Terraforming Mars

Terraforming Mars

Statistiche:
2.0 bugs
-While viewing game state after playing Convoy From Europa but before placing ocean tile, cards in hand disappeared from screen.
-Still can't see milestones and awards during prelude card selection
-Sometimes card effects, cost, and icons disappear in hand view.
-In Solo Challenge, game continues to 12th generation even if all terraforming requirements are met in an earlier generation and after stating said generation would be the last.
-In one match while drafting, on second card pick I got 4 options and on 4th pick got two options. At top it said, "Draft 2 of 5" and "Draft 4 of 5" but draft picks one and three were normal. I took a screenshot but can't seem to post it here.
-On all maps at any time, clicking on "Cards Played" triggers the view box to obscure the map. Game restart is the only found solution.
-Not sure if a bug or by design, but AI player on all modes/difficulties places the Commercial District on the highest value placement reward space rather than next to any number of cities (Highest I've seen it ignore was 4 cities adjacent in favor of 2 plants).
-When playing Research while Olympus Conference is active with no science resources on it, it forces you to add two science resources rather than being able to add one and then remove one.
-Sometimes when the deck is reshuffled, the DECK RESHUFFLED pops up every time a new card is drawn in that generation. Not sure if it's actually being reshuffled each time.
-In Hellas, opponent was able to claim the Diversifier Milestone with only 7 different tags (and no wildcard tags).
-In online MP games, when the AI sub takes over for a player that abandoned, the human player following the AI player has to disconnect and reconnect for the AI to complete its turn.
-in online MP games, the AI sub only completes one action per turn, even when the human player cannot return, and even when all other players have passed. Might not be a bug but is super annoying.
Ultima modifica da Scrubbing Bubbles; 25 feb 2023, ore 17:36
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Production Phase MC calculations

Prior to version 2.0, during the Production phase, the calculations for each player's MC value was first a display of the MC production value that's added to any MC value being carried forward from the previous Generation, and then that player's TR value is added to their MC value. It was logical, and it made sense as a player watching the scores being calculated for each player in the game.

Now, with the version 2.0 build, the MC calculations is a little bit backwards, and it's quite confusing to watch as a player.

The current process is graphically displayed as the TR being added to the player's MC value before the MC production is added. It's difficult to describe here in text, but I'll try. The animation of the TR being added to the player's MC briefly displays what that player's final MC value is. But it's only displayed for literally one second. Then, the that player's final MC value is replace with a display of what their "carry-forward" MC value was from the previous Generation, and then their current MC production is added to that value. So, the final display of MC is without their TR total.

Now, the animation of the MC production is only for the entertainment of the players as we watch the animated Production phase for each player. The computer already knows the real full MC value for each player as we enter into the new Generation and a new phase of purchasing cards is presented to each player. And each player has all of their correct MC available to spend during the current Generation.

So, the bug I'm reporting is very minor; a very low severity rating... SEV 4 or SEV 5.
Messaggio originale di jonhook:
Production Phase MC calculations

Prior to version 2.0, during the Production phase, the calculations for each player's MC value was first a display of the MC production value that's added to any MC value being carried forward from the previous Generation, and then that player's TR value is added to their MC value. It was logical, and it made sense as a player watching the scores being calculated for each player in the game.

Now, with the version 2.0 build, the MC calculations is a little bit backwards, and it's quite confusing to watch as a player.

The current process is graphically displayed as the TR being added to the player's MC value before the MC production is added. It's difficult to describe here in text, but I'll try. The animation of the TR being added to the player's MC briefly displays what that player's final MC value is. But it's only displayed for literally one second. Then, the that player's final MC value is replace with a display of what their "carry-forward" MC value was from the previous Generation, and then their current MC production is added to that value. So, the final display of MC is without their TR total.

Now, the animation of the MC production is only for the entertainment of the players as we watch the animated Production phase for each player. The computer already knows the real full MC value for each player as we enter into the new Generation and a new phase of purchasing cards is presented to each player. And each player has all of their correct MC available to spend during the current Generation.

So, the bug I'm reporting is very minor; a very low severity rating... SEV 4 or SEV 5.

"After a generation, the addition of the TM is wrong at first."

Already in known bugs... https://steamcommunity.com/games/800270/announcements/detail/3615859152085690900
Environment: M1 Ultra Mac Studio / 64 GB / macOS 13.1

Game crashes on startup. Looks like it's using Unity
  • Unity Player version 2021.3.12f1 (8af3c3e441b1)
  • Version string is "2.0000.1.12595"
  • UnityBuildNumber is 8af3c3e441b1

Looking around I noticed that the Info.plist is malformed:
~/Library/Application Support/Steam/steamapps/common/Terraforming Mars/TerraformingMars.app/Contents/Info.plist

There is no bundle ID - it looks like the file wasn't properly populated. I'll play with it to see if I can get it working. 🤷‍♂️
Adding a CFBundleIdentifier didn't help.
Found a crash log in the Utilities/Console.app:

Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at Steamworks.SteamApps+<DlcInformation>d__29.MoveNext () [0x000e4] in <e385b4c78c0940819c8b38e56fb84260>:0 at AsmodeeNet.Store.SteamStore.CheckForPurchaseUpdate () [0x000ab] in <ed740434dcdc40b4bd1fe42343111fb1>:0 at AsmodeeNet.Store.SteamStore.Initialize (UnityEngine.Purchasing.Extension.IStoreCallback callback) [0x0003a] in <ed740434dcdc40b4bd1fe42343111fb1>:0 at UnityEngine.Purchasing.PurchasingManager.Initialize (UnityEngine.Purchasing.IInternalStoreListener listener, System.Collections.Generic.HashSet`1[T] products) [0x00007] in <ef1d632b272e4735a8a575d9ef65f47f>:0 at UnityEngine.Purchasing.UnityPurchasing+<>c__DisplayClