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

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I don't think it's a bug - but it's highly annoying. When the AI declares war on you - there's no big screen notification. I'm not even sure if there is ANY notification at all - if there is, I've missed it. There might be a tiny flag down on the right with the other end of turn notifications - but if there is, I've not seen it, two times.

First I know that the AI has declared war is that I get a notification that a leashed alien has been killed. I can't see who killed the alien because it's now fog...I send a cruiser over to that area and find Elodie's fleet heading my way. WTH? When did she declare war? I'm used to a big full screen notification. In my face, let me know! Bug or by design, it blows.
 
Water cities are able to move within a range of 3 of other cities, which means that if you build the Mass Driver for +1 to city bombardment range you can bombard other cities with your city.

However, this currently seems to be broken. Unlike any other attack on a city the bombardment targets the garrisoned unit instead of the city itself, and then the game seems to get hung up and needs to be restarted. I tried it three times with the same results, but only on a single save in a single city, so I'm not sure if the hang up problem happens in every situation.

Ideally, it would be made possible for cities to bombard other cities properly so that we can have awesome floating siege engines, but at the very least the action should be prevented if it's causing the session to become unresponsive.
 
I don't think it's a bug - but it's highly annoying. When the AI declares war on you - there's no big screen notification. I'm not even sure if there is ANY notification at all

I'm pretty sure I got the big screen notification where the diplo window opens up and it says WAR in the relations table. But you also get the red "relations have been downgraded" notification button too.
 
So, when there is a submarine and an embarked unit on the same tile, your attack will hit the submarine if you can see it but it'll hit the embarked unit if you can't. Does anyone else think that's weird? I can't really think of how to solve this, since you shouldn't be able to hit a sub you can't see but you also shouldn't be able to move out of sight range specifically so you can sink an embarked unit... maybe sight should persist until the end of the turn after you move away from the sub?

Also, I think there is something up with the Markov Eclipse wonder. When I hover over enemy units, the estimator tells me I will do massive damage to them, but when I actually attack the enemy only gets a fraction of that damage (which doesn't look like it's within the randomness interval). Has anyone else encountered this problem?
 
Here's a new one: whenever I complete a game, my hall of fame screen is always recording the biome type for the map as used as lush even when it wasn't.

It's funny, people have been saying that's a minor issue but you're the third poster to notice it! I guess people have to look at Hall of Fame a lot since there's no demographics or victory score screen?
 
Some seriously OCD stuff to add to the list! :)

Graphic Issues:
- Some background loading pictures are too bright, which makes text hardly legible. Improve the dark gradient behind the text or darken the pictures;
- Some underwater vegetation effects have excessive pixellation and pixel noise (stray pixels outside of main sprite);
- Chungsu logo is unfinished / colors could be improved; Integr and NSA logos have edges too thin compared to the rest.

Typos:
- Typo in PAC leader's message - word 'infrastructure' is spelled wrong.

Hey Omniclast, how come you ignored almost everything listed here? :(
 
Players do not get a full-screen notification when an AI declares war on them. (via Greasy Dave)

You actually do get a full-screen notification, but I agree it's a little misleading. The flavor text doesn't immediately make it clear, and the upper left corner indicates a 'Confrontation' message. You have to look in the lower left to see 'War!' to be sure. This could be made a little more obvious.
 
One more I just noticed that's a holdover from Vanilla: choosing Single Player -> Play Now should 'remember' your settings from the last time you played, but it actually randomizes all of your decisions except for sponsor.
EDIT: And another, the AI still gets angry with you (now they send a 'Confrontation' message) for settling 'near them' when they land after you, next to a city or outpost that was there before they arrived.
 
I guess people have to look at Hall of Fame a lot since there's no demographics or victory score screen?

Got it in one!

Saying that, I actually take pride in my hall of fame records, which makes it even more annoying when the game's bugs manage to extend into it. Seriously though, that lack of a demographics screen at game over is just overwhelmingly dumb...
 
Sigh... another broken quest: exploration target spawned on a canyon tile :/
 

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Bit of an odd one here. I selected to build the Ecto pod wonder in a land city. It was going to take me 7 turns.

The next turn it came up as finished, but still appeared in my build list, now taking 6 turns.

Spoiler :
FinishedEP.JPG


After this it built fine. I can't think of anything I did that would have caused this.
 
