[BUG and Feedback] COMPILED LIST: Bugs, Balancing, Cosmetic, and Concerns
A compiled list for those QA people to review and fix.
Some of these have already been reported and some of these are issues that have existed for quite some time now. Seeing as there are so many disorganized thread around, I'm going to try to compile a list for you guys.
- General Bugs
- AI sovereigns get advanced armor and weapons WAY too soon. During Brad's video Cesera had Heavy Armor on turn 15: http://www.screencast.com/users/draginol/folders/Default/media/5b120229-8bc4-486e-8375-86bd5cb28c70
- The "Inventory" button under the "Actions" tab doesn't display right, wrong icon. Currently using the "Settle City" icon.
- Holding shift or control while selecting multiple units or in a city causes mouse lag and instability (aka Jittery).
- Snapping while building city improvements
- Memory leak and general performance
- After a Tactical Battle the ENTER button no longer properly ends turns
- Retreating from a Tactical Battle essentially renders unit useless or "dead", cannot be used in another battle.
- A unit cannot enter a tile with a caravan currently occupying it (but the AI can). This can be a problem for tight spaces or small cities as you're blocked from moving. The AI also sometimes camps locations with their traders (and units) preventing even friendly passage.
- Non-functioning faction traits and abilities (ie. A_Health, ManaRegen)
- Add scroll support to character hergonmomnon screen for sovereign and NPC characters. Some descriptions mixed with abilities and items makes it so you cannot read everything (especially with the new icons, which I think are great, btw).
- Cosmetic Problems
- Mancer (Male) has no facial hair options
- Mancer (Female) has no pants available and need more vests
- Amerian (Female) has no eyes and needs more clothing options (mostly dresses) *
- Krath (Female) have only one head option
* NOTE: I made a fix for this back in BETA 4. Check the mod section for my Character Mod.
- Balancing
- Dagger has been unfairly nerfed. It is now weaker then the staff (5 attack) but almost as expensive as the Axe (8-10 attack). It no longer has it's speed bonus either.
- AI sovereigns BEGIN their game's married which is unfair because they are usually having fun and making babies by turn 15 or 20. They get marriage advantages and children heroes WAY before players do.
- Sometimes spouses can be difficult to find because of the randomization and other empires recruiting them before you have the chance.
- General balancing of equipment costs (especially magic items)
- Padded Greaves are MORE expensive then Leather Greaves despite being available sooner and having the SAME stats. Not worth buying.
- Soldiers cloak too expensive for it's benefit (should be similar to armor costs).
- "Superior Equipment" is too expensive for small and minor benefits. Not enough goodies to justify researching it or purchasing the items.
- The Empire trading techs add +1 caravan per level while the Kingdoms only get ONE +1 for the entire tree. Kingdoms need a way to get more caravans.
- Concerns and Suggestions
- Perhaps the armor basic techs (leather) should be available sooner and not after shortswords? I think it should be separate and developed parallel to weapons. Thus, you can focus on either offense or defense.
- Please implement better color selection for sovereign creation
- Faction Creator needs a way to set other color options and link a sovereign
- Also, see Raven X way of fixing the tech problem
- Tactical combat speeds should be increased. Or at least tell me where to increase them via mod, please.
- It should be possible to build more caravans for trading and bandit's destroying them should not eliminate the trade route but rather restart it (like in GalCiv2).
- EDIT: Trade routes might actually be restarted after five turns.
- The charisma skills needs more function, especially with NPC champions (it is useless).
- Add mod support to "My Documents" and folder support (add "Mods/*.XML" and "Mods/*/*.XML"), PLEASE. The administration security is annoying modding.
- Custom road support, let me build them manually.
- IDEA: Add in improvements like trading posts and forts that can be freely place in my map region.
- IDEA: Add in a "Graveyard" improvement or "resource" that I can respawn my killed heroes but for a heavy cost (and maybe spawns monsters).
- Sound Effects
- You guys messed up some of the soundfx didn't you. For example, Princess is using female 3 voice which are deep and don't match, the test and nobleman SFX don't appear to exist, and DarkOracle is matched with a bunch of unmatched sound effects.
- Some SFX packages are missing hit and death sounds. I don't know if that's a problem or not but think its an oversight.
- Please add more SFX for units and allow players to be able to select the voice of the character in sovereign creation.
Please fix these issues. I'll add to this list as I find more problems.
I've noticed many buildings are not getting their intended functions. The War College, for example, is functioning more like the Monestary (using same graphics too).
...
<Medallions>
<All>K_Armory_InfoCard_01.png</All>
<Border_All>
</Border_All>
</Medallions>
<!-- Prerequisites -->
<RequiresCity>True</RequiresCity>
<SupportedTerrainType>Land</SupportedTerrainType>
<LaborToBuild>12.0</LaborToBuild>
<Prereq>
<Type>Tech</Type>
<Attribute>Arcane_Research_Amarian</Attribute>
<Value>0</Value>
</Prereq>
<!-- Building Production/Consumption. -->
<GameModifier>
<ModType>ResourceMultiplier</ModType>
<Attribute>SpellPoints</Attribute>
<Provides>+25% Arcane Knowledge</Provides>
<Value>1.25</Value>
</GameModifier>
<!-- Costs Lumber to build -->
<GameModifier>
<ModType>ConstructionResourceCost</ModType>
<Attribute>Materials</Attribute>
<Value>-5</Value>
</GameModifier>
<GameModifier>
<ModType>ConstructionResourceCost</ModType>
<Attribute>Gold</Attribute>
<Value>-25</Value>
</GameModifier>
<Prereq>
<Type>Allegiance</Type>
<Attribute>Kingdom</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AITag>Economy</AITag>
</AIData>
</ImprovementType>
It's not giving you the +25% training bonus, is researched via Arcane research, and has the economic AI tag.
The Granary has a similar problem...
<GameModifier>
<ModType>City</ModType>
<Attribute>TrainingDiscount</Attribute>
<Value>0.25</Value>
<PerTurn>1</PerTurn>
<Provides>-25% Training Time</Provides>
</GameModifier>
<Prereq>
<Type>Tech</Type>
<Attribute>War_Colleges_Amarian</Attribute>
<Value>0</Value>
</Prereq>
<Prereq>
<Type>Race</Type>
<Attribute>Men</Attribute>
</Prereq>
<AIData AIPersonality="AI_General">
<AITag>CommandPost</AITag>
</AIData>
That's the War College stuff misplaced! There is also problems in the code where it checks to see if there IS any food but the code is disabled because of an error. Actually, I just noticed there are TWO "K_Granary" buildings. That's gotta cause a problem somewhere!
Lastly, shouldn't Irrigation System's also have a check to see if there are any farms?
There are two instances of K_Barracks. two Missionary Halls (doesn't appear to function), command posts, war colleges, irrigation systems, town halls (influence doesn't appear to work), hedge walls, granary, trade centers, and possibly more (better double check all of them).
I've only noticed these problems in my CoreSpecial and CoreUnique XMLs, havent seen any in Fallen and haven't checked too hard.
temple of essence has two requirements for city level.



