Logo Platform
logo amplifiers simplified

Finished a multiplayer game, so many bugs

Copied to clipboard!
9 years ago
Dec 19, 2015, 12:02:26 PM
Just finished a game with a friend (1v1 multiplayer + AIs), and we encountered numerous bugs. It is probably going to be our last game for a while because it was a very frustrating experience.



Bugs:

  • When seiging a city, if the defending player has a garrison and also a free standing army within the city bounds, and the attacking player attacks the city, sometimes the battle will take place between the army and the free standing army, instead of with the city itself (even when the free standing army is not next to the attacking army and therefore should not even be attackable). This should not happen and is a huge disadvantage for the attacking player, because all the defender has to do is retreat the battle, and they will not risk losing the city, and only lose half of the hitpoints in the free standing army. If this keeps happening, every turn the defending player could just send garrison units out one at a time to delay the attacking army indefinitely. Perhaps not as big a problem in regular games where sieging is an option, but against the Drakken who can force peace this is not possible.
  • At some point, our Drakken player was able to freely trade with the Necrophage AI. He was initially able to make some trades by closing and then opening borders (and trading the extra resources at the same time as the open borders). At some point they became blood brothers and could somehow trade freely with each other, even though they were at cold war.
  • When Player 2 completed Scyther quest, the free Scyther unit was awarded to the wrong player (it was awarded to the host instead).
  • At the end Drakken player was one turn away from diplomatic victory. On that same turn, our Cultist player managed to take all remaining Drakken cities (and settlers remained). The next turn, the Drakken player was declared victorious despite being dead. Also, we realised that because naval units are not attackable, a Drakken player could simply create a settler and put it in the water and live indefinitely while they accrued diplomatic points (if they were close already)
  • When AI players are eliminated, on the turn they are eliminated they still appear alive and can be traded with. Any player is essentially able to trade Truce with the dead AI for everything they have. To a lesser extent, this is true also for AI players that are heavily attacked - they will pay anything for a truce, even for a truce with a player that is not actively attacking them but happens to be at war with them.
  • When you attack a city that has 0 defenders, the battle is immediately ended and all nearby armies are pulled in reinforcements. This takes away all other armies' action points and prevents taking two totally undefended cities in the same turn. There needs to be a dialog that allows you to remove reinforcing armies before simply being declared victorious
  • AI would often break an alliance, and yet happily reenter an alliance the same turn and wanting to pay a lot of resources for it. Same goes for Peace and Open Borders.





Suggestions:

  • You should not be able to use opening borders / truce/peace to "enable" 2-way trading with the AI, as this feels quite exploitative. Additional trading items (like dust, resources) should only be able to be added on the side that brings the bar towards the center. So for example if the AI wants open borders (bar is green), then you can ask for some items from them, but cannot add items of your own.
  • We found it way too easy to declare a truce with an AI if the other player convinced the AI to declare war on them. Often it was a matter of paying about 16 influence for a truce, and then getting a bunch of free stuff for agreeing to the truce. Suggest having some kind of minimum turns for war, or having a "truce" equivalent of war, so the cost is extra high for agreeing to truce immediately after a war is declared.
  • As cultist, it is too hard to make mercenaries - having to run troops from the villages all the way to city and then back out to the front lines. They should be able to create mercs from villages.
  • Drakken vs Cultist multiplayer is a tricky matchup as the cultist wants to war and the Drakken wants to peace. Because peace can be forced declared instantly, and war can be declared instantly, we ended up constantly getting into situations where war would happen, then the cultist would have to try to rush units in before the drakken player was able to force the truce. Truce seems a bit overpowered as well, and suggest maybe it should have a minimum 1 turn after war being declared for truce to be forced.
  • The building queue rejection when a borough cannot be built is way too harsh. For example if you are building a borough and it takes 10 turns, if a neutral monster wanders onto the borough location the borough will be cancelled, and you will lose all production. Similarly for unit production when garrison is full (but this is not as bad).

0Send private message
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message