No Bugs, but things that bugs me.

Faustmouse

Deity
Joined
Jan 31, 2012
Messages
3,524
SVN: 5904

I don't know where else I should post those.

- AI builds too many Apothecaries. Over 34 in a Stack of 100 units.

- It's way too cheap to finish production with gold. 17 Turns of buildingtime (after I built it 1 turn) costs 16.000 gold. And each turn I earn 24.000 Gold.

- AI never settles small Islands. For example: Zulu (Renaissance) don't colonize Madagaskar, even though they control the whole african continent and have LOTS of money.

- The Bribe espionage mission is way too powerfull. Yes, it is quite expensive, and yes, the success rate is quite low, but I lost all NW in this city, all herds, all slave compounds and ~90% of my regular buildings!

- Easiest way to get your neighbor friendly towards you: Declare war at him, conquer some cities, make peace and liberate the cities again.
-> You should get less + Relations if you recently conquered the cities you liberate.

- If I have a human wall made of Riflemen, enemy Bandit Riders (and such) have no change to enter my empire. Except one of my Riflemen is in a Fort. Why can Criminal Units easily pass trough units in forts but not trough units outside of those?!

- You should be able to politely ask your friends to research a certain tech. Or maybe trade something so they will do. Like "I give you 40000 Gold if you research Refining next". The main idea behind this is that you can trade techs easier. But to avoid exploids, the AI has to evaluate how usefull the tech they researched before is. For example, you shouldn't be able to convince the AI three times in a row to avoid that military tech, that would allow them to build superior weapons. Or convince them to change from Railroad to Steel just because YOU want to build the golden Spike.

- My Vasall keeps harassing me with it's warlord Corporals, even if he is friendly towards me. So I secured my boarders with Machine Guns. But now, they "can't" go through my empire to reach our mutal enemy. Well, they could if they take the hidden nationallity units out of their attack stacks!

to be continued...

Feel free to post things that seems wrong to you as well. I'll update the first post.
 
Player A has Techs that I don't have. A don't want to trade with me, but we are friends. Player B and I are on the same tech level and we hate each other. I am at war with Player B and conquer a City. Since we have all the same techs I don't get any :science: for that. But then I sell the captured City to player A, who is also at war with B. I leave them with no units, so B captures his city back from A and get :science: because A has Techs B hasn't. I repeat this a few times because then B hase lot's of the techs A have and I get :science: when I conquer the cities from B.

I think this should be fixed somehow, like that A don't accept cities when he is at war with the former owner of this city and the city is not garrisoned.
 
As TB mentioned I have had some of the same issues. A couple of other things that bug me:

* The AI overuse of forts. They are cramming their cities in, 3 spaces apart and then having vast expanses of land where they have forts. When I go to war with them I am razing every second city and having to build a lot of new cities to fill in the huge gaps they have left. Also I think there should be a limit as to how far away they can build a fort from an established city. I am using all my espionage points destroying forts so I can continue to build cities.

I was enjoying a good game, playing every waking moment for the past week much to the detriment of TB's dinners and clean laundry, but this fort function has killed the enjoyment of my game. On the upside now I can do other things because I won't be feeling the draw to play C2C.

* Great Generals being born as great people. Don't we get enough generals already! I have changed the way I build my wonders now so I don't get Great Generals contaminating my Great Person pool.
 
As TB mentioned I have had some of the same issues. A couple of other things that bug me:

* The AI overuse of forts. They are cramming their cities in, 3 spaces apart and then having vast expanses of land where they have forts. When I go to war with them I am razing every second city and having to build a lot of new cities to fill in the huge gaps they have left. Also I think there should be a limit as to how far away they can build a fort from an established city. I am using all my espionage points destroying forts so I can continue to build cities.

I was enjoying a good game, playing every waking moment for the past week much to the detriment of TB's dinners and clean laundry, but this fort function has killed the enjoyment of my game. On the upside now I can do other things because I won't be feeling the draw to play C2C.

