Hey could you put in something to prevent minor civs from asking you to kill pirates, when you have all pirates/monsters turned off in the settings? Makes it an impossible quest to complete when no pirates even exist in the game.
Happy bug squashing!
Hmm, good catch on the oversight.
I had the same issue (space monster variant). Better AI and higher difficulties increase the chance to get a problem. Maybe the quest could be changed like this: clear our sector of all pirates/space monsters with a check that X objects are left. Player could be lucky that an AI assists but this is far better than an unsolvable quest.
Same thing if you're playing as Xeloxi. You start allied with the pirates, so you can't attack them.
There is also an issue of all "pirate types" being included for each quest: e.g., for "kill the pirates" I get credit for killing monsters/guardians, but must kill one of the proper type to finish the quest. So I can kill 6 pirates, and one monster, for a "7 monster quest" so long as the monster is the last one.
(edit) to be clear, I can kill 2.4 gigabytes of pirates, and one monster, and that is a way to succeed in the monster quest. The last ship killed is the only ship in the quest that cares which "pirate type" that it is.
This is an exploit sort of bug, and of the sort that annoy me. No matter how much I might try to get around not killing pirates until getting 7 monsters, I have to kill the pirates blockading my world. I'm forced into the exploit.
I think it's a bug that the game needs to fix. I believe not only you and I but also many others feel uncomfortable about it.
basket random
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