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

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Great thread! A few observations from me based on 4 games:

  • The Deus Ex Chemia quest has a typo: "human trails".
  • Sometimes if an expedition completes out of turn, the view library button on the appearing artifact popup closes the window instead of taking you to the artifact screen.
  • When a marvel alert popup appears, the scroll bar on the text dialog has an annoying tendency to start at the end of the text instead of the start.
  • Similarly, when reassigning a covert agent to a new city, the scroll bar starts at the bottom of the window instead of the top. This makes assigning multiple agents back to the capital a chore.
  • The number on the quickbar that indicates you have idle agents doesn't always appear. Sometimes it refuses to go away even when you have assigned all agents to a task. This seems to happen a lot in multiplayer.
  • If you deploy an aircraft carrier through a phasal transporter satellite, any aircraft onboard that carrier are able to attack freely. Doesn't feel right.
  • You can no longer zoom out of the tech web.
  • If you've enabled the new alien nest map icons from the mini map they don't stay active for your next game.
  • You can non longer view the progress of any planetary wonders by clicking on them. I.e. how many turns left until Transcendence, Emancipation etc. Doing this with AI wonders would make a great niche for the new spy satellite thinking about it...
  • When your quest dialog is empty, sometimes you can see a small "1" tooltip on the domestic tab despite there being no quests available.
  • This one might be hardware related, but for some reason the game likes to start in the wrong resolution now- forcing me to reset it via the options menu.
  • The option for my2k auto-login rarely works and when re-entering your account details you can't press enter to submit the form... always annoying that one!
  • Multiplayer: The just one more turn... button is mysteriously absent form the game over popup.
  • Multiplayer: During a cooperative game, if one of your human teammates makes peace (even if it's a white peace) with one of your current AI opponents, it appears to gift the surrendering AI's cities/reparations to you as if you'd settled for the full amount. I assume this only happens if you were active in the war and thus have a high war score over the loser, but it clearly shouldn't just give you their cities out of the blue. I haven't tested the inverse: it would pretty horrible if your teammate made peace with an AI who was beating you up and then all of a sudden they own half of your cities! :cry:
  • Multiplayer: The biome selection dropdown is missing the helpful alien behaviour descriptions from the single player setup.
  • Multiplayer: Finishing multiplayer games frequently fails to give participating players a file for the view replay section. This still needs to be on the game over popup really... Shameful excision.
 
With submarines with the 20% attack into coastal perk, when attacking another sub, you do not get the bonus. Not sure if this is intended. Also, not sure if you do not get the bonus or if it is just not being displayed.
 
New quests don't pop up, you just get them, and sometimes don't notice them until you finished them accidentally.

It should work like this: Then you u get a new quest it pops up an tells you what to do, when you finish a part of a quest a pop up should tell you the next step.

That would make a lot more sense and make sure you don't miss new quests, finishing them accidentally doesn't give me any sense of accomplishment.
 
New quests don't pop up, you just get them, and sometimes don't notice them until you finished them accidentally.

It should work like this: Then you u get a new quest it pops up an tells you what to do, when you finish a part of a quest a pop up should tell you the next step.

That would make a lot more sense and make sure you don't miss new quests, finishing them accidentally doesn't give me any sense of accomplishment.

Yeah, that happened to me in the game I'm currently playing. I guess I ignored the notification icon on the right side of the screen. I checked my quests and was surprised to see a bunch of them there I didn't even know about, haha. It would be nice if they popped-up in the middle of the screen when they trigger.
 
I've consistently been able to Leash Colossal aliens without first researching Alien Domestication.

Edit: Upon further reflection, my last 2 games have in fact been on Lush maps so this is related to the marvel quest. May very well be working as intended, but if so the intention may need to be reconsidered. I also second what Emptiness said below re free maintenance for aliens in conjunction with Leash - almost certainly something that needs to be adjusted from a balance perspective (makara armies are fun though).
 
There is a Marvel quest that allows this. Could this be what you are experiencing?

This is definitely a confirmed bug I forgot to add. The devs have said (I believe) that you shouldn't be able to leash colossals with the marvel quest either, unless you have the tech.
 
Some information which is useful for this thread which I found online and experienced myself:

Couple quick clarification Q's -

3) If you found a floating city and move it away (ie towards the frontier) to make room for a new city, it seems like the vacated area will never appear as a "suggested" build location.

Is that a UI bug that it's not showing the tile as "suggested," or can you not move into that tile at all?

4) I completed the Ice and Conquest quest that is meant to give a reward of "+3 Geothermal from each alien structure inside your territory" but i'm not getting the reward (neither for "towers" or the "main building").

Did you have the tech that reveals Geothermal, or the Scanner? I have discovered you don't get Geo from trade routes if you don't have the tech, so the bug may be you can't "see" Geo unless you have the tech for it.

5) Hovering units expend full terrain cost instead of 1 (including rivers' full movepoint soak) when moving to or from a tile with a road or magrail. Previously this only affected hover units moving out of a city tile.

