Description
Machine Uprisings have broken council, impossible leaders and don't spawn with ships equipped with the best technology available (3.8.2) (947b)
Game Version
3.8.2
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
When a machine uprising spawns, their council appears to be a non-gestalt's council with the layout of a gestalt's council, causing them to assign their own leaders to the council and making portraits abruptly cut off.
Since all empires created after game start need to wait 5 years to hire leaders (which should be a bug in itself), they will at first have no recruitable leaders available, but once they refresh the uprising is able to hire and assign nodes to different tasks which should not be possible.
As when the uprising's ships are spawned the uprising has no strategic resource income, the uprising's ships will use components that have an upgrade of itself available, causing their ships to be vastly inferior to the empire they are rebelling against and making them incredibly easy to defeat. This is inconsistent with normal rebellions, that can spawn ships with the highest components just fine without income.
(attached saves are right before uprising (Queendom of Boron has the AI-related incidents), and the save with the uprising used in screenshots)
Steps to reproduce the issue.
1. Wait for an uprising
2. Observe uprising council
3. Observe spawned fleets, ship designs, and what they have available
4. Wait for leaders to refresh and observe leaders assigned to council and nodes doing other tasks
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File(s) attached
Machine Uprisings have broken council, impossible leaders and don't spawn with ships equipped with the best technology available (3.8.2) (947b)
Game Version
3.8.2
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
When a machine uprising spawns, their council appears to be a non-gestalt's council with the layout of a gestalt's council, causing them to assign their own leaders to the council and making portraits abruptly cut off.
Since all empires created after game start need to wait 5 years to hire leaders (which should be a bug in itself), they will at first have no recruitable leaders available, but once they refresh the uprising is able to hire and assign nodes to different tasks which should not be possible.
As when the uprising's ships are spawned the uprising has no strategic resource income, the uprising's ships will use components that have an upgrade of itself available, causing their ships to be vastly inferior to the empire they are rebelling against and making them incredibly easy to defeat. This is inconsistent with normal rebellions, that can spawn ships with the highest components just fine without income.
(attached saves are right before uprising (Queendom of Boron has the AI-related incidents), and the save with the uprising used in screenshots)
Steps to reproduce the issue.
1. Wait for an uprising
2. Observe uprising council
3. Observe spawned fleets, ship designs, and what they have available
4. Wait for leaders to refresh and observe leaders assigned to council and nodes doing other tasks
Upload Attachment
File(s) attached
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