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Joined: May 2005
journeyman
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journeyman
Joined: May 2005
LAN campaign 2v2 3 AI Little Rivellon

Since I can't always tell yellow from green I chose those colours for my enemies.

Turn 1

Buy 2 transports
Card: Double revenue on capital

Turn 2

2 transports leaving with 10 units (starting forces)
Research hunter
Recruit 3 troopers

Noticed during replay: numbers (turn order) shift to the left/get cut off for the player whose turn is being replayed. (video: 1920x1080 16:9 fullscreen quality preset "ultra")

Turn 3

Spread 3 troopers to claim territory
Advance by sea
Recruit trooper and transport

Saved game. Noticed that input field for save name is not ready; I must click in it.

Presently all turn orders are displayed as 8.

I have used ALT+TAB to leave game and maintain this log, but the phenomenon has been observed in every playthrough lately.

Research longer range grenadier

Resolution: Ocean battle (my invasion force is just outside first enemy capital)
During commander selection, the turn order is correctly displayed.

Complete victory (AI doesn't play well when there is no land connection).

Turn 4

Invading capital by sea
Researched restoration aura
Researched trooper speed

Everything looks right
Saved game
Everybody listed as number 8 in the turn order

LOAD GAME:

Forgot to unload invading ships before ending turn
Picked "load game" from the menu when prompted to select a commander (myself, just the army)

Added 3 AI players and pressed start game. Instead of starting the game, it gave me a screen similar to the load/lobby screen, where the players were not modifiable and "start game" was disabled.

I pressed cancel, which returned me to the LAN list of lobbies. There I pressed "load game" and tried to load the same game again. This time, when I selected the last AI player, the game started without waiting for "Start game".

In the game, all borders were colourless, and all units were gone. Buildings are still present, and coloured. Right clicking on countries gives appropriate options for friendly/hostile territory. I managed to build an academy. Borders and units still missing. And the turn order view displays number 8 all around.

END TURN: Perpetually waiting for other commanders.

LOAD GAME: Going to main menu first.

This appears to work.

Unload invaders from transports.
Menu > Save > Back > Resume (canceled save)
No effect.
Saved game (overwriting existing game)
Turn order lists everybody as 8.

Turn order list is corrected when the number is redisplayed, which happens during replay.

Tried to load game during replay.
Same as last time: I add the AI opponents and press " Start game". There is a brief loading screen. Then a lobbylike view of the players. My AI opponents have solid colour markers, the word "medium" and the word "ready". None of these items are interactive. "Start game" now disabled. CANCEL

Load from LAN lobby upon cancel.
As soon as the 4th player was added, the game started with no borders or units on the map.

Still the "Country bar" (I hear that's what you call it) shows what player owns the territory.

LOAD GAME: Going to main menu.

Transport trooper to emporum island, unload.
Save game.
End turn (turn 4).

Battles:

Vulgtis won by enemy faction.
Herbosos won by ally.
Freeze during RTS battle overhead view with 10-20 seconds left to dragon readiness. This freeze has happened under many different circumstances. I use an NVIDIA 3d-card, and this game is one of several that trigger extreme fan speeds at most settings. Reports of this have previously been submitted via your end-of-game utility.

END TASK
Restart game, load.

Notice: I must turn of tutorial mode every time I start the game. The other options persist when I close and reopen the program.

Skip replay.
First battle is "my" battle: Capital invasion.

Several occurences of hang during battle. Close program, reload.

No luck.
The spoiler contains details from a playth... play a few turns. Problems encountered were:


Severe problem

- (Quite frequently) The game freezes during battle (music plays, sound stutters on the current noise, nothing else happens)


Run-of-the-mill bug

- Load game (campaign) issues
During campaign, trying to load earlier save from same campaign. 1 human player, 3 AI.

