v1.1 found issues

Glitches/bugs/exploits found in v1.1

This is a "short" list of the glitches, bugs and exploits that I've come across since upgrading to version 1.1:

1. Needs the ability to set targetting priorities for combat. When the enemy has 8 - 12 tiny/small ships in a fleet and 2 or 3 large/massive, I don't want to pick off the small fodder first, I want to take out the big ones that can actually punch through my defenses. (Heh, maybe the AI is smart enough to make use of "chaff" ships)

2. Economy fluctuates for unknown reasons. i.e.: I make say 9000bc one turn, 2 turns later I'm making 7200bc, I haven't noticed anything that may affect it either. When I look at the curve on the graph for economy, it still slopes at the same rate, but sometimes just drops a few thousand bc every once in awhile and then returns to normal.

3. Haven't read too much into the latest manual, but the original said influence and ownership are not the same. When looking at the ownership, the ratio of your influence to their influence (The number in parenthesis next to influence), only goes above one once they are in my "territory"

4. Miniaturization is still glitched somewhat. If I research few miniaturization techs, build one ship design, then upgrade it each time I get any form of miniaturization increase, I can fit significantly more components on it then if I just started a new design from scratch. (Cargo hull class HyperWarp MkIII is listed at size 11, yet only takes up 9 if model is consistently upgraded, but will have the listed size of 11 if started from scratch.)

5. The Doom Ray still shows up as "blank" square in the ship designer.

6. The cost, size, and damage of the doom ray makes it almost worthless once all weapons techs are research. On a massive hull, it takes up 14 spaces, does 22 damage and costs 150. Where as the Blackhole Eruptor costs 160, does 25 damage and takes up 12 spaces (maybe 13, can't remember exactly). Then the Blackhole Generator costs 100, does 16 damage, and takes up 11 spaces. Ignoring cost, the Blackhole Eruptor has the best damage:size ratio, and the doom ray has the worst damage:size ratio. (If the miniaturization exploit mentioned in 4 is used, subtract 2 from each of their sizes except for the Blackhole Eruptor which goes to size 11 from whichever, 12 or 13, it is listed at)

7. If a game in the beta versions was started, then you upgraded to v1.1 final, you couldn't remove starports. Not a big deal, but I don't want a starport on a class 4 planet since it's worthless as a ship builder.

8. I've noticed that "Gifted" A.I.'s seem to do much more better later in the game than even more intelligent A.I. computer players. Having more "Dumber" A.I. causes a lot less lag when turns are ran as well.

9. A.I. still doesn't understand how to use every building to its potential. A stock market has a small morale and influence bonus, so instead of the A.I. placing a farm or factory over a morale/influence boosted tile, why not put the Stock Market over it instead?

10. A.I. still doesn't quite grasp that it can't put the equivalent of 13 farms on a class 18 and have maybe one morale boosting buildings on it and expect the planet to be happy. Get the idea?

11. Having a planet quality bonus selected in your race abilities only adds the bonus tiles to newly colonized planets. Even though conquered planets, using military or influence, have the listed class rating with the bonus added, they still don't receive any more tiles. (i.e. With a +10% bonus, class 18 planet goes to class 20, but still only has 17 or 18 tiles, that's including the initial colony.)

12. The U.P. issue that has races donate 'x' amount of bc, depending upon which one is elected, doesn't really state that it adds a morale boost. (1000bc = +50% morale that is unaffected by population)

13. The Secret police center's stats say it gives a +20% boost to base morale. This makes it look less valuable than even a entertainment network. When it uses "base morale", does that mean it's unaffected by population?

14. Neutral races are said to gain unique weapon and defense technologies, I have yet to see any.

15. Neutral races are also said to get a break when purchasing ships instead of building them, still don't see that either. I think their might be a slight reduction to purchasing social projects though.

16. Looking at the stats of other races, they have some bonuses, and I am sure I am not alone in this, that I have no idea what they do or affect. (i.e. cabinet, crime, interest rate etc. etc.) I think the Interest rate is related to purchases mentioned in #15 since I noticed a +25% once I became Nuetral.

17. No bonus income is apparent when building each ethical allignments Hall of Righteousness/Nuetrality/(Don't remember name of evil one).

18. Have seen the A.I.'s influence plummet for no reason. Checked for destroyed influence miners, but nothing changed their either.

19. Auto-Explore has improved some, but it frequently skips territory close to home. Tends to favor flying to the north or south edge of whatever side of the galaxy you're on and then fly to the other side, then exploring in a "striped" pattern.

20. A.I. seems to know where all of the resources are initially.

21. The trade routes max. value and current value are always the same even when a route starts over (i.e. Made a short 56 turn route, started at 19, went up to 58, then went back to 19 once route started over, yet it never said the max value was 59 when it started over, put it back to 19)

22. Trade route values need some sort of explanation. I got more out of that short route mentioned above, than a route that had about 250 turns. The short one went capital to capital, but the long one went farthest starport to furthest friendly A.I. starport.

