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.

255,458 views 85 replies
Reply #51 Top

Synthetic food  : If robots capture a planet with cities or food production buildings, the global food resource counter can be non-zero. Cities should not continue to consume food and farms should not produce any.

Reply #52 Top

(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.

Reply #53 Top

1. v2.1: Stealing a specializiation tech that allows you to "skip" a tech seems to mess up future research. It also allows you to finish more than one tech when you try to fix your mistake. For example, I stole Worker Specialization in the Colonization tree. This is supposed to lead to both Advanced Construction and Xeno Resource Mining (XRM). Well, once I stole the tech, I researched Advanced Construction many turns ago...but XRM never showed in my list of available techs to research. I happened to go into the tree and noticed Engineering Specialization (the other option with Worker Specializiation) was gray. So, I clicked it then tested to see if I could research XRM and i could, but went ahead and researched Engineering Specialization. On the next turn, both XRM and Engineering Specializiation finished at the same time.

2. v2.1: In Agricultural Mastery (Colonization farm capstone), I researched Abundance, so I should get a 10% growth from each farm right? Nope. The tech gives a 10% empire-wide growth bonus. The description should be clearer.

Reply #54 Top

Random event where you assinate somebody. Havent seen it in three, but i seen it in two. You did the assination warmonger.

Reply #55 Top

Just a question, don't know whether this is a bug yet: I got offered a Research Treaty and took it, but I can nowhere see the effects of it. Do I miss something or is this a UI problem?

Reply #56 Top

Quoting lyssailcor, reply 55

Just a question, don't know whether this is a bug yet: I got offered a Research Treaty and took it, but I can nowhere see the effects of it. Do I miss something or is this a UI problem?

I once saw the effects of a treaty on a colony's screen, look at research and it should show a bonus with the name of the civ from which you got the treaty.

Reply #57 Top

Quoting lycan371, reply 49


Quoting Frogboy,


- 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

 

 

 

The general idea is that over a 300 turn game, you will likely get N events which is enough to steer your civilization one way or the other.

If I had my way, there'd be no buildings that give ideology points at all but rather, more ideology events which is the direction I'm pushing.

I personally think that every 10 turns or so, the player should get an ideology event that is interesting and worth while (not some stat boost but something that helps reflect what type of civilization you're building).

Right now, even modders could put together chained events that occur every 10 turns.  I wanted to get this into Crusade but ran out of time before we had to send things off for translation.

 

Reply #58 Top

Quoting Rhonin_the_wizard, reply 56


Quoting lyssailcor,

Just a question, don't know whether this is a bug yet: I got offered a Research Treaty and took it, but I can nowhere see the effects of it. Do I miss something or is this a UI problem?



I once saw the effects of a treaty on a colony's screen, look at research and it should show a bonus with the name of the civ from which you got the treaty.

In my current 2.3 opt-in game that is not so, I just checked. I see the treaty in effect in the Treaty Details screen, but in the Colony screen there is no mention of it.

Reply #59 Top


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 2.2.1)
- 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.
- "Leaps and bounds" anomaly does still nothing that I can see
- 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.

- 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).

- 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).

- 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.

Ups, sorry, I just wanted to edit my original post and accidentally clicked "Quote reply".

Reply #60 Top

I said this is the 2.3 opt-in thread, but user interface lag is killing me in this game. The UI has just enough delay at all times to be annoying, even in an early game, before the CPU load has any reason to be high. UI type events need to have their processing priority kicked way up, or the UI should be given a dedicated thread. I can see this in a variety of circumstances. The most annoying one is simply in laying down planetary improvements, where I can click quickly on a sequence of them, and watch the game pause while it catches up. I have a 6 core box. This happens even in an early game.

Reply #61 Top

Okay. Here's what I think the issue is. If the game is playing a sound in the lay down of planet improvement, the GUI is frozen until the sound is done playing. That happens even if you turn sound off. I don't know if this is true or not true, but it behaves as if it were true: the timing is perfect for this to be true. Hope this helps.

 

Reply #62 Top

Quoting Frogboy, reply 57

Right now, even modders could put together chained events that occur every 10 turns. I wanted to get this into Crusade but ran out of time before we had to send things off for translation.

