Crusade 2.2 / 2.2.1 / 2.3 opt-in bugs

Since I started a new game with Crusade 2.2 (the last opt-in though that also listed version number 2.2, the official 2.2 update came 1 day later and i didn't want to start over again ...) I began taking notes so that I can keep track of the bugs still present (or new ;) ). Here what I found so far (I'm around turn 150 now and have only met one single other civ (ludicrous map, all AIs gifted, about 20 AIs, slow pacing, very slow research):

- "Need more administrators to build more starbases" notice still doesn't disappear (still in 2.2.1)
- Ship maintenance is still displayed as 0 for every ship in ship designer (still in 2.3 opt-in)
- Legions multiplication bug? I have no war yet, so I cannot say for sure, but the patch notes didn't mention this (quite serious) bug. (fixed in 2.3 opt-in)
- "Leaps and bounds" anomaly does still nothing that I can see (still in 2.3 opt-in)
- Temple of Enlightenment (Benevolent/Enligthenment III) tooltip still says 200% bonus to colony's research instead of 33%; benevolent per turn is also off (solved in 2.3 opt-in)
- Basic Laser has the same stats as Laser, but needs more space and 1 Elerium (see below, posts #8 and #9)

- Event "Antimatter Weapon": I chose malevolent and the tooltips says "+5 missile attack to every ship", but I can't find any ship with increased missile attack, neither among my existing ships nor in the designer.

- Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system. (still in 2.2.1) (Frogboy posted (see #47) that it's intended like that, colonize events are random.

- That old bug that ships being ordered to travel a long distance don't clear all FOW on their way (unless they are on the screen when moving) still persists. My assumption is still that it happens when the speed of the ship exceeds the sensor range so that the movement algorithm teleports them to the end of their movement allowance at the end of turn and only then checks sensor range. (still in 2.3 opt-in)

- In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game" (still in 2.3 opt-in).

- I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both directions or still only in favour of the receiver).

- Transport loading screen is still completely black with just the slider to load the number of legions.

- I can now also confirm that the legion multiplication bug still persists (that's when you invade a planet with x surviving legions and start the transporter thereafter the surviving legions are added to the transporter, but not deducted from the global legion count). (fixed in 2.3 opt-in)

- The commander bug still persists. In my game the commander gives 25% logistics bonus to my 48 logistics what makes 60. I could actually build one fleet with 60 logistics points and thought the bug was squashed, but now I trained my second commander and cannot bring my fleet to over 55 points (at least not by trying to merge on 5 logistics ship into the fleet). (at first seemed to be fixed in 2.3 opt-in, but occured again with my second commander)

- Tooltip of Subspace Resonator-P (that you get through an event) says "Drive Mass" and "Drive System Cost" although it's a sensor.

- The build time displayed for missions like Treasure Hunt on the left side in the Shipyard screen still differ, sometimes very significantly, from the time displayed in the build queue after you select the mission. (seems to be solved in 2.3 opt-in)

- Elevation Foundation tooltip says +100% Morale and a benevolent point every 2 turns, stats say Morale +25% and benevolent point every 5 turns (still in 2.3 opt-in).

- (2.3 opt-in) Movement display of currenly selected ship remains 0 after turn change. This is only cosmetic, the ship can move as usual nonetheless, but it's irritating.

- (2.3 opt-in) Research Treaty effects of received treaty are nowhere to be seen.

- (2.3 opt-in) When I have a fleet that contains a transport with legions then suddenly all ships in the Ship Designer now show a line that shows "Legions carried 5".

- (2.3 opt-in) When my fleet hit a Precursor Anomaly in the pseudo turn that resolves all the ships with movement left the battle screen was shown, but nothing else happened. The fleet was the last one with moves left, the turn was resolved thereafter (doing all AI stuff and movements), and in the next regular turn the Anomaly was still there, but when I tried to enter it nothing happened. I had to leave the game and reload, then I could enter the Anomaly and properly fight the defenders.

- (2.3 opt-in) Mercenary The Fissure: Description says Logistics 2, stats say Logistics 5.

