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FIRAXIS: Bug reports coming from MT V testing

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  • #46
    Vel, there might not be a problem to fix it, but that would again require human intervention. My point was that the AI should decide this on its own...

    I'm still waiting for the Russians to build more fighters, to see whether these will bombard or not. But, as long as I'm shooting down all their bombers, there is little incentive to them to build additional fighters... which is good, in a way. We don't want them to get stuck with 100 fighters defending their cities, while they have no bombers to harass us

    DeepO

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    • #47
      Oh, while you're reading this: Could it be that you forgot to give Philadelphia a hospital, but set its population to 13? I'm still puzzled why I can't build a hospital there. Do you have the same problem in that city?

      DeepO

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      • #48
        23. the Russian AI is dropping paratroopers by helicopter
        I don't know what is happening with the Russians, but they seem to do sillier things than the other AIs. I can understand they want to use their helicopters just to view the animation, but please, those are my CPU cycles you're burning! So far, neither of the AIs have build paras, but they are using the ones that were included from the start. The Germans are dropping them behind the chokepoints, at the farest of their range, in hope of pillaging some tiles. That hasn't worked yet, but at least it is an attempt.

        The Russians, however, are loading them in a helicopter, and as the helicopter has only range 4 while the paras have range 6, they can't cross my line of defense with a helicopter... so the paras are dropped in front of my lines.

        Even sillier: they ran out of paras, and now they're transporting marines with their chopper. Okay, if this would mean the marines gain a turn in movement I can live with that (not that it helps a lot, but it would be a reasonable effort). But, they are actually retracting a marine from the border, to get to St Petersburg, to embark in a chopper, which then drops them on the border again. They lose at least 2 turns by doing this, as there aren't many roads on their side of the border...

        DeepO

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        • #49
          24. A docked carrier's airplanes will return to the city, not the carrier
          Take a carrier with airplanes aboard and move it to a city (Enterprise in the inland sea went to Boston for repairs to its battlegroup). Send its airwing (which reports such-and-such on USS Enterprise) on Bombing missions. The airplanes will return to the city, not to the carrier. This would be bad when I try to move the carrier next turn and discover that its airgroup didn't tag along.

          Dawidge

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          • #50
            Keep in mind that every human player plays different.

            Maybe Soren has it setup so that each Civ's AI has its own little flare to it? It'd be a pretty boring game if every civ acted the same all the time.

            Maybe that Longbowman shoots those arrows that Rambo always had to blow up tanks and helicopters!

            Maybe if you put certain combinations of units into an army it transforms into something different? Hmmmmm

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            • #51
              Maybe it was just plain silly?

              DeepO

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              • #52
                25. AI Destroyer can hit multiple subs it cannot see in one turn
                I'm not sure how it was able to do this, but a Russian destroyer blundered into three of my subs (which it cannot see) in one turn. And, I might add killing them all. I'm setting up a save game to illustrate this.

                In regards to 20, the AI will build stealths. It just takes them some time to do so. They also build paras and drop them behind your lines -- eventually. Since they start with so much military, they build up infrastructure first and then, after you've whittled his military down, he rebuilds using stealths. Check out the saved game I posted on the Alamo AAR thread.

                Brin

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                • #53
                  Thanks Brinoch!
                  As mentioned in the AAR thread, I think I saw an AI destroyer taking on a sub after he had already bombed in the same turn, however when I once bumbed into a sub after bombing, I was not allowed to attack it. As such, it is an unfair advantage for the AI...

                  Regarding the stealths: so far I haven't seen any AI bombers yet, which could change in the coming years however. The AI are improving their lands, and I think it has something to do with not having enough production because of the bare land. However, they (especially the Russians) are building loads of bombers, that are easy to shoot down. It would be an improvement if they would take double as much turns building up stealth bombers, as these would be more succesful, they can survive. It is rare that a bomber survives my F15s, the AIs should be more reflective on the use of certain properties of units. A stealth bomber has not just a higher attack value, it is espcially more worth it to build it because it is not so easy to intercept.

                  Paratroopers: In my game so far the Japanese are building up lots of paras (they have 15 so far), which is strange because they are not in range of using them. But this will probably change in the next few turns. That was not my complaint, I was complaining about loading paras into choppers, limiting their range. I can't see any advantage of doing this, so I wonder why the Russians see that otherwise.