Would you care to elaborate on how us modders can chain events (link them together ect??)? Pretty please with slaves in elf outfits!

Reply #63 Top

Hi,

I don't know whether anyone else has mentioned this but in 2.3 when you attempt to eject a ship form a fleet, it then shows the wrong ships when you attempt to move. (ie you try to click on a ship which has been split off and instead find yourself moving the parent fleet).

Has anybody else had this problem?

Cheers,

Jon

 

 

 

Reply #64 Top

"I don't know whether anyone else has mentioned this but in 2.3 when you attempt to eject a ship form a fleet, it then shows the wrong ships when you attempt to move. (ie you try to click on a ship which has been split off and instead find yourself moving the parent fleet).

Has anybody else had this problem?"

Yes and its frustrating. 

Reply #65 Top

Quoting lycan371, reply 63

Hi,

I don't know whether anyone else has mentioned this but in 2.3 when you attempt to eject a ship form a fleet, it then shows the wrong ships when you attempt to move. (ie you try to click on a ship which has been split off and instead find yourself moving the parent fleet).

Has anybody else had this problem?

Cheers,

Jon

 

Nope

Reply #66 Top

Quoting Moser_Alchemist, reply 64

"I don't know whether anyone else has mentioned this but in 2.3 when you attempt to eject a ship form a fleet, it then shows the wrong ships when you attempt to move. (ie you try to click on a ship which has been split off and instead find yourself moving the parent fleet).

Has anybody else had this problem?"

Yes and its frustrating. 

+1

Reply #67 Top

(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".

Reply #68 Top

(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.

Reply #69 Top

Quoting leiavoia, reply 51

Synthetic food  : If robots capture a planet with cities or food production buildings, the global food resource counter can be non-zero. Cities should not continue to consume food and farms should not produce any.
Uhhh, wait a minute.  I suppose I never thought to ask this question:

Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangement?  Because you must be if you suddenly don't need food production anymore.

I've always thought of my colonies as melting pots, consisting of more than just Humans, Torians, or Altarians, and even more mixed when conquering or being gifted a colony from another civ type.  Have I been wrong all along?

Reply #70 Top

"Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangement?  Because you must be if you suddenly don't need food production anymore."  I guess the synthetics use the captured colonists to fuel their robot producing factories. <evil grin>.  

Reply #71 Top

Quoting BIF, reply 69


Quoting leiavoia,

Uhhh, wait a minute.  I suppose I never thought to ask this question:

Are we now killing 100% of the population when we conquer a colony, or receive a colony in a surrender arrangement?  Because you must be if you suddenly don't need food production anymore.

that sounds like a question a fleshling would ask.

no, robots have for no further use for you, your farms, or your food. 

Reply #72 Top

I don't know if it is a bug or if it's supposed to work that way, but everytime I conquer a planet its population goes up tremendously even surpasing its pop cap. Has anyone experienced anything similar?

Reply #73 Top

Quoting Santapolo, reply 72

I don't know if it is a bug or if it's supposed to work that way, but everytime I conquer a planet its population goes up tremendously even surpasing its pop cap. Has anyone experienced anything similar?

Does it really go up or is your own pop cap that is applied to the conquered planet according to your traits and tech and relics and whatnot just smaller than the pop cap of the faction who owned the planet before?

I see that with my Onyx, they have normally a pop cap of 4 without cities, and when I conquer a planet that has usually like 8 or 10 pop. Having played nothing else but the Onyx in Crusade yet, I assumed that's because food producting factions have a higher pop cap.

Reply #74 Top

Question: when does a Commander level up? Only when stationed on a planet (whatever for) like other citizens? If yes, then I would consider that at least as bad design if not a bug, since the job of a Commander is it to command fleets and so level up when he or she wins battles. 

The same goes for Spies, there the tooltip says explicitly they cannot level up when not stationed on a planet. But spying on other factions should also give them experience.

And what about leaders? There is no tooltip saying that they must be stationed on planets to level up, but my first leader that I have now since forever hasn't once leveled up yet ...

Reply #75 Top

Mercenary The Fissure: Description says Logistics 2, stats say Logistics 5.