255,509 views 85 replies
Reply #1 Top

New one added to the list:

- Event "Antimatter Weapon": I chose malevolent and the tooltips says "+5 missile attack to every ship", but I can't find any ship with increased missile attack, neither among my existing ships nor in the designer.

Reply #2 Top

I don't know if this is a bug or intentional - but you can go deep into debt buying multiple ships at a Merc Bazaar.  It doesn't seem to deduct the money until after you leave the Bazaar.

Reply #3 Top

StarFaring abilty - HyperionSensorSystem

 <Prerequ>
      <Techs>
        <Option>StellarCartography</Option>
      </Techs>
      <RaceTrait>
        <Option>StarfaringAbility</Option>
      </RaceTrait>
    </Prerequ>

StellarCartography doesn't exist in MasterTechDefs.xml.

Reply #4 Top

"Need more administrators to build more starbases" notice still doesn't disappear

Yup that is annoying. 

Reply #5 Top

I can confirm that the legions multiplication bug is still present in 2.2.

Reply #6 Top

Quoting lyssailcor, reply 1

New one added to the list:

- Event "Antimatter Weapon": I chose malevolent and the tooltips says "+5 missile attack to every ship", but I can't find any ship with increased missile attack, neither among my existing ships nor in the designer.

This one I looked up in the XMLs: seems it was wrong all from the start. According to this:

      <Trigger>
        <OnEvent>OnEventChoice</OnEvent>
        <Target>
          <TargetType>Faction</TargetType>
        </Target>
        <Lifetime>Target</Lifetime>
        <Modifier>
          <EffectType>MissileAttack</EffectType>
          <Scope>Global</Scope>
          <Target>
            <TargetType>Ship</TargetType>
          </Target>
          <BonusType>Multiplier</BonusType>
          <Value>0.05</Value>
        </Modifier>
      </Trigger>

it increases missile attack by 5% (before and after Crusade), presumably only for existing ships and only for those that have already missiles. So principally Stardock only needs to adjust the tooltip ;)

Reply #7 Top

Quoting Publius, reply 5

I can confirm that the legions multiplication bug is still present in 2.2.

:(

I feared as much ...

Reply #8 Top


- Basic Laser has the same stats as Laser, but needs more space and 1 Elerium

 

I do not see this as a bug.  Gain tech to get the laser for less mass, and no Elerium cost, seems like an upgrade to me.

Reply #9 Top

Quoting GrimmAG, reply 8


Quoting ,

- Basic Laser has the same stats as Laser, but needs more space and 1 Elerium



 

I do not see this as a bug.  Gain tech to get the laser for less mass, and no Elerium cost, seems like an upgrade to me.

Ok, you are right, I confused both weapons and thought Basic laser came after Laser, but it's the other way round. I take it out of the list.

Reply #10 Top

Malevolent - Bloodthirsty pick, doesn't grant overlord ships. Have save.

This worked in last build.

Anyone else had this?

Reply #11 Top

I have also collected some bugs and wanted to start a thread like this. Here is what I got so far:

- Benevolent option of the Durantium Cloud Precursor Colony event gives +1 Raw Prod to the planet, not +5, as stated in the text. (Text should be fixed)

- Upgrading Constructor Ships etc. still costs 1 Admin.

- Colonizers trait only gives 1 Admin back, not 5 as stated in the description.

- Silics dont need access to Kimberleys Refugee.

- Its weird for Aquatics to need the Stadium, if u want to build a Mega Resort. On the other hand Aquatics dont really need the Mega Resort and the Entertainment Center (+upgrades) at all - they could just be replaced by the Hot Springs line.

- Strategic Command still has no adjacency effect.

- There are still "Resistance" hex boni, but no more resistance buildings. The hex boni should be changed to sth else (maybe Ship Construction).

- You can see the predicted battle outcome on planets without seeing the defending fleet (for which you need a spy). This kinda makes spys unnecessary for invasions.  

- Cultural Center has the same stats as the previous building (Consulate).

 

 

Reply #12 Top

Quoting x-cessive, reply 11

- Cultural Center has the same stats as the previous building (Consulate).

Likewise for the Work Camp (5% all manuf), the first upgrade is the same, the second goes to 7%.  Seems like there should be a 6% in there somewhere

 

Reply #13 Top

Found a few bugs...

