Small List of Critical Bugs (supported by other people)

Take a breath, slow down, and speak clearly.

I wish to create a post of a series of "critical bugs". Who makes this call of whats "critical"? Me and my fellow testers.
Thank you for your time, please add any comments, I will edit this and add other bugs.

Save Game
There are a series of problems with save games. One thing for instance that I have been able to repraduce on different systems and different versions (including a fresh install and update), is that trade goods that are traded do not save. For instance you have an approval raiting of 92%. You buy "ultra spice" your raiting goes to 98%. You save the game, you load this same game and your raiting is 92%.

Idea to Fix
Save the list of civ abilitys, that list that has % bonus of everything. When a trade good is traded, make it unavailable give the proper + to the buyer and a proper - to the seller.
Only problem with this is how mining resources work with this and them being destroyed/upgraded.

Upgrading Version
Oh yes upgrades the things we wait for and love so much. So what i have noticed is that some fetures in upgrades actualy dont work if you do upgrades in parts as apposed to doing them fresh. Let me explain. So an easy thing to notice is the feture of that automatic update for nuetral reaserch centers. So if you have a version of the game, where you continuasly got updates such as betas and then upgraded to 1.1 and then 1.11 commonly, then the game will not auto-update to NLCs (its been happening about 50% on different systems, it seems to be independant of system). But if you have a fresh install either from stardock or from CD then update to the newest version this always works.
There are some other fetures that i am still working on that i havent been able to pinpoint (that and it takes along time to carry this out).

Idea to Fix
No idea... i dont know how this is a problem since the files are overwritten.

Dead AI / Inudstry Bug
This one has been documented hitting the AI somewhat often, i have my self experienced this. Once I even encountered it my self. It seems that some times out of a blue moon, the computor gets a planet that causes its industry to plumet like a stone. I had this happen to me for the first time recently what had happaned is the Arceans, who rules 1/2 the map (large) suddenly stopped. I exammined there planets and they all had 0 production and "never" build times. Then there planets started to revolt, withen 10 turns of when i noticed this the arceans lost 7 planets to the "free arceans" newly created minor race. And still the arceans had never build times.
I had eyes of the universe so i could see all of there ships none of them were upgraded me and the other computors were buildings ships in the 100attack/50 defence range, while arceans had ships with 12 attack and no defence.
I have seen this happening to me more and more often. It is usualy a 300% mineral bonus and tier 2 factory called "factory". The production screen for that planet doesnt update correctly when its built or demolished for several turns. I have had this cause my income to be -67 trillion (i posted it in another thread)

Ideas to Fix
These number for negative generation seem to be as a result of un-intiated array values. I dont know exactly how the code works, but IF the planets use arrays to store the varies upgrades on them it seems sometimes a value isnt intiated and is later used.

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Thank you for your time.
I hope that this helps stardock. Before you post make sure you can repraduce the problem (one time occurances suck but they happen in the best of games). State which version you are using, and please use the latest.
5,778 views 9 replies
Reply #1 Top
The dead AI problem some of us are experiencing, in both 1.11 and the previous update. Sometimes, the AI's production appears to be set to zero, meaning that the AI is unable to build anything at all, ever. Having eamined the AI's economic settings (through the ctrl+shift+z cheat), it appears that the AI is setting its spending and taxation in a normal manner, but the stated industrial capacity is not manifested as actual production of any kind, though the AI is charged for it as if it actually exists. Some of us only seem to encounter it on larger maps, I encounter it in every single game. Sometimes, only one AI is affected, sometimes all are (in my case, commonly it is all but one AI, and even that AI is severely hindered, having maybe two or three points of each production only) For those of us who experience it frequently, it's effectively gamebreaking.

We're discussing it here (with a screenshot of the problem), and I have a savegame and debug.err for it, if you like. They show a dead Drath AI on a medium sized, 3 civ, everything abundant, suicidal game, in order to rule out the common suggestions, that the problem is caused by scarce resources or low-intelligence AIs working as designed.
Reply #2 Top
This looks like a bug that i have run into a couple times. If you saved and loaded did this fix the problem?
Reply #3 Top
This looks like a bug that i have run into a couple times. If you saved and loaded did this fix the problem?


No, unfortunately. Surprisingly, not even taking control of the races in question solved it. If I took control of them, changing anything about the exonomy (like spending, taxes, or distribution) would cause the economy to function correctly, but only as long as I was in control. If I restored AI control, it immediately went back to having no (or only a tiny amount of) production.
Reply #4 Top
No, unfortunately. Surprisingly, not even taking control of the races in question solved it. If I took control of them, changing anything about the exonomy (like spending, taxes, or distribution) would cause the economy to function correctly, but only as long as I was in control. If I restored AI control, it immediately went back to having no (or only a tiny amount of) production.


Load it up again, this time when you take control of the computor destroy all factories on all there planets, save (another name) and reload that. I have noticed that this production is usualy do to a faulty factory (usualy, still testing this, but it doesnt happen very often)
Reply #5 Top
Just to mention the obvious and I only mention it because it was not specifically mentioned above, but are you sure the AI was not bankrupt? or thought it was? since all production is halted when bankrupt.
Reply #6 Top
Just to mention the obvious and I only mention it because it was not specifically mentioned above, but are you sure the AI was not bankrupt? or thought it was? since all production is halted when bankrupt.


Thats the problem though. Its going bankrupt after 1 turn and its not like the computor isnt doing really well. If you take control over the computor it is making money. It hasnt upgraded/bought anything recently.
Reply #7 Top
bump =P
Reply #8 Top
This might be somehow related to an oddity I've experienced with my game after the patch. (Can't tell if it was there before, since I just bought the game after playing the demo for weeks)
When I select a building to be build on an empty tile, the preview shows that the build time is never. I know this is wrong, so after I click on "build" and then select the building site, it shows the right build time. This is not such a great deal, but still a nuisance.
Reply #9 Top
Yes, I also can see never when building a new structure. If I add another one to the queue or click on social bonus on top of the creena dn then back, the time is correct. It is really annoying.