The coding seems to be a total mess.

Games take so long to load, despite the AI being lackluster and the graphics not really seeming like it should be all that taxing (Turn-based 4x isn't exactly CRYSIS 3), and even when it's done loading the map still struggles to smooth over for about a minute.

I just got a new computer that runs everything else smoothly, so I know my specs aren't the issue here.

This really shouldn't be happening, they need to clean this up.
 
The coding seems to be a total mess.

Games take so long to load, despite the AI being lackluster and the graphics not really seeming like it should be all that taxing (Turn-based 4x isn't exactly CRYSIS 3), and even when it's done loading the map still struggles to smooth over for about a minute.

I just got a new computer that runs everything else smoothly, so I know my specs aren't the issue here.

This really shouldn't be happening, they need to clean this up.

Loading times are much worse than vanilla. Even on an SSD the game still takes about a minute to get to the main menu, and then it's another 30 seconds to load up the save file. Plus there's a large pause right before a new turn begins that causes the game to completely hang for a few seconds that starts to happen later into the game when the entire world has been explored. This never happened in vanilla so I don't think it's my computer specs, I'm running the game at max settings with 2x anti-aliasing so fps is not a problem.

There are a few other things which I noticed that may or not be bugs, I was able to build certain structures in cities that were not working the necessary resource. For example, I was able to build Gaian wells in cities that were not actively working geothermal.
 
It's turn 29. The AI's first outpost just turned into a city, while I am still busy improving my capital. What does the AI tell me?
Spoiler :
H1O7HXJ.jpg

I think you got that backwards, lady!
:mad:
 
The coding seems to be a total mess.

Games take so long to load, despite the AI being lackluster and the graphics not really seeming like it should be all that taxing (Turn-based 4x isn't exactly CRYSIS 3), and even when it's done loading the map still struggles to smooth over for about a minute.

I just got a new computer that runs everything else smoothly, so I know my specs aren't the issue here.

This really shouldn't be happening, they need to clean this up.
A new computer does not preclude problems related to your computer, especially since once you install software on it it ceases to count as "new" (and you'd need at least Steam and also updated graphics drivers to play BE).

And while Crysis 3 is possibly more demanding than something like the Civilisation engine from a graphics standpoint, the genre alone doesn't decide that. That's kind of thinking that leads people to believe that just because something is 2D, "2.5D", or "cartoony" that the rendering capabilities (and requirements) of the product are meant to be lesser. What matters are draw calls, skinbatching and whatever else is a part of a modern rendering pipeline (I haven't had any direct experience with DirectX, my graphics programming dates back to some cut-back OGL implementation in Java).

My loading times are completely normal - there are performance hits in other areas that I'll talk about, below. I advise running a disk defragmenter (I recommend Smart Defrag) as well as verifying the integrity of your game cache in Steam. Swapping between stable and beta drivers could help, too.

Loading times are much worse than vanilla. Even on an SSD the game still takes about a minute to get to the main menu, and then it's another 30 seconds to load up the save file. Plus there's a large pause right before a new turn begins that causes the game to completely hang for a few seconds that starts to happen later into the game when the entire world has been explored. This never happened in vanilla so I don't think it's my computer specs, I'm running the game at max settings with 2x anti-aliasing so fps is not a problem.

There are a few other things which I noticed that may or not be bugs, I was able to build certain structures in cities that were not working the necessary resource. For example, I was able to build Gaian wells in cities that were not actively working geothermal.
I run the game from a normal 7200RPM hard disk, though Steam runs off of my SSD (external game libraries are stupidly handy). Certainly still loads faster than CiV does on my machine, having both installed and am playing them regularly.

The turn-end delay seems to be related to some aspects of the new UI that have been put in place, and I experience them as well. Something for Firaxis to investigate, certainly.

Regardless, these are intermittent user concerns that are not things that "don't work at launch".
 
an Open Beta! :goodjob:


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 find the irony of your "popular mod" comment vastly amusing, especially considering the OP's opening statement. Nice to know some things rarely change for modders :mischief:.
 
If you want to create a list of bugs I would suggest keeping it to just bugs and not "things I don't like" or "things I think might be wrong, but I'm not sure."

The Aquilon can't fire over terrain obstacles, which makes no sense because it's a FRIGGING FLYING CARRIER. (via Emptiness)

This isn't a bug.
 
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