News

Some bugs and issues i had

Posted on Wednesday, May 13, 2015

I played 2 games in the latest opt-in and there are several problems i encountered

 

GAME-BREAKING

Stuck on "waiting for other players" when iridium corp invaded two of my planets at the same turn. Could not escape and reloading an autosave did not work (since they invaded again). Had to console control them and disband one of their transports

 

 

BUG

I managed to have 2 missionary centers at the same time on a planet, no idea how.

 

turnaction console command not working

 

United Planets has only 5 resolutions which are- elect chair/HQ, galactic peace, no colonizations in other people ZOC, and global approval

 

ANNOYING

1-

Picture this scenario:

I am buddies with altarians and on turn 200 we sign open borders and exploration treaties(they last 50 turns) and our relations are close. Then Yor attacks me, but they were already at war with altarians(altarians are sandwitched between me and yor so i have to go through their ZOC to attack their enemies). Altarians and i are practically best buddies. At turn 248 i go to altarians to trade military tech or two. At turn 250 our open borders treaty expires. At turn 251 They yell at me and are unfriendly towards me because i am doing a military buildup in their territory. I want to talk to them, but no, we already talked recently so they refuse. SERIOUSLY ?

Please include the option to extend the treaty without going through the standard trade screen because they might not want to talk to you.

 

2- AI is really really REALLY bad at planning their colonies

 

3- Second colony rush of extreme planets- aliens culture flip them too fast even though they cant use them. Make it so that culture effects extreme planets less if you dont have the tech ?

 

4- Invasions are way too easy, also, if i have more planets sponsoring a shipyard i can load more people into the transport ? The difference is 3 b for 2 sponsors and 6 b for 5...

 

5- Why as a good civ i get the same differing culture penalty towards both  neutral and evil civs ? Should neutral not have a penalty for their ideology, because, ynow, neutral ?

 

6- Planet micromanagment, solvable by adding planet roles just like ships and having templates, coupled with intelligent AI adjecency planning.

 

7- Please remove the one per planet state of Missionary, preparedness and intimidation center. If i want to sacrifice planet usefullness for more ideology, why not let me ? It is very hard to get more than 15 bonuses in a standard game

 

 

 

 

 

 

Otherwise, a really cool game