Load game directly from campaign menu (not going to main menu):
- I add AI players normally, and press Start game
- There is a loading screen, and then an overwiew of participants (instead of the game starting)
- I back out and find myself in the LAN-lobby-list
- I try to load from there, adding AI players as usual
- When the last player is added, the game starts without confirmation from me
- Borders are not drawn, units are missing, and when I press END TURN the other commanders do not finish; I have to wait indefinitely.
- When I load from the main menu this does not happen.

Minor issue

- The turn order list in campaign shows 8 for everybody after saving game
-- Maybe after loading as well, seemed that way once at least
-- If you back out of the save menu without saving, the bug does not occur


Trivial / convencience

- During replay, the current player's turn order number is misaligned and cut off. (16:9 aspect, 1920x1080 res)
- When in dragon form, cannot access menu (no mouse cursor, no known hotkey)
- New save game: I cannot start typing save name immediately, I must click the input field first.
- Tutorial mode is always enabled on startup (I turn it off every time now, although you might need us to test more tutorials)

Last edited by Sinister; 21/07/13 07:32 PM.
Joined: Mar 2003
Location: Canada
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Joined: Mar 2003
Location: Canada
Originally Posted by Sinister
- When in dragon form, cannot access menu (no mouse cursor, no known hotkey)

F10

Joined: May 2005
journeyman
OP Offline
journeyman
Joined: May 2005
Seems that new content has been added. Not clear about other changes, but the version number seems unmodified (oh, no, it is modified, just not where I thought it would be). A trial run unveiled the following:

Load:
Map selection seemed not to be read from the saved game. It suggested Little Rivellon, but I saved on Centre Mass.
There is still a problem loading games when already in a game (need to load via Main Menu).

The colour selection from the load screeFn/lobby seems to be overridden by the colour selection in the saved game. Either, the colour should not be retrieved from the savegame, or load-game-lobby should show the saved colour for each slot.

You can select a different map than the one in the saved game, but it will have no effect. The map selector should be disabled when the lobby is opened with a saved game.

EDIT: And when I loaded my game after the crash (saved after the first of two battles) I noticed on the subsequent turn that every battle asks "Who will battle for Orcha?"

Actually, every country in "Center Mass" is called Orcha by the system, only not by the drawn map. (Country bar, activity reports such as "Lord Fluffier constructed armor in Orcha" and battle screens all say Orcha.)

It has nothing to do with saved games, the names are wrong for new games as well.

Last edited by Sinister; 24/07/13 08:21 AM.
Joined: May 2005
journeyman
OP Offline
journeyman
Joined: May 2005
Center mass 2v2

Game difficulty: Hard (applies only to single player?)
AI player skill: I forgot to check because I set game difficulty, but next time I entered lobby they were set to "Hard".

The AI performed a couple of weak or meaningless actions that might just be ok on "easy", but probably not "normal".

Utterly useless: AI played sabotage to prevent troopers from moving on an island with no adjacent land.

Essentially useless: AI reinforced an isolated island (already defended) even though all hostile naval units were on the other side of the map (about as far as possible). Also, that player was threatened at the mainland border, where the same reinforcements could have been delivered.

But, but... they're mine! -- When I am holding a conquered capital, maybe my ally should understand that the territories and units held by that side will be mine, and are not worth attacking unless for very good reasons. (Such as wanting to balance our power in the new world order without attacking me directly...)

Is the AI good at considering turn order? The better AI's should know when the turn order guarantees that an effect will/will not happen.

Strategy note: When you conquer capitals and subsequently act before the enemy (on the next turn), you can send small armies to intercept retaliations. These armies can retreat with slight casualties if any, and guarantee successful control of the capital. I have never seen the AI in position to do this, though. In Centre Mass I was able to win most battles by autoresolve. (I did also observe a trooper take down a juggernaught.)

Intercepting the recapturing forces allows you to kill fewer of them before they fall under your control, and they are also not located in the capital at the beginning of the next turn; could be a nice head start.


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