Maybe should have let us have our beta testing >.>Well I'll start this. So far I've noticed the following bugs. (others feel free to add)1. When making a custom race the "Warrior" trait is listed 2 times2. Set my habitabel planet option to rare (as well as extreme) and there are planets everywhere to colonize.
The "stuck on wait" bug appears to be permanent--reloading does not help, after many, many tries. I am playing as Snathi, and it is affecting all save files related to the particular instance of the game.
Got to Builder III, then got Support Field Mastery. No module for +2 range. There's supposed to be a module right?
All "Explorer" designs are missing from the base XML in "FactionShipStyleSetDefs.xml", even though it's still in the list at the bottom of "GalCiv3GlobalDefs.xml", and IS in the CivBuilder ship list even though lots of other things aren't.
This MIGHT not be a bug, but I'm assuming it is. Sigh.
Sounds in the citizens screen are too loud
Some of the pop-up tooltips for citizen promotions were showing missing entry, some just showed an empty box.
Ideology points are near on impossible to obtain in multiplayer. Planetary colonization does not reward Ideology points.
Weapons:
What is the benefit of the Basic Laser? WOuld think it would be better because of resource cost, but it's actually worse (more weight and higher cost).
I don't know if it changed function but the Xenophobic trait doesn't actually list what it does. All the rest give some description of what you are getting for it.
Game seems to randomly add new improvements even though I have auto-upgrade off. really really annoying.
If I cancel the improvement, then take a turn, it's back. If I go to Govern planet "confirm everything is off" and close, he's back! It's really making me start to put this game on the shit list.
Missing Improvement! Planetary Defense...
Sorry was the straw...
No worry no posts from me for some time.
It turned into Player Achievement instead. That big defensive gun, now you can only build ONE of them. Need to research top row of military tree.
NO ELERIUM
too many col. planets, too few nebulas
that BUG happens every 5th game or so ... even when I set nebulas to max .
Settings
Map
IMMENSE , SPIRAL...http://steamcommunity.com/sharedfiles/filedetails/?id=919971932
http://steamcommunity.com/sharedfiles/filedetails/?id=919972521
Already happend now 3 times in my 12 games ...
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MERC dlc BROKEN
Also the AI doesn't buy any merc since Crusade DLC
no pirates
And pirates also don't show up in the game anymore, even the messages are coming onscreen, with the above settings.
I found a major bug, but it should be easy to fix! When in the civilization builder, specifically on the fleet screen, when typing my own description for a ship, if I double space at all at the end of a word, the game crashes immediately. Not sure if this happens in other parts of the civ builder, or the rest of the game, but I will test that after writing this. This was probably the source of my "random crashes at civ builder" problem I reported earlier, and I didn't realize it until I was able to duplicate this problem several times.
Edit: I tried double spacing at the end of the civilization motto, just to test it, and the same crash happened! For now, I can try to remember not to ever double space when writing descriptions and whatnot, but this really needs to be fixed!
The ship templates all seem so messed up. Various alternate ship templates all having the EXACT same set up, but the description describes them differently. For example, one template saying it is equipped with a Fast Recharger, but it has no such component.
This is just one example.
Could you provide a screens/files for this? I have seen the AI using mercs and plenty of pirates.
2) Artifacts do rarely reward finishing the current tech research (sounds like percentage needs to be changed) but mostly give large currency reward. Capsules do very often finish 15% of the current research - otherwise give small currency reward.
4) There are a number of typos in the MasterTechDef.XML file related to various choices specialty tech choices - I have found about 6 more after someone posted a few fixes to several others in that file. Stardock will no doubt fix this soon.
5) Can disable tech trading at the start of the game - remember the AI is much smarter now and running at anything above Normal is probably not advised till you are used to all the new changes.
9) Yet to see mass war declarations but if you have no navy they probably are now more likely to attack you if they are aggressive by nature.
10) Certainly there seems to be some issues with the galaxy random generator - Number of planets can be fixed with the Mapsizedef.xml changes. Hopefully Stardock will look at the galaxy generator code and make it more like it was before Crusade but remember you need access to every difference resource possible including the new speciality strategic resourcs to properly play the game. I have been stymied by not having access to Antimatter to make Starbase Markets to improve my economy at the start of the game.
11) With the low default growth rate (0.1 per turn with no bonuses) certainly mass colonization at the start is not bad strategy if you don't get overextended or neglect having any kind of military fleet or defenses. No doubt the AI needs to be tweaked some more but it apparently on purpose the AI by default plays a more aggressive game.
Remember the expansion primarily was focused on developing a more advanced 64 bit gaming engine that allows for better multicore CPU support to allow for larger maps and for faster turn execution (unlike most of the current 4x strategy games that are very single core CPU limited by using an older game engine to run the game on - ie Stellaris etc.). They also changed quite a number of game play decisions to appeal to the more casual strategy gamer because they after all need to make money on selling games even if you happen not to be one of those users. Most of that effort has been successful but like when the version 1.0 of the base game was released there are still issues with XML file typos and tweaking to the UI and various design changes that need to be finished. And presumably everything is ready for the game to be modded to make various changes to the default behavior of the game to accommodate players that might want a more advanced game experience as well as ability to support customization of civilization designs and maps.
In some ways you have to relearn how to play the game because it is no longer the same game that existed before version 2.0. This can be annoying and frustrating but hopefully it will be worth it later.
Another one: The "Net Income" tooltip doesn't include ship and starbase maintenance. Kind of annoying when your research and production grind to a halt and the game is telling you that your treasury should be increasing. (It does tell you these things on the Government screen, but the two should be synced I'd think.)
Made a separate thread, but there seems to be more activity here so ill post this bug here as well.
I have tried playing both as stock Torian, and my own custom Torian race and both times i was unable to build the Healing Water improvement after researching the appropriate tech. I could only build the normal Entertainment centers. I have checked the xml file for the improvements and it does not seem to have any buildings it upgrades from, although i did notice that the required tech was listed as "EnjoymentTech", instead of the expected "HealingWatersTech". Anyone have any idea how to build this improvement? Or if this is indeed a bug that needs fixing?
The Basic rail-gun given from the militarization tech, and the Superior Rail gun given from the Kinetic Weapons Tech, are EXACTLY the same. The other weapons get a mass reduction, this one doesn't.
After loading a saved game, my spies are not showing up on enemy planets with the "disabling" effect on buildings. There not even showing up as "dead" from enemy spies in the espionage window. Espionage is broken.
Also, after several turns (didn't count) game gets stuck on the "wait" turn and never resolves.
Why release crusade?
Bug: I have received the grayed-out "Wait" button multiple times since upgrading to Crusade. While the "Wait" is grayed out, I can continue to do all of my research/planet/fleet/Governor maintenance, but cannot advance the turn, nor save, load, or do anything other than Retire or Exit. I have waited up to a full five minutes on a Large map with only 7 opponents.
Diplomacy Bug: When viewing the details of existing treaties, some of the elements are called "New Game" - I don't remember exactly which ones they were but they were all resource trades. However, the Open Borders treaty and money transfer displayed correctly.
The merc "The Ysengard" now only gives +25 credits extra per anomaly, but the text still says +100 as it was pre-Crusade. This is a serious nerf to this merc ship and I was rather disappointed after buying it.
True. It not even armed and isn't that good either, stat-wise. The Return of Investment is bad too. Since Crusade gave you Survey module from get go, there is no reason to hire those Survey merc at all. You need around 3-6 turns just to build a Tiny survey ship.
Playing around with silicon based life forms (aka Yor). Researched and built population CAP increase items. No increase in population cap.
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