beastkitty
Chieftain
- Joined
- Jan 4, 2011
- Messages
- 4
I have noticed a couple of bugs/exploits that I would like to share with the community. If someone could link me to how I could send these to the developers it would be greatly appreciated. These need to be fixed soon so I can have a positive multiplayer experience.
1. Ending turn Exploit: If an invader waits for you to end your turn first, he can then send all your forces into your city and prevent you from bombarding him on that turn. He essentially receives an extra turn while doing this. This can be game-breaking considering that a full volley from your city and units could kill one of his units. Instead he gets a free shot at your city.
Suggested Fix: If you have clicked end turn prior to an invasion or an enemy unit moving in sight of your ranged unit, you should regain your turn and have the option of bombarding the enemy. This is how it worked in Civ Rev.
2. Ranged Bug: If you are attacking a unit and right as you attack (or usually 5 seconds after cause of lag) the unit moves out of the archer's range, your archer moves to the spot he was set to attack. He then gets slaughtered by the enemy...
Suggested Fix: Make bombard and move a different command. This will prevent the archer from running to his death.
3. Production/Research/Promotion Bug: If your turn is about to start and there is a major battle about to take place I often try to make my units attack... however every time I try to make a unit attack, it doesn't let me until I either pick a production for a city, pick a research, make another unit move, or promote a unit. This can also be game-breaking and leaves the game to luck (based on who happaned to research their tech or finish production at exactly that turn.)
Suggested fix: Place priority over whatever the user is clicking instead of research and production.
All in all, I think that a lot of battles (in which forces are equal) can be decided by who clicks first right at the beginning of their turn. I really don't think thats what the developers had in mind and I really hope that there is a fix for these problems sometime in the future.
Thanks for reading!
1. Ending turn Exploit: If an invader waits for you to end your turn first, he can then send all your forces into your city and prevent you from bombarding him on that turn. He essentially receives an extra turn while doing this. This can be game-breaking considering that a full volley from your city and units could kill one of his units. Instead he gets a free shot at your city.
Suggested Fix: If you have clicked end turn prior to an invasion or an enemy unit moving in sight of your ranged unit, you should regain your turn and have the option of bombarding the enemy. This is how it worked in Civ Rev.
2. Ranged Bug: If you are attacking a unit and right as you attack (or usually 5 seconds after cause of lag) the unit moves out of the archer's range, your archer moves to the spot he was set to attack. He then gets slaughtered by the enemy...
Suggested Fix: Make bombard and move a different command. This will prevent the archer from running to his death.
3. Production/Research/Promotion Bug: If your turn is about to start and there is a major battle about to take place I often try to make my units attack... however every time I try to make a unit attack, it doesn't let me until I either pick a production for a city, pick a research, make another unit move, or promote a unit. This can also be game-breaking and leaves the game to luck (based on who happaned to research their tech or finish production at exactly that turn.)
Suggested fix: Place priority over whatever the user is clicking instead of research and production.
All in all, I think that a lot of battles (in which forces are equal) can be decided by who clicks first right at the beginning of their turn. I really don't think thats what the developers had in mind and I really hope that there is a fix for these problems sometime in the future.
Thanks for reading!