Do you have [x] require complete kills option turned on custom game settings?
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Bugs thread - 3.13
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Originally posted by Adagio
Not as far as I remember, but what does that have to do with taking their second last city gives me all their workers and thereby taking their last city?
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After a few rounds I discovered that they did have one more city, so that explains why they wasn't dead. But it still doesn't make sense that when capturing one city I all of the sudden gains control over several of their workers (one which was located inside another city)This space is empty... or is it?
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That's what I wanted to know, be sure that it wasn't some weird feature I haven't heard about
Here's another annoying bug:
In my current game my ally The Holy Roman Empire keeps giving me his oil, even though I have 8 of them already. If I refuse he gives it to me two turns later, if I accept he gives it to me ten turns later.
Currently he gives me 4 oil while I give him 1 oil. Someone should tell him that I don't want his stinkin' oil, I don't need itThis space is empty... or is it?
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Seems to be related to new AI trading rules. You have to watch the AI these days. You can have a trade running and you get offered the same resource for something else - then the AI cancels the original, and usually more favourable, trade on the next turn.
The one that annoys me, although it probably isn't a bug, is that once you have a corporation the AI keeps trying to trade you the resources for that corp and there isn't a response for "No, I already have 5 of those so get lost!".Never give an AI an even break.
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I'm running state property, so having more of the same resources doesn't help me at all
We really need a "No, not now, not ever" button, which basically makes it impossible for the AI to ever try to start a deal with putting that item on the table (or at least for 30 turns)This space is empty... or is it?
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I'm just wondering if anybody knows if there is a new patch in the works or not?
I don't care how long it takes but it would be nice to know if there is going to be a new one sometime in the future.
3.13 fixed a lot of stuff but sadly seemed to have caused a bunch of new problems.
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While 3.13 fixed corporate spamming, it didn't fix the AIs needless producing of corporate executives. I just finished a game in which my perm AI ally had 96 Creative Con, 70 Sid Suishi and 54 Mining Inc. executives at game end. Which he was building whilst I carried on our wars alone.
Any comment on this one, Blake?"Pain IS Scary!!!"
Jayne, from Firefly
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The cause of that one is the fact that the AI can't afford to spread the corporation. Usually they are spending all of their money either rushing buying, or upgrading units. So every turn when it comes time to decide what to build, they choose another executive, because it looks like they still have lots of cities that need the corporation (which is true). They don't take the fact they can't afford to spread it into consideration.
Bh
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I think if the AI can't be taught to know that it already has a sufficent number of executives to spread their corporation to every city that they should reimpose the national limit of three per type of executive.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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