- Wonky money behaviour, especially with taxation. In one game I was somehow in the hole -2 gagillion credits (something like 20 digits long). |
I've never noticed any problems with taxation. Provide a savegame of said 'bug' to stardock with a much more in depth description of what you were doing when it happened
- Wandering units. For some reason (and I suspect it's related to gifted units), units will occaisionally randomly go to a location I didn't specify instead of the location I've told it to go to. At first I thought maybe they were automated (ie. autoexplore), but when the entire map is exposed for a good 50+ turns, that's just not the case.
- Wandering units part deux. Units will sometimes decide to go to the same place you told another unit to go to, usually as soon as you right click the location. (ships randomly selecting a different destination than the one I gave them, often trying to attack one of the AI's vessels. Ships which move through a wormhole and usually to an unreachable sector, will just automatically set the closest route to the nearest parsec of reachable space, which you cannot alter anyway) |
These are caused by the way the game handles ship selection. Selecting a a ship, then selecting a different ship, even a ship on the other side of the galaxy, essentially selects them both. Giving an order to the second ship will give orders to both ships, as they are both selected. It is slated to be addressed in 1.1. For now, select a planet before selecting a ship, to ensure you clear your selections.
- Reappearing shiptypes that you've already decomissioned. Eventually (and it's happened in every game I've played thus far), old ship designs will start showing up in the build list. No amount of fenagling with the shipyard by overwriting ship names, etc. will fix it either.
- Reappearing shiptypes part deux. Once the ships start reapearing, upgrading and building new ships becomes a crapshoot, as even though you selected the correct design to upgrade/build, the game may randomly choose one of the other designs. |
The ship creation and obsoletion stuff is scheduled for an upgrade in 1.1.
- Planetary Invasion BS. It could simply be that my machine is underpowered and there's a delay between clicking "START" and when the game recognizes the click with the little odds randomizer, but it seems like there's a good 200-500ms delay in there, making any attempt at clicking when it's in your favour utterly meaningless. This could be by design, but if so, why even bother showing it at all? |
Actually, what you're requesting is in fact pointless, and wouldn' t be worth even showing the screen at all. Think about it. If it instantly responded to your click, as soon as you saw 50vs20, you could click, and you're golden. That scenario offers zero chance of randomness. The way it currently works allows you to try for a higher number, but sometimes you end up with a lower. You'll notice a trend in the changing numbers. Once you get used to the trend, you'll be able select a high number most of the time. You're obviously not going to always get the best number, due to the delay, but with a little practice you can pick a number on the higher side fairly frequently.
- The game's various info being presented to the player is almost always inaccurate. At the planet view, it will display one timeframe to complete a project or ship, while using the lists like the F2 or F6 screens will show entirely different timeframes. This is also the same with money and approval ratings. The net result is basically being one step behind anything that happens. |
I've yet to notice this, but I'll check it out. I tend to only look one one screen for a particular type of info, I don't jump around to different ones.
- The first turn is always a missed turn. Whether it's the first turn of the game, or you've just reloaded the game, the very first turn, nothing actually happens except units moving. Anything being built and reasearched misses the first turn, every time. |
Well documented by players, no official word from stardock on it, but likely to be fixed in the future.
- Influence overlays are always wrong. Specifically the cultural borders. It could be related to the poor updating as above, but when you reload a game, you'll notice the cultural borders are different than when you saved the game. It's only after several turns that it begins to approach the same borders as before you reloaded, which either means it's not updating properly when you're playing, or the game isn't calculating them properly when you first load a game. Either way, how is one to know which is correct? |
The game has several issues with regards to loading saved games. Influence borders are off until the game has been running a few turns, scanner ranges are off, etc. Its been reported several times and will hopefully be looked at soon.
- Influence overlays are always wrong. Specifically the cultural borders. It could be related to the poor updating as above, but when you reload a game, you'll notice the cultural borders are different than when you saved the game. It's only after several turns that it begins to approach the same borders as before you reloaded, which either means it's not updating properly when you're playing, or the game isn't calculating them properly when you first load a game. Either way, how is one to know which is correct? |
Reported many times, and partially fixed in 1.01X.
- AI research can randomly give them uber techs. One game, on TURN 10 (IIRC), one of the AI civs somehow managed to get a level 4 or 5 mass driver tech, but no previous techs leading up to it. The only reason I knew about it is because I was trying to trade some of my tech with him the previous turn. What's worse is that he let me trade him MINIBALLS 2 for it. |
Send stardock a savegame with a detailed description. I've noticed that sometimes the AIs will trade higher tiered techs (stinger4) to another AI, which will then pick up on the research. In fact, I do the same exact thing quite a bit, I buy a high tier tech from an AI and just ignore the prereqs.
- fleets will randomly get no moves restored after each turn (they stay at 0 moves). The only solution I've found is to disband the fleet and recreate it. Again, not a showstopper, but more of an annoyance. |
I have not noticed this. Send a savegame with a description to stardock