23. Low morale doesn't seem to bother the A.I., or have any chance of causing revolt. Planets will have 23% morale, and the A.I. still keeps throwing on farms. and not building any morale assisting buildings.

24. Current version 1.1 influence ratio (number in parenthesis next to influence) for an A.I.'s planet with it still not defecting, 77.2, scary, right? Although, beta 3a set the highest record for me, 1000+ and still no revolting. That was when I had every planet except for 3 or 4 and was waiting for that one remote A.I. planet to defect before moving in to take the last 3 of my soon to be former ally's planets.

25. Game still crashes on Autosaves about 15% of the time.

26. Game crashes sometimes when A.I. surrenders to you.

27. Unlimited ship movement in "one" turn still works. When a save game is loaded, all of your ships will have the same movement remaining from when you saved, but when you end that turn, no time actually passes (No production or research occur), but ship movement is restored. Is possible to rinse and repeat unlimited times.

28. Weeks aren't always 7 days long, sometimes they go as high as 10 days! Calender also doesn't take into account leap years. Heh, nothing major, but kinda funny.

29. If Information warfare is selected, and the battle is lost, the amount of population that defected is still added to the remaining population even though they were supposedly killed.

30. My ship attack total 236, their ship, defense total 0, have done less than 10 damage in one shot sometimes, even did no damage two of the times.

31. My ship defense total: 120, missle defense 80, their total attack: 24 (all missle), still does damage against me about 20% of the time, does full damage half of that time usually.

32. A.I. complains about my military buildup and starbases, but I can't do anything about them leaving their fleets next to planets I conquered with influence or about them building influence starbases next to my planets.

33. A.I. values mining starbases to much. As in I tried to trade for an empty influence mining starbase, they still wouldn't give it up even when I game them EVERYTHING I had. Obviously I wasn't going to give them every tech/planet/ship I own, but you'd think they would at least see that as a good deal.

34. A.I. considers influence points in trading as almost worthless. (10000 influence points was worth about 9bc)

35. A.I. thinks their money is worth far more than yours. (A.I. will give you 9bc for your 100bc, or will pay ~400bc for a tech that would cost you 2500+bc to buy from them)

36. PLEASE give the option to make some fonts appear bigger, I have a hard time reading the fonts that are REALLY tiny, and I know I am not alone in this.

Anywho, my fingers are tired now, I will add more if I find others, a lot of these are just complaints, but I feel the ones I mention are gameplay issues that would make the game feel more balanced if adjusted some.

Hope I get SOME feedback!
3,012 views 7 replies
Reply #1 Top
38. If you click in the bottom left of your mini map it activates the turn button, this is a big problem if your home planet is in the bottom left corner, I ended up having to drag my view every time I wanted to access my planets.

39. I have seen races fighting each other but in on the treaties screen they are not at war.

40. When the council votes to increase trade routes, your trade routes do not increase.

41. When I race that is allied with other races declares war on you, all the other allied races join in, even when they have good relations with you. This is wrong, if a race starts the war, and their allies have good relation with you then they should NOT honour the alliance indeed they should break the alliance with the war mongering race.
Reply #2 Top
42. Designing ships at the shipyard is one of the things I really like of this game. But since it seems that my brother also plays it, it can become very tedious when naming your new design. I cannot name a ship if my brother already used the name since all new designs are stored in the same directory. Same goes if start a new game and strat designing new ships. Can this be solved in any way?
Reply #4 Top
37. In 1.1 the 2nd and 3rd level farms, intensive and advanced both produce 8 mt of food.
Reply #5 Top
1. Maybe the fleet commander has realised you would not (on average) get a guaranteed kill if you attacked the big ship, so goes for reducing the numbers of attackers who can strike back.

2. Possibly you just researched a tech that gives a building upgrade and all your planets started building it? Never noticed this happen myself.

3. It is not "your" territory, it is contested territory that is under your influence. There is no concept of "space ownership" in GC2 - only planet ownership.

4 & 5 - Genuine bugs.

6. Do your math again - the Doom Ray is better damage:space value than the BHG. Yes the BHE is the best value - but if the AIs have ships maxxed out in defenses against it, then it is useless.

7. Problems with saves between patch versions always happen - if you don't want them, wait till you've finished the game in progress before updating, especially when a beta is involved.

8. Don't know, never play "dumber" AI.

9. Stock Markets are not available when the AI is deciding what to build there - they are deciding based on the stats for the market center / trade center, which include no influence bonus. Limitation of the AI caused by having to keep it running quickly.

