just ordered my Worker to build a road to connect two of my cities. I had no problems doing this with previous cities. However, this time I clicked on the road's destination hex and nothing happened. I wondered if the worker had even received the command. Finally, I manually moved the worker to see what would happen. The worker moved and my turn was over. The following turn, I issued the same command to the same worker with the same hex destination. It worked. Bizarre. I'm sure there is a valid reason for this (or it could be a bug) but I have no idea how to correct it without an error message or explanation.
Having to manually move units each turn
Many times when I have tried to move a unit from Hex A to Hex B, I have been required to keep manually moving it each turn if the journey will take more than a single turn. For example, I wanted to move my Caravel to the other side of the continent. In Civilization IV, I would simply tell it where I wanted it to move and it would move there over the required number of turns. It would only stop if something happened - loss of open borders, attacked, etc. Why can't I seem to do this in Civilization V? The worst part is, it doesn't always put the halted unit into the commands / orders rotation when it stops moving. I ordered a Caravel to a hex that was several turns away, it only moved once and then just sat there for the next few turns. I had no idea it had stopped moving. Now I'm required to manually "check in" on all of my units to make sure they're actually doing something.
- No Game Clock
Self explanatory.
That's about it for now.
- No save feature in multi-player.
For some reason, the standard Save option is not available. The game even warns that the game is not saved when attempting to quit. I understand that there is an Auto-Save feature, and I'll get to that in a moment.
- Auto-Save in multi-player does not work as it should.
I have Auto-Save configured to save every three turns with a maximum of five total saves. However, when loading a saved game, it lists up to fifty saves and they are all consecutive turns.
- Loading games in multi-player seems to be bugged.
When we tried to load one of the Auto-Saved games, we were unable to launch the game. All civilizations, player and AI were ready (green), but we were unable to change the difficulty setting to its original level and the "Launch" button was always grayed out. The only solution was to have only one player.
- Work boats no longer have an explore function.
I found this to be annoying at best, as I often will use a cheap work boat to quickly explore the continental coastline early in the game. I was forced to manually move the work boat turn by turn.
-Random Loading Screens...
About every ten to twenty turns, the game would freeze for five to ten seconds and then take my friend and I both to the Loading Screen. After a minute or so wait, we would be back in the game. We now refer to these as "forced breaks". However, my interface always reset itself each time. I would often lose what I was tracking (Units, Research, etc.) and the chat window would be open again (upper right).
-Lack of Unit error messages
There have been many times where I ordered a unit to take some kind of action - attack, move, build a road, etc. and it would do nothing, but with no explanation or error message. For example, I just ordered my Worker to build a road to connect two of my cities. I had no problems doing this with previous cities. However, this time I clicked on the road's destination hex and nothing happened. I wondered if the worker had even received the command. Finally, I manually moved the worker to see what would happen. The worker moved and my turn was over. The following turn, I issued the same command to the same worker with the same hex destination. It worked. Bizarre. I'm sure there is a valid reason for this (or it could be a bug) but I have no idea how to correct it without an error message or explanation.
Having to manually move units each turn
Many times when I have tried to move a unit from Hex A to Hex B, I have been required to keep manually moving it each turn if the journey will take more than a single turn. For example, I wanted to move my Caravel to the other side of the continent. In Civilization IV, I would simply tell it where I wanted it to move and it would move there over the required number of turns. It would only stop if something happened - loss of open borders, attacked, etc. Why can't I seem to do this in Civilization V? The worst part is, it doesn't always put the halted unit into the commands / orders rotation when it stops moving. I ordered a Caravel to a hex that was several turns away, it only moved once and then just sat there for the next few turns. I had no idea it had stopped moving. Now I'm required to manually "check in" on all of my units to make sure they're actually doing something.
- No Game Clock
Self explanatory.
That's about it for now.