lyssailcor

Crusade 2.2 / 2.2.1 / 2.3 opt-in bugs

Crusade 2.2 / 2.2.1 / 2.3 opt-in bugs

Since I started a new game with Crusade 2.2 (the last opt-in though that also listed version number 2.2, the official 2.2 update came 1 day later and i didn't want to start over again ...) I began taking notes so that I can keep track of the bugs still present (or new ;) ). Here what I found so far (I'm around turn 150 now and have only met one single other civ (ludicrous map, all AIs gifted, about 20 AIs, slow pacing, very slow research):

- "Need more administrators to build more starbases" notice still doesn't disappear (still in 2.2.1)
- Ship maintenance is still displayed as 0 for every ship in ship designer (still in 2.3 opt-in)
- Legions multiplication bug? I have no war yet, so I cannot say for sure, but the patch notes didn't mention this (quite serious) bug. (fixed in 2.3 opt-in)
- "Leaps and bounds" anomaly does still nothing that I can see (still in 2.3 opt-in)
- Temple of Enlightenment (Benevolent/Enligthenment III) tooltip still says 200% bonus to colony's research instead of 33%; benevolent per turn is also off (solved in 2.3 opt-in)
- Basic Laser has the same stats as Laser, but needs more space and 1 Elerium (see below, posts #8 and #9)

- Event "Antimatter Weapon": I chose malevolent and the tooltips says "+5 missile attack to every ship", but I can't find any ship with increased missile attack, neither among my existing ships nor in the designer.

- Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system. (still in 2.2.1) (Frogboy posted (see #47) that it's intended like that, colonize events are random.

- That old bug that ships being ordered to travel a long distance don't clear all FOW on their way (unless they are on the screen when moving) still persists. My assumption is still that it happens when the speed of the ship exceeds the sensor range so that the movement algorithm teleports them to the end of their movement allowance at the end of turn and only then checks sensor range. (still in 2.3 opt-in)

- In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game" (still in 2.3 opt-in).

- I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both directions or still only in favour of the receiver).

- Transport loading screen is still completely black with just the slider to load the number of legions.

- I can now also confirm that the legion multiplication bug still persists (that's when you invade a planet with x surviving legions and start the transporter thereafter the surviving legions are added to the transporter, but not deducted from the global legion count). (fixed in 2.3 opt-in)

- The commander bug still persists. In my game the commander gives 25% logistics bonus to my 48 logistics what makes 60. I could actually build one fleet with 60 logistics points and thought the bug was squashed, but now I trained my second commander and cannot bring my fleet to over 55 points (at least not by trying to merge on 5 logistics ship into the fleet). (at first seemed to be fixed in 2.3 opt-in, but occured again with my second commander)

- Tooltip of Subspace Resonator-P (that you get through an event) says "Drive Mass" and "Drive System Cost" although it's a sensor.

- The build time displayed for missions like Treasure Hunt on the left side in the Shipyard screen still differ, sometimes very significantly, from the time displayed in the build queue after you select the mission. (seems to be solved in 2.3 opt-in)

- Elevation Foundation tooltip says +100% Morale and a benevolent point every 2 turns, stats say Morale +25% and benevolent point every 5 turns (still in 2.3 opt-in).

- (2.3 opt-in) Movement display of currenly selected ship remains 0 after turn change. This is only cosmetic, the ship can move as usual nonetheless, but it's irritating.

- (2.3 opt-in) Research Treaty effects of received treaty are nowhere to be seen.

- (2.3 opt-in) When I have a fleet that contains a transport with legions then suddenly all ships in the Ship Designer now show a line that shows "Legions carried 5".

- (2.3 opt-in) When my fleet hit a Precursor Anomaly in the pseudo turn that resolves all the ships with movement left the battle screen was shown, but nothing else happened. The fleet was the last one with moves left, the turn was resolved thereafter (doing all AI stuff and movements), and in the next regular turn the Anomaly was still there, but when I tried to enter it nothing happened. I had to leave the game and reload, then I could enter the Anomaly and properly fight the defenders.

- (2.3 opt-in) Mercenary The Fissure: Description says Logistics 2, stats say Logistics 5.

255,508 views 85 replies
Reply #26 Top

Hi ihave seen people reporting about weird "bug" that AI might get. 

First of all iam newbie and like those marathon games in every turn based game so i started with biggest map and few (8) opponents and since i was new player i picked easy mode. :D 

Iwas leading game in every aspect like 30-50% to 2nd one but suddenly at 450~ turn Altarian resistance got like x3 boost to economy, construction and science. 

You cant really explain that with "good planet". And compare to rest of AI they are leading like 4-5x in every aspect now. Ihave espionage intel one of them planet and its look way better than any of my planet even tho ihave boosting science planets with scientist etc. So this city have lower plants and stuff what ihave and less "class" aka room for building but still.. population 2.8// raw production 134 // approval 100%// social construction 262 // ship construction 410 // research 205 // net income 250. And this is just intel from one planet. So what you think is this bug or what :D 

Reply #27 Top

Transport loading screen is still completely black with just the slider to load the number of legions.

