[1.4b11*] Some bugs I'd found over last week

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demiare
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Joined: Sat Jun 20, 2020 4:21 pm

[1.4b11*] Some bugs I'd found over last week

Post by demiare »

First - there will be several posts here as I'm too lazy to bother with imagehosts. Sorry for that.

Second - all those bugs are from game started in 1.4b9 (but updated to b10 and b11 in time they'd released). I'd checked patchnotes for b10 and b11 and don't seen anything mentioning them. But if they get a silent fix - sorry again for wasting your time.

Bug 1

AI is still cheating. Now with technologies and again manual is lying to us =/



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demiare
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RE: [1.4b11*] Some bugs I'd found over last week

Post by demiare »

Bug 2

Combat result prediction apply a penalty from unit with inappropriate weapon (plasma against metal armor in my case) to a WHOLE attacking army.

It's seems to be only a mistake in prediction as in few attempts my army easily won in that case, but without combat log it's hard to say.

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demiare
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RE: [1.4b11*] Some bugs I'd found over last week

Post by demiare »

Bug 3

If you're conquering/joining several zones with different cults at once you will get such madness in cult view.

Minor cults are rotating almost every turn until you will be lucky to get rid of one. Once it cost me a cult I really want to embrace as it's was simply replaced at once and vanished without trace. [:D]

Maybe it's a best "quick and dirty" solution for cult spreading but dunno, look quite ugly for me. Cults are too fragile now, especially not one you'd started with.

Try to get one major cult and few zones with different minor - you will see how messy it will look.

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demiare
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RE: [1.4b11*] Some bugs I'd found over last week

Post by demiare »

Bug 4

Dear Vic, if you're using a randomness and classic "XdY + Z" formula - then make sure you're really rolling that dices.

First I encounter that you're using own randomness and not following "XdY+Z" rule in stratagems, now in production penalty.

I rolled 0 on 1d50 roll. [X(] I know, evil Shadow minions all around with their loaded dices... But still - why?

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demiare
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RE: [1.4b11*] Some bugs I'd found over last week

Post by demiare »

Bug 5

Truly minor one.

Tooltip state "high CAS score", but in fact I'm receiving penalty for LOW CAS score, as there will be no penalty for having 100 CAS.

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demiare
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RE: [1.4b11*] Some bugs I'd found over last week

Post by demiare »

Bug 6

I know that everyone is playing on Siwa and your balance is mostly tested on it. But still - will we ever get rid of that bug as it's here since 1.0 release? [&:]

Main bug is that resource generator override any existing resource in hex, so if you're "lucky" your endless glacier/snow plains water will disappear.

But I will also want to point on balance and logic too. Why generator place water source on SEA (glacier) hex? Do resource generation check availability of hex at all or resources are dumped into sea & lava hexs too?

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demiare
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RE: [1.4b11*] Some bugs I'd found over last week

Post by demiare »

That all, sorry for so many images & posts. [:)]

I know it would be better to make a separate topic for each bug, but creating 6 topics at once isn't look sane for me. [:D]
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Vic
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RE: [1.4b11*] Some bugs I'd found over last week

Post by Vic »

Thanks for all the reports!

Bug1. Will double check if AI is sticking to the Tech Group rules.
Bug2. Dont think its a bug. Its just a big part of the round 1 attack points you'll bring to bear that GR fellow.
Bug3. Noted. It aint pretty, but I am not sure there is a bug there.
Bug4. Yeah i rolled a d50 including a zero. will fix it. :)
Bug5. Not a bug. As CAS will go towards 100 then Militancy will go towards zero. It will go up again after the culture of the Zone has been changed.
Bug6. Noted. Not seeing a real problem here for now. Sry there.

Best wishes,
Vic
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