* Great Generals being born as great people. Don't we get enough generals already! I have changed the way I build my wonders now so I don't get Great Generals contaminating my Great Person pool.

The claiming of land is a good function but imo the AI should be settling cities on those forts eventually.

The use of forts is even worse at the moment - an artifact of merging in super forts that needs some work. It is now better to build a fort than many other improvements especially the plantation next to you city.

I have commented on the Great Generals from wonders problem. It is a hold over from before GGs were separated from the pool. When I suggested a change so that GG points from buildings went into the GG pool not the GP pool TB was not supportive. Perhaps you could work on him:mischief:.
 
The claiming of land is a good function but imo the AI should be settling cities on those forts eventually.

The use of forts is even worse at the moment - an artifact of merging in super forts that needs some work. It is now better to build a fort than many other improvements especially the plantation next to you city.

I have commented on the Great Generals from wonders problem. It is a hold over from before GGs were separated from the pool. When I suggested a change so that GG points from buildings went into the GG pool not the GP pool TB was not supportive. Perhaps you could work on him:mischief:.

Yeah, well... she's certainly bent my ear about it and I can't seem to change her opinion there. What I would have to say would be the appropriate fix would be:
* Don't have points go towards GGs every round (I think that might be a little imbalancing) nor have GG points go into the main pool (which I would still like if we had the military instructor specialist option which we don't (therefore perhaps the whole ability to have GGs from GP births and minor population assignable military instructors could be appropriate as a game option.))
* Instead, utilize the adjustments to GG pts from combat tags that I believe buildings do have. We have the ability to modify the rate of achievement of GG pts from domestic fights only as well as anywhere.

So basically I suggest we convert the GG pts from those specific wonders over to positive modifiers to the GG pt achievement rate.
 
The claiming of land is a good function but imo the AI should be settling cities on those forts eventually.

The use of forts is even worse at the moment - an artifact of merging in super forts that needs some work. It is now better to build a fort than many other improvements especially the plantation next to you city.

I have commented on the Great Generals from wonders problem. It is a hold over from before GGs were separated from the pool. When I suggested a change so that GG points from buildings went into the GG pool not the GP pool TB was not supportive. Perhaps you could work on him:mischief:.

I excel at nagging so I WILL be working on TB on that point.

The game I was playing before updating to the recent version had the AI only building forts on land that couldn't really support a city i.e tundra, permafrost etc. and that I could understand, but now when they are building forts 8-10 squares away from their closest cities to claim faraway land it gets a bit ridiculous.

I had a settler on the way to plant a city after taking out a Barbarian city so the Romans went over and built a fort. Partly my fault for not having a settler ready but they were quick to get in there. It just prompted my war with the Romans to happen sooner rather than later, it was then that I noticed the mess of his nation and gave up on the whole game.
 
The Fort Problem get's even worse when Bunkers can be build. Bunkers seem to not have the "2 Plots apart" rule that forts have. And when you change that, make sure that Bunkers also need to be 2 plots apart from the forts.

And I don't like the over-usage of forts from my workers as well...
 
What currently bugs me most:
The outline and oars of Galleys and War Galleys are flickering when zooming in/out or moving the camera. This is with graphics set to medium and no AA.
 
It seems that AI is very indecisive about where to build wonders. (And I am not talking about long term benefits of each wonder to a particular city). Quite often AI starts to build a wonder in one city, then switches several times to build same wonder in other city, and eventually doesn't succeed to finish it. I have even seen situations when AI builds same wonder simultaneously in two different cities.
 
Doesn't anyone else think Irish culture is way too late at Enlightenment? I understand that it represents "modern nationhood" (which makes it a bit early...:p), but Irish was a very distinct culture in the medieval period. When Brian Boru united the four kingdoms in the early 11th century, there was already a very clear feudal hierarchy. I would argue that Irish was a more distinct culture then - and even under English occupation - than it has been lately. Some mid-Medieval tech (off the top of my head: Feudalism) would be a much better place to put it...
 
Back
Top Bottom