                  DeepO

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                  • #54
                    26. Another update problem at the dateline
                    The dateline update problems continue. This one happened right after I bombed the Aegis, with a F15 on the carrier which can be partly seen in the right upper corner. The fog of war is not correctly displayed (the bombing animation didn't play either, but that one I mentioned above already). When doing anything, moving the screen position, standing down the next F15, etc. the problem is solved, and the FoW flips back to what it should be. It is a very minor thing, but I thought I'd mention it anyway.

                    DeepO
                    Attached Files

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                    • #55
                      27. Super workers building RR on hills!
                      As I am bombarding the coast of China bit by bit, I noticed the following: I bombard a completely improved hill tile on turn 1. The RR is destroyed. Turn 2, I go there again, and two workers are building up the RR again. I bombard again, and take all improvements down (including the road). Turn three, I go to the same tile, thinking that I now will take another tile, as normally the workers can only have finished the road on the hill... wrong, they have finished the RR already. It is not possible that 2 (monarchy, not democratic) industrial workers can build a road+RR in 1 turn, so it has to be a bug: when a worker is set to a task (build RR), and the task cannot be done because of further bombardments, it still finishes.

                      I was hoping to post 2 pics, one of turn 2 (2350 BC) where the two workers are building on a destroyed hill, and one of turn 3 (2310 BC) where the RR is done, however I forgot to save one game... but it should be easily reproducable. Further, I don't know whether human workers do the same, I can only guess they do.

                      DeepO
                      Attached Files

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                      • #56
                        28. Dateline bomber lockup problem
                        Related to #26, I have twice encountered unrecoverable lockups when the AI bombs me across the dateline. I have a carrier with four F-15s on air superiority stationed just NE of that little corner in the fog of war cast by the American sub in DeepO's snapshot. I can't take snapshots (instant reboot, I think it's a graphics driver bug as it happens with third-party snapshot pgms, too), but I'll upload a saved game as soon as I find and read the instructions.

                        As soon as I end my turn, the Chinese attempt to bomb the carrier group. An F-15 rises to intercept, shoots down the bomber, and remains hovering over the battlegroup. The game is locked up at that point, consuming 96-99% of the CPU and getting nowhere.

                        [edit: bumped the #]

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                        • #57
                          Re: 27. Super workers building RR on hills!

                          DeepO, notice how sometimes you have workers building an improvement, you add more workers to finish the job, and the original workers are now free to do other stuff?

                          COULD this be what happened here, that these are two DIFFERENT workers on the tile now?? Since China IS industrious (were they also a democracy??).

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                          • #58
                            Jaybe, it can't be like this. Between turn 1 and 2, the Chinese AI has put 2 workers to build RR, as they are not in a democracy, this makes sense: 2 workers take 2 turns to go from road to RR. So when I bombed the road away in turn 2, I can understand if the workers would stop building a RR, and build a road instead (this should take 2 workers 1 turn). But once these workers are finished, they don't have further movement points, and will stay behind. They should still be visible in turn 3. So the only explanation there is to see 2 workers and a RR in turn 3 is that they cheated: They went from nothing to RR in 1 turn, because they started on the RR already before the road was destroyed.

                            Well, cheat is not the right word, it's a minor bug. I believe that the humans get the same advantage (it is a belief, I have never observed it).

                            DeepO

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                            • #59
                              Okay, I fixed my screenshots problem (new video drivers) but I can't take a screenshot of a locked-up game.

                              Here is the savegame of the dateline intercept lockup. It may or may not be a separate issue from the dateline bomber lockup (where the game locks after a successful bombing run that crosses the dateline).

                              All you have to do is end your turn. A chinese bomber will attack the fleet, an F-15 will shoot it down and hover over the battleship. Lockup.
                              Attached Files

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                              • #60
                                DeepO, now I got it. The workers, when it was their turn, finished the Rail but the supporting road was gone.

                                So their Rail building was (buggily) switched retroactively to Road, and they then built the Rail -- OR (equally buggy), they had finished the Rail and then built the required Road — OR they said "We've put too much work INTO this, we're KEEPING this Rail!"

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