10. Why not? I can regularly have an effective planet with lots of farms and only one VR Center - so I'm sure the AI can.

11. Not sure if this is a problem or by design - I can see valid reasons for it working either way.

12. The text does in fact say it will give a morale bonus - just not the exact amount (but it's not exactly hard to work it out).

13. Totally useless building - I think it's a bug and should give an empire wide bonus.

14. There aren't any - text description is wrong.

15. Never tried it.

16. Mostly ideas that got dropped during development.

17. Are you sure? Very hard to quantify, but tourism income definitely appears to go up when I build ToN.

18. Possible planetary invasions, or they've just launched a host of troop ships as they've started a war.

19. Yeah - but it is better.

20. Don't think so - it seems to run scouts by all the ones I know of before I ever see a constructor.

21. Display error only, the actual amount you get is working correctly.

22. Economic output of the planets has a bigger effect than distance on the value of the route.

23. Morale has nothing to do with revolt (unless the I-League appear).

24. Random - makes no difference if it's 4.01 or 4001, same chance to flip each turn.

25 & 26. v1.1 has been totally crash free for me - try deleting all saves before starting your next game.

27. Bug or by design? Only Stardock know - discussed in many threads on here and been in the game since day one.

28. Every week is 7 days long - the game works on lunar months, not Gregorian calendar months.

29. Calculation bug - I suspect the code says (in simple English) "subtract total killed from starting pop" instead of "subtract IW defections and total killed from starting pop".

30 & 31. It's a dice roll - sometimes you'll roll a cr@p number. For the second example, that is spot on - you have 80 chances in 104 to win the roll, the AI has 24 in 104 (just over 20%).

32. You can destroy them.

33. Thank goodness - it was far too easy before to just buy every mining starbase and cruise to victory. Much prefer that they never trade them.

34. They are worthless. 10,000 IPs is not realistically going to affect any UP vote - even if you luckily get a proposal that is useful.

35. Stops ridiculous trading exploits.

36. Would be a good option to have.



Reply #6 Top
>>>> Needs the ability to set targetting priorities for combat.

I thought that was a bug too at first. What's going on is that the smaller ships are escorting the larger ships, the same way destroyers escort aircraft carriers. If you want to take a whack at their battleships, you have to beat your way past anything escorting it first.

>>>> Economy fluctuates for unknown reasons.

Either you've started building or upgrading something or your trade ships are moving along a very long trade route.

>>>> Have seen the A.I.'s influence plummet for no reason. Checked for destroyed influence miners, but nothing changed their either.

If they are invaded or deplete a planet's population to launch their own invasion, that will happen. If it happens civ-wide, then I don't know.

>>>> Trade route values need some sort of explanation. I got more out of that short route mentioned above, than a route that had about 250 turns. The short one went capital to capital, but the long one went farthest starport to furthest friendly A.I. starport.

Trade routes to planets with higher revenue make more. You should do espionage on them, then check each planet before sending freighters to see which planets are making more money.

>>>> In 1.1 the 2nd and 3rd level farms, intensive and advanced both produce 8 mt of food.

That was supposed to be fixed........
Reply #7 Top
I think Dr. Ben was joking, at least I hope he was!

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>>>> Economy fluctuates for unknown reasons.

>>Either you've started building or upgrading something or your trade ships are moving along a very long trade route.

-Yeah, I considered that, but the economy graph isn't affected by how much you spend, and it only seemed to fluctuate when I wasn't trading. Also, the amounts that it would fluctuate were greater than my tourism and trade income combined. Maybe related to morale? Pissed off people wouldn't want to pay taxes!

>>>> Have seen the A.I.'s influence plummet for no reason. Checked for destroyed influence miners, but nothing changed their either.

>>If they are invaded or deplete a planet's population to launch their own invasion, that will happen. If it happens civ-wide, then I don't know.

-Yeah, I'd understand if their was a huge population drop, or a war, or invasrion, or starbases destroyed, but in my current game everyone's playing nice, I hate it, and have yet to see any wars that I haven't started. Comparing the population graph to the influence graph, no population drop at the same point of the influence plummeting.

My most recent saved game is the only one I've started in v1.1, but if someone wants to look at it, you can easily see the fluctuations in the graphs that do not seem to be caused by any factor aside from pure chance.

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<<6. Do your math again - the Doom Ray is better damage:space value than the BHG. Yes the BHE is the best value - but if the AIs have ships maxxed out in defenses against it, then it is useless>>

Sizes seem bigger now that I've started my first game in v1.1, but with the miniaturization bug, the BHG does have a better damage:size ratio. 16:10 vs. 22:14. For some reason the BHG gets more size reduction than the Doom Ray or BHE.