To make sure I understand this correctly -- if you move a hovering unit off of a tile with a road onto a hill (or off of a flat tile onto a hill with a road), you will expend 2 movement points instead of 1? And this shouldn't happen because hovering units should spend 1 movement on every tile, right?
 
I've consistently been able to Leash Colossal aliens without first researching Alien Domestication.
There is a Marvel quest that allows this. Could this be what you are experiencing?

I can confirm that leashing Colossal aliens without having researched Alien Domestication is only available if you have completed the lush biome Strength and Decay marvel quest. If it isn't a bug then it is a bad design decision, because it enables the player to sail around leashing all the Krakens and using them to capture all the water/coastal cities on the map, before any enemy has the capacity to resist such an assault. Also, since leashed aliens don't have unit maintenance costs (another dubious decision), your navy size is effectively unlimited (you may exceed the unit support limit, but since you don't need production to make more units this would not stop the growth of your military might).

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Some other bugs to add to the list:

• Moving a water city while it has stationed aircraft may cause one of the aircraft to vanish.

• If a city moves adjacent to a resource on an unclaimed tile (ie the move causes the tile that contains the resource to be claimed) and then moves away and out of range, that resource is still considered within the city's range for the purpose of determining whether the city can build structures that require an improved source of that resource within range.

• In a case where the above situation exists, if a city is built or moved such that the resource in question is within its city limits, the resource does not qualify the city to build structures that require an improved source of that resource within range - even though the city may be working that resource and no other city may be within range of it.

• There is a quest that can trigger when razing an alien nest, which creates a cave in the tile which is then to be explored. When this happens at an alien nest which is in the same tile as a resource, the resource is destroyed in the process.

• The AI does not seem to make rational choices about which agreements it makes. For example, on an all-land map the AI is perfectly happy to give NSA free political capital by making the agreement that strengthens the defenses of its non-existent water cities.

• The Aquilon unit (a flying aircraft carrier/siege platform) does not have the ability to fire over obstacles, which means that hills or forests that it is in theory flying high above can block its shots. Also, even though it is flying, it can gain the movement benefit of roads and some terrain will cost more than one movement point.

• In the hall of fame, all games are shown as having been played in the lush biome, regardless of which biome the game actually took place in.
 
This list is nice, but is there any way to make Firaxis/2K aware of it ?

They're aware, this is one of the main forums they frequent for customer feedback.

I honestly don't even know how you guys are playing this right now, I gave it a shot for a few hours on Friday and just couldn't, wayyyyyy too many game-spoiling bugs for me. Can't even get more than 3 rival sponsors to make planetfall, WTH? lol
 
Others that have persisted since Vanilla:
- You can be offered a "create trade route with station X" and "destroy station X" quest at the same time, and completing one auto-fails the other.

Not sure there is anything wrong with that, it is asking you to make a Choice between one and the other.
 
I honestly don't even know how you guys are playing this right now, I gave it a shot for a few hours on Friday and just couldn't, wayyyyyy too many game-spoiling bugs for me. Can't even get more than 3 rival sponsors to make planetfall, WTH? lol

I have completed six games without encountering this problem. Playing on standard size with 7 opponents, all of them have made planetfall eventually every time.
 
What I can't understand is why we still have those pointless "choice quests" like "would you like aliens to never touch your trade routes or a lousy increase in city range?" Why do we have to first build X building just to get a "choice" in the next 1-5 turns. It all feels so redundant. Just make it be so by default, meh. :coffee:
Yet to see a "choice quest" with actual choice that would make me choose different results in different situations. They all either "not really a choice, just take 500$, you don't need that tomato" quests, or "couldn't care less, potato's potatoes, I'll just click this" quests. Redundant and boring.
 
Here's a very minor bug:

The number of turns displayed to move isn't correct when moving a land unit out of a water city when it needs to embark.
 
Found a bug with the Hall of Fame display. It shows all my 5 of my games since getting RT as being done on Lush biomes. Only the one I just finished was on Lush. Don't know if that means it's bugged to display the latest game's biome on all the entries or just shows Lush in general. I'm assuming the former. I'll check again after the next game I play, which will be on fungal.

Minor issue, but it's there.
 
my fellow companion, welcome to beta 2.0 :thumbsup:
an Open Beta! :goodjob:

This list is nice, but is there any way to make Firaxis/2K aware of it ?
Will & David said that they do look at popular mods [in the steam workshop].
so there: create a popular mod that fixes the bugs and the devs might actually merge the changes into the base game.

one more bug/feature:
if the Emancipation Gate (Supremacy VC) is built on a water tile, hovering/naval units count for full strength, but land units count for embarked strength (around 12). have not send an carrier full of planes into the gate though. :lol:
 
I was allied with an AI 1 and the AI declared war on AI 2. Of course I automatically declared war as well. AI 1 then proceeded to inform me that he had a severe decrease of respect for me because of my "warmongering ways"... for assisting him in a war he initiated...
 
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