Reply #28 Top

Quoting lyssailcor, reply 25

In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game".

I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both directions or still only in favour of the receiver).

Treaties are in favor of the receiver. I received one for wealth from a civ and I see a bonus with that civ's name when I check the tool tip for income on a colony.

Reply #29 Top

Quoting Rhonin_the_wizard, reply 28


Quoting lyssailcor,

In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game".

I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both directions or still only in favour of the receiver).



Treaties are in favor of the receiver. I received one for wealth from a civ and I see a bonus with that civ's name when I check the tool tip for income on a colony.

Hm, that may be intended that way, but still I'm not really happy with that ... :(

Reply #30 Top

Quoting BuckStrider, reply 22


Quoting EvilMaxWar,

Seems like I found another one, pretty serious.

The anti-matter prototype missile you get along with researching Harpoon only has 2 attack.  Which makes it on par with the starter weapons. It should be the strongest weapon available to me yet.  Am I missing something ?

You don't need Antimatter for Harpoon missiles. This is not a bug.

Please reread my post.   Btw yes Harpoons missiles require 1 anti-mater but that is not even what I refer too.  I am referring the the prototype antimatter missile you get when researching harpoons technology.

Reply #31 Top

The commander bug still persists. In my game the commander gives 25% logistics bonus to my 48 logistics what makes 60. I could actually build one fleet with 60 logistics points and thought the bug was squashed, but now I trained my second commander and cannot bring my fleet to over 55 points (at least not by trying to merge on 5 logistics ship into the fleet).

Reply #32 Top

Quoting Kamara, reply 13

Found a few bugs...

 

1 - Got given an Empire. Their ships, shipyards and starbases that are now mine don't turn to my color. Their planets turn to mine though.

2- Weird dithering type effect when I zoom out on the galaxy screen. I think it might be ship travel lines but not sure. Makes the screen look all messed up and strange. Maybe they need to go away when you zoom out enough or make them thicker? Might be an AA issue.

3 - I am able to duplicate starbase addons. Seems to be an issue with the new cpu threading. I can go to add say a mining upgrade while the cpu is doing the ai thing. I click upgrade while it is bogged down with the background ai. It doesn't add it to the starbase right away so I can click it again and again. It will add mutliple upgrades. Say 4 of the same mining upgrade. Instead of a 0.3 bonus I can get a 1.2 or more. It does require having at least the starting items required but it also will let me click enough to go into negative of an item. Which I can pay off in later turns. If I upgrade to a new mining upgrade that is higher say 20 turns later when I get it it will delete all of the multiple's so I now only have the 1 that I should. Going to a 0.4 and loses the 1.2 bonus.

4 - I get messages saying someone wants to trade but they are busy right now. Click wait and nothing happens. Eventually just click ignore to move the game on.

 

3a - I can do the duplication bug also in the planet build window. I can click to build say an industry zone mulitple times. It will build mutiples of them giving me huge advantages. All seems to be related to the background AI cpu threads not being in sync. It will let me do stuff like it's my turn when it clearly is not and since it won't process the mouse clicks until later it just builds them up with no check to stop me.

Reply #33 Top

Thread synchronization is hell ...

(One fellow programmer ;))

Reply #34 Top

The 2nd upgrade that increases starbase effect range does nothing.  The first upgrade increases starbase range by 2 like it says it is supposed to do.  The second upgrade however does not extend the starbase range another 2 hexes.

 

Reply #35 Top

Quoting aerez4546, reply 34

The 2nd upgrade that increases starbase effect range does nothing.  The first upgrade increases starbase range by 2 like it says it is supposed to do.  The second upgrade however does not extend the starbase range another 2 hexes.

 

I checked the XMLs. It seems the bonus the EffectType StarbaseRange gives is always calculated from the base starbase range. So before crusade the two modules gave a bonus of 2 and 4 respectively. The Crusade modules give 2 and 2 though. So since the second bonus is obviously not added to the first, but to the base range the range remains unchanged when you install the second module.

Reply #36 Top

Surrender color - if a civ surrenders to you, its star bases continue to be the color of the surrendering civ.

Homeworld stats mismatch - the production numbers shown in the mouse over tooltip for my homeworld do not match what I see on the view planet screen. Planet screen shows roughly double what the tooltip shows. This has happened on every game so far. Played as the Yor. 

Janky auto upgrade button - I hav disabled the auto upgrade button on some colonies to prevent them from sucking up resources on higher end factory upgrades. However it keeps queuing up these upgrades after I hit next turn. The opposite is also true. If I re enable it the button, it does not auto upgrade and now I am stuck having to check each colony for things that need upgrades.

save games available on request.

Reply #37 Top

Elevation Foundation - planetary construction tooltip says benevolent ideology point every 2 turns but ideology screen says every 5 turns.

Which is correct?

Reply #38 Top

Quoting Ed1975, reply 37

Elevation Foundation - planetary construction tooltip says benevolent ideology point every 2 turns but ideology screen says every 5 turns.

Which is correct?

