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

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I don't see it mentioned here, but sometimes excessive science triggers an integer overflow. This is my biggest pet peeve so far, because it's happened to me twice and now I'm forcing myself to avoid tech buildings purely so that science doesn't "stop working" for me.

I don't know if I just have bad luck or if it's more prevalent, but I've seen sporadic reports that this happens in base BE and even Civ V. I've seen two other reports of it for Rising Tide, so presumably it's more common than it used to be.
 
Selecting the Hypersonic Transmitter cargo doesn't provide you the special unit when starting on the water.
 
The Orbital cooperation agreement does not affect stations that landed after the agreement was concluded.
Or in other words, you don't get orbital coverage over stations that appeared when the agreement was already in effect.
 
i have problem with golem - it's disappeared sometimes frome game
look - empty space

you can't see golem, but it's here!

i need look at the unit list in order to select it,and move it for making it targetable

aslo it's make any hex count as high ground witch means that friendly units can shoot through as enemy and also countered by perk "Attack over terrain obstacles"
Aquilon is strange - it's can move on mountain and pillage
 
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.



After this it built fine. I can't think of anything I did that would have caused this.

This happened again. It said it was finished again before it was finished and I had to re-select it again. Looks like it has to do with re-loading the game.
 
Hey girls.
Not sure if listed, the list is so ing loong...

- Sometimes when pillaging alien nests with Scavenger policy active, they give 25 science 60 food instead of 60 science 25 food

- Taking cities randomly disables alot of buildings inside? Namely defense drops by ALOT.
Happened in more than 10 games, when I take 50-70 defense cities owned by AI, upon Puppeteering them, they drop to 25-30 defense, which is quite annoying
Sometimes they keep their defense, but if AI retakes the city and I retake it back again, they can bug out and get defense reduced. Seems either a bug with some buildings being shafted, OR a bug with Puppeteering?

- Impossible to click "Abort" to abort mission in Spy Agency (seems already reported)

- Spy Agency building is not affected by PAC ability "1st free wonder", not sure if intended??

- Impossible to destroy station spawned in a lake.
Got a quest to get rid of it... HOW? My melee units embarked into the lake cannot attack it. I cannot put a naval unit into the lake without city next to it, and even doing that would be just stupid.

- Clicking "Reset" in city view does not remove specialists from slots.
Alot of times this results in "Where the hell did my population go??? Oh wait, here they are, working in Autoplant for 2 prod"

- Submarines do not pillage aquatic trade routes.
Kind of annoying and completely not accurate, during WW2 roaming German subs were the nightmare for the Atlantic and Pacific trade routes.
 
Hey girls.
Not sure if listed, the list is so ing loong...
- Taking cities randomly disables alot of buildings inside? Namely defense drops by ALOT.
Happened in more than 10 games, when I take 50-70 defense cities owned by AI, upon Puppeteering them, they drop to 25-30 defense, which is quite annoying
Sometimes they keep their defense, but if AI retakes the city and I retake it back again, they can bug out and get defense reduced. Seems either a bug with some buildings being shafted, OR a bug with Puppeteering?

Not a bug, anytime you take a city (Puppet OR annex) buildings have a random chance of being destroyed
 
When you move an aquatic city, a unit in that city will move with it but will not remain set up to fire. This doesn't matter for artillery (except possibly with Purity upgrades), but it makes SABR battle platforms far less satisfying.

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.

Additionally, if the "target" city is empty and there are no other units in range, the city with the Mass Driver will not receive the option to fire at all.
 
Has anyone noticed hydracorals randomly disappearing? There were about 5 really big ones next to my second colony yesterday, but over about 20 turns they started just not being there anymore... one turn there would be a hydracoral on the tile, the next turn there wouldn't be, no apparent reason for them to disappear.

I had combat animations on so if enemy subs were shooting them I would have seen them die I think, or at least start losing health, which they never did. Eventually the whole colony disappeared.

Could go a long way to explaining why there's virtually no hydracoral on the map past the midgame?
 
Sometimes (maybe every time) I have captured a capital and then captured the new capital I cannot raise the new one.

In one instance this effect chained. The sponsor had 4 cities. I captured the original capital first which I could not raise (as intended by the devs). Next I captured the new capital which I could not raise. I then captured the new new capital. Once again I could not raise it. Same for the final city.
 