Although, another factor that might make the Doom Ray more appealing is that the Ultimate Invulnerability has a defense of 9 vs. Zero-Point's 10. All 3 of the final defense techs cost the same, but the Aereon missle defense is bigger than the others, and theUltimate Invulnerability is weaker than the others.

<<10. Why not? I can regularly have an effective planet with lots of farms and only one VR Center - so I'm sure the AI can.>>

I can sorta agree on that, but I can get more influence and income off of 15b than they do building enough farms for 65b. The population would probably go above 23b for them if they would build some morale boosting buildings. My most influential and economical planets are usually the ones that are class 21+ with 3 advanced farms. For some reason those high class planets can stay happy with fewer VR centers.

It also helps that I got lucky at the beginning of this game and got a random event that doubled the class of my home planet, 15 to 30.

<<8. Don't know, never play "dumber" AI.>>

I usually select randomize intelligence now, got 1 "intelligent", 1 "Genius", 1"Gifted", and 2 "Incredible". The Intelligent A.I. was gone wthin the first 4 years, I knocked off one of the incredibles 2 years later, and now 8 years into the game, the Gifted A.I. is ahead of the Incredible, which is ahead of the Genius. From what I have experienced, the more intelligent A.I.'s seem to do very well early on, but late in the game they start doing weird and crazy things... Like building so many ships that the maintenence consumes about 95% of their income. They also are the ones that build large fleets of small, medium, and/or tiny ships with one or two large and/or huge ships thrown in. The lower A.I.'s seemed to not go crazy with ship building, tend not to build 8+ farms on planets without morale boosters, but they also tend to not be as far along the tech tree as the higher intelligence A.I.'s

<<14. There aren't any - text description is wrong.>>

Figures, I thought it might mean that you get access to both Good and Evil's unique technologies.

<<32. You can destroy them.>>

I agree, but I really don't like starting wars I can't finish within a few turns, especially if my military isn't positioned to defend everything I want.

<<28. Every week is 7 days long - the game works on lunar months, not Gregorian calendar months.>>

Doh, then that means, since my birthday is on May 31st, that I will never get to celebrate it! (Bad joke?) So a lunar month has only 28 days in it? (1 - 28?)

<<38. If you click in the bottom left of your mini map it activates the turn button, this is a big problem if your home planet is in the bottom left corner, I ended up having to drag my view every time I wanted to access my planets.>>

Don't you mean bottom right? While an inconvenience, I don't think it is anything more than that.

<<39. I have seen races fighting each other but in on the treaties screen they are not at war.>>

Are you sure? I have yet to see races fight without declaring war, and you'd think someone else would notice that if it has happened. What I have had happen in the beta versions, not yet in v1.1, is that the A.I. will sometimes offer a Peace Treaty, but it will only say "Peace Treaty" on their side of the negotiations window not mine. This has only happened when I load a game and a race is hostile to me.

<<40. When the council votes to increase trade routes, your trade routes do not increase.>>

Known, not fixed, still... They finally fixed Neutral shipping though! The U.P. is bugged also with every percentage. (i.e. 10% income penalty for war, you lose only 10bc no matter what your income is)

<<41. When I race that is allied with other races declares war on you, all the other allied races join in, even when they have good relations with you. This is wrong, if a race starts the war, and their allies have good relation with you then they should NOT honour the alliance indeed they should break the alliance with the war mongering race.>>

One doesn't make alliances to break them... I've only had evil races attack me when their allies attack me first. Whenever I attack an A.I. with allies, all of their allies will declare war on me. An ally has higher relations than the highest non-allied level (Close), so of course the attacking races allies are going to honor their alliance with them since they are on better terms with them than with you.
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42. Spin control center description says two different things... It says it makes ships in orbit on the planet it's buitl on appear 5 times mightier, then at the end it says it makes your ships appear twice as strong... So which is it, 2x, or 5x?

43. When you move a constructor to a starbase to upgrade it that is in an area with enough traffic to cause it's movement to stutter, it will sometimes not upgrade the starbase even though it brings up the box to upgrade it. Once "Accept" is clicked, the constructor will move over the tile, but not actually have upgraded the starbase. Seems to only happen in very tight and busy areas.

44. Only seen it twice, but when the A.I. tries to build that 11th ship on a planet with a full starport, it somehow does, and then the ship is stuck "under" the planet, preventing you from attacking it, or invading the planet even with the 10 orbitting ships are removed.

45. Only seen this in v1.1 actually... Somehow built a ship, not buy, on a planet where I scrapped the starport without selecting "Nothing" in the ship build window. Selected planet in main screen, opened up the Economy winow, then adjusted the sliders, noticed that the area that shows how much time is remaining to build a ship, or if it was idle, was actually changing as if it had a starport and was building a ship. If I clicked on the planet again, the planet would display "Idle" as normal, but it has produced a ship sometimes as long as I didn't click the planet before it finished "building".