Really, really rough seas in 1.2.0

Kenshiro70

I solve problems.
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Apr 1, 2025
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I got blindsided when crossing the Open Ocean - I got a message saying three of my units had perished at sea. When I pulled up the auto-save to look, a Scout that was at 82 at the end of one turn dropped to 19 at the start of the next, though "-17 Rough Seas" was displayed.

“The sea was angry that day my friends,
like an old man trying to return soup at a deli.”
George Costanza, Seinfeld, Season 5: The Marine Biologist

Man, this patch is just the gift that keeps on giving.
 
Upon further investigation, I got three notifications for damage on the same scout on the same turn. I noticed that same turn I also got three popup Narrative event dialog boxes. No idea if those are connected, but where there's smoke there's fire.
 
I'm still seeing this in 1.2.4, my scout took damage 4 times in one turn on the high seas. This is a bug or am I missing a mechanic?
 
Sounds like a bug. I wish that there was a mechanic where freshly discovered tiles damaged more than "light-fog" tiles.
This way you can probe your way through but with greater damage, head back again or with a different ship taking less damage the second trip through.
That and more storms/rough sea tiles that spawn or move, just to force your convoys off course make naval combat more interesting.
 
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Sounds like a bug. I wish that there was a mechanic where freshly discovered tiles damaged more than "light-fog" tiles.
This way you can probe your way through but with greater damage, head back again or with a different ship taking less damage the second trip through.
That and more storms/rough sea tiles that spawn or move, just to force your convoys off course make naval combat more interesting.
This is a really great idea and actually makes sense logically. Like a 50% less damage taken in previously discovered ocean tiles to allow for more probing on large maps.
 
I'm still seeing this in 1.2.4, my scout took damage 4 times in one turn on the high seas. This is a bug or am I missing a mechanic?
Not seeing this myself. Can if be a mod doing it? I am not using mods.
 
I turned off all of the non-savefile mods and it still happens. The trick is you need to get a notification popup (like completing one of the mini-quests). Not sure if it occurs on all notification types.

If I were to hazard a guess as to what's happening, I'd suspect queuing up the notification for display prompts an internal game state refresh, and "units on ocean" check is run again, the ocean damage calculated, and the unit's health decremented. Since the "units on ocean" check is probably a global function, they may not be able to pull it out of the game state refresh. Instead, Firaxis will need to set a "damagedThisTurn" flag to true so it doesn't get applied multiple times.
 
I turned off all of the non-savefile mods and it still happens. The trick is you need to get a notification popup (like completing one of the mini-quests). Not sure if it occurs on all notification types.

If I were to hazard a guess as to what's happening, I'd suspect queuing up the notification for display prompts an internal game state refresh, and "units on ocean" check is run again, the ocean damage calculated, and the unit's health decremented. Since the "units on ocean" check is probably a global function, they may not be able to pull it out of the game state refresh. Instead, Firaxis will need to set a "damagedThisTurn" flag to true so it doesn't get applied multiple times.
I've reported this bug, and it is on their live tracked bugs. So they are aware of it.

The call is done is probably related to rng as well, making it incredibly difficult to reproduce.

I notice it tends to happen more to Civilian units than Military units. I've lost Merchants, Settlers, Scouts, and Treasure Fleets to this bug. Once you catch it, it always occurs that turn.
 
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