Every 5 turns is correct according to ImprovementDefs.xml

Reply #39 Top

Edited some errors to reflect 2.2.1 state (sadly only confirmations that the bugs still persist).

Reply #40 Top

Btw, somehow I didn't realize that the pop load screen for colony ships is exactly the same ugly black screen as the one for legions.

Would it be too difficult to show only the small window with the slider, but slightly moved off-center, and center the map on the shipyard where the ship to load was just finished?

Reply #41 Top

Tooltip of Subspace Resonator-P (that you get through an event) says "Drive Mass" and "Drive System Cost" although it's a sensor.

Reply #42 Top

The tech Shadow Enforcers is for the DevoutAbility.

The Enforcement Temple that needs this tech is for the ZealotsAbility.

The Krynn Consulate needs the ConversionTech to be build. The techs name is KrynnConversionTech.

Reply #43 Top

Not sure if this is a bug or not... a user on Steam informed me that this is a known issue, and I submitted a ticket with attached save files... but am posting here as well just to be on the safe side.

Playing a custom civ, not at war with anyone, zero battles, haven't done anything to anyone via espionage, etc. Have only met two civs, neither of which are the Drengin.

Suddenly, the Drengin inform me that my treachery has been unmasked, that I've assassinated their ambassador or some such, and that we are now at war. Then two things happen that seem buggy, but I can't be sure if this is an intended system or not that is simply a tad too opaque to the user.

1) The Drengin, despite evidently being at war with me, are not in my diplomacy contacts. Nowhere to be found.

2) The other civs now all see me as a warmonger.

Is this normal? Is there some mechanism in the game (I'm imagining the AI blaming something someone else did on me, or being tricked into thinking I did something they actually did themselves, etc. I haven't dabbled in the espionage system yet, so I don't know if that's possible.) And if so, is there a way to know that's happening? 

If not, is it a known bug?

Reply #44 Top

Quoting Vamphaery, reply 43

Not sure if this is a bug or not... a user on Steam informed me that this is a known issue, and I submitted a ticket with attached save files... but am posting here as well just to be on the safe side.

Playing a custom civ, not at war with anyone, zero battles, haven't done anything to anyone via espionage, etc. Have only met two civs, neither of which are the Drengin.

Suddenly, the Drengin inform me that my treachery has been unmasked, that I've assassinated their ambassador or some such, and that we are now at war. Then two things happen that seem buggy, but I can't be sure if this is an intended system or not that is simply a tad too opaque to the user.

1) The Drengin, despite evidently being at war with me, are not in my diplomacy contacts. Nowhere to be found.

2) The other civs now all see me as a warmonger.

Is this normal? Is there some mechanism in the game (I'm imagining the AI blaming something someone else did on me, or being tricked into thinking I did something they actually did themselves, etc. I haven't dabbled in the espionage system yet, so I don't know if that's possible.) And if so, is there a way to know that's happening? 

If not, is it a known bug?

If  I remember correctly there is a random event (don't know the name anymore) that causes war with another faction with a message like the one you described. So that's working as intended ;)

That you are out of reach from the faction in question is a bit poor design, but not that dramatic in my eyes. That you are now seen as warmonger by all others is also not very nice, but not exactly a bug, merely also poor design. There were some changes in diplomacy lately and one of them seems to be that you are all too easily marked as warmonger when you declare war on another faction, regardless of circumstances. I read you are even then seen as warmonger by another faction if that faction pays you to go to war against one of their enemies ...

Reply #45 Top

The build time displayed for missions like Treasure Hunt on the left side in the Shipyard screen still differ, sometimes very significantly, from the time displayed in the build queue after you select the mission.

Reply #46 Top

Certianly a bug...at the moment the kludge fix is to save and then reload the game. I think it has something to do with to many resources being tied up by the AI or some such as I get this bug only after I have been playing for some time but once it kicks in it never goes away until you save and reload.

Reply #47 Top


- Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system. (still in 2.2.1)

It's not supposed to.  It's random.

Reply #48 Top

Quoting Frogboy, reply 47



- Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system. (still in 2.2.1)



It's not supposed to.  It's random.

Ok, thanks for clarifying, I update the OP.

Reply #49 Top

Quoting Frogboy, reply 47

- Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system. (still in 2.2.1)
It's not supposed to.  It's random.

Brad, 

Given that ideology is so central to the game is making the events random a good idea? One of the main points of these games is to be able to plan ahead and the randomisation (with an English s or an American z) reduces this possibility. 

Perhaps you could compensate for the randomness with another mechanism to generate ideology slowly but surely. I realise that the ideology buildings  already create this and in the early game choosing between the building and something more useful increases the complexity which is certainly  not a bad thing. But given that the best Malevolent trait of all, +10 production on your home world,  comes via the Intimidation Centre, while the best things in the other trees aren't necessarily via their ideological buildings perhaps at the very least you need to rebalance the trees.

Many thanks,

Jon

 

 

 

Reply #50 Top

I don't find that when I upgrade a citizen to a mobster that I get the expected halving of maintenance for the assigned planet.