Has anyone noticed hydracorals randomly disappearing? There were about 5 really big ones next to my second colony yesterday, but over about 20 turns they started just not being there anymore... one turn there would be a hydracoral on the tile, the next turn there wouldn't be, no apparent reason for them to disappear.

I had combat animations on so if enemy subs were shooting them I would have seen them die I think, or at least start losing health, which they never did. Eventually the whole colony disappeared.

Could go a long way to explaining why there's virtually no hydracoral on the map past the midgame?

Well, not only does the AI shoot them down, but I believe they have a life cycle.

They grow new little ones and the large old ones die (disappear). So, basically they're like very slowly moving groups throughout the oceans. Personally, I think that's pretty neat.
 
Well, not only does the AI shoot them down, but I believe they have a life cycle.

They grow new little ones and the large old ones die (disappear). So, basically they're like very slowly moving groups throughout the oceans. Personally, I think that's pretty neat.

That is kind of neat. I guess it also makes sense so the map doesn't get completely jammed up with them if they're left to fester.

But I'm finding they die off faster than new ones appear... they seem to go extinct pretty quickly. I'm not sure if that's the AI being really offensive against them or just that they die at a quicker rate than they spawn new little squigglies.
 
Well, not only does the AI shoot them down, but I believe they have a life cycle.

They grow new little ones and the large old ones die (disappear). So, basically they're like very slowly moving groups throughout the oceans. Personally, I think that's pretty neat.

the large old ones shouldn't just die.... they should move to an "old" stage first (where they are somewhat weaker). That way it would also make more sense.

and they probably should spread faster, probably with some balancing mechanism
 
Launching an attack satellite (I haven't tested peaceful satellites) will reveal adjacent submarines.

Sending a land unit through an Emancipation Gate built on a water tile will give credit only for the unit's embarked combat strength (though a ranged land unit will still receive credit for its entire ranged strength).

This may be less a bug than a poorly written description, but the Abyssal Mirror allows satellites to overlap not just by a single tile but by a single row of tiles, which allows Solar Collectors, Holomatricies, Weather Controllers, etc. to be stacked 3 deep on all but the center tiles.

An ANGEL moving from land to coastal tiles will always path through an aquatic city adjacent to the coast if one is available, making it impossible to order an ANGEL directly into even an adjacent coastal tile (see images, note that Deepcastle is adjacent to land in the first but not the second).

2015-10-15_00001.jpg

2015-10-15_00002.jpg
 
Apparently expeditions must be built inside your territory...
Spoiler :

I have not had any problem conducting expeditions outside my territory. I suspect that this is just a case of the game giving you the wrong error message. The worker in that tile is probably building a road/magrail. The expedition is essentially a type of improvement (in terms of how the game handles it), and you can't have two units both building improvements in the same tile at the same time.
 
- Spy Agency building is not affected by PAC ability "1st free wonder", not sure if intended??

Pretty sure this is intended, since the Spy Agency isn't the same as a "world" wonder, which is the only kind that counts for the ability. The "wonders" you get from artifact combos are also unaffected.
 
I may have found another problem:

Got the agreement 'Conservation Areas' which should result in '+1 :c5science: from strategic resource.

This works for all strategic resources but not XENOMASS

Someone pls confirm...
 
" AIs won't accept some agreements, even if respect is maxed and you are allied with them."

your #1 diplomacy issue is actually a misunderstanding and an issue with the UI.

Affinity level appears to be directly responsible for whether or not the AI will allow you to buy their 'good' (high benefit to you) services.

I had two AIs in a game refuse to sell me the same service for the longest time. One was full ally-9/9. The other didn't like me very much (neutral-3/9 ish). When I caught up in affinity level to the neutral AI, they let me buy the service. My 'ally' still wouldn't (different Affinity).

I didn't need to have that affinity 'top' of the 3, but just have it similar (within a point or two I think) of their top.
 
" AIs won't accept some agreements, even if respect is maxed and you are allied with them."

your #1 diplomacy issue is actually a misunderstanding and an issue with the UI.

Affinity level appears to be directly responsible for whether or not the AI will allow you to buy their 'good' (high benefit to you) services.

I had two AIs in a game refuse to sell me the same service for the longest time. One was full ally-9/9. The other didn't like me very much (neutral-3/9 ish). When I caught up in affinity level to the neutral AI, they let me buy the service. My 'ally' still wouldn't (different Affinity).

I didn't need to have that affinity 'top' of the 3, but just have it similar (within a point or two I think) of their top.

Interesting; thanks, that's good to know!
 
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