 

1 - Got given an Empire. Their ships, shipyards and starbases that are now mine don't turn to my color. Their planets turn to mine though.

2- Weird dithering type effect when I zoom out on the galaxy screen. I think it might be ship travel lines but not sure. Makes the screen look all messed up and strange. Maybe they need to go away when you zoom out enough or make them thicker? Might be an AA issue.

3 - I am able to duplicate starbase addons. Seems to be an issue with the new cpu threading. I can go to add say a mining upgrade while the cpu is doing the ai thing. I click upgrade while it is bogged down with the background ai. It doesn't add it to the starbase right away so I can click it again and again. It will add mutliple upgrades. Say 4 of the same mining upgrade. Instead of a 0.3 bonus I can get a 1.2 or more. It does require having at least the starting items required but it also will let me click enough to go into negative of an item. Which I can pay off in later turns. If I upgrade to a new mining upgrade that is higher say 20 turns later when I get it it will delete all of the multiple's so I now only have the 1 that I should. Going to a 0.4 and loses the 1.2 bonus.

4 - I get messages saying someone wants to trade but they are busy right now. Click wait and nothing happens. Eventually just click ignore to move the game on.

 

Reply #14 Top

Quoting Kamara, reply 13

4 - I get messages saying someone wants to trade but they are busy right now. Click wait and nothing happens. Eventually just click ignore to move the game on.

Got this one too.

Reply #15 Top

Quoting Kamara, reply 13

1 - Got given an Empire. Their ships, shipyards and starbases that are now mine don't turn to my color. Their planets turn to mine though.

Did they surrender to you?  That happened to me, and the ships, shipyards, and star bases turned to my color on the next turn.

Reply #16 Top

No - another computer player was at war with them. They decided they were going to lose and gave their whole empire to me. Which frankly should be considered another bug since they were orders of magnitude stronger than me and their enemy was about equal with them. They certainly were not in a major losing situation. They almost tripled my empire size.

Reply #17 Top

I don't know whether that qualifies as a bug, but several people reported it as such and I have it in my new game also:

Colonize events don't happen every time you colonize a planet in a new system. Maybe that's intentional and there is a certain high, but not 100, percentage that these events happen. I also do not exactly know what should happen if you colonize the second, third, ... planet in a system.

Reply #18 Top

If I conquer a planet and destroy, for example, computer core. I can build it somewhere else again even though I already have one. 

Reply #19 Top

One completely unrelated question: what does it mean if it shows "x Referrals" under the original post? If I click on that I get an URL list of mainly game related web sites, but when I click on those links they lead me to the weirdest places that so far as I can see have nothing to do with my post?

Reply #20 Top

That old bug that ships being ordered to travel a long distance don't clear all FOW on their way (unless they are on the screen when moving) still persists. My assumption is still that it happens when the speed of the ship exceeds the sensor range so that the movement algorithm teleports them to the end of their movement allowance at the end of turn and only then checks sensor range.

Reply #21 Top

Seems like I found another one, pretty serious.

The anti-matter prototype missile you get along with researching Harpoon only has 2 attack.  Which makes it on par with the starter weapons. It should be the strongest weapon available to me yet.  Am I missing something ?

Reply #22 Top

Quoting EvilMaxWar, reply 21

Seems like I found another one, pretty serious.

The anti-matter prototype missile you get along with researching Harpoon only has 2 attack.  Which makes it on par with the starter weapons. It should be the strongest weapon available to me yet.  Am I missing something ?


You don't need Antimatter for Harpoon missiles. This is not a bug.

Reply #23 Top

Quoting GrimmAG, reply 14


Quoting Kamara,

4 - I get messages saying someone wants to trade but they are busy right now. Click wait and nothing happens. Eventually just click ignore to move the game on.



Got this one too.

Me too.

Reply #24 Top

Just from looking at the game files: I think the Ultimate Adaptability Tech isnt working. Can anybody confirm?

Reply #25 Top

In Diplomacy -> Treaty Detail it lists Resource payments still as "New Game".

I still see nowhere the effect of a Free Trade Agreement or any other treaty on my empire (so that I cannot check whether they now work in both directions or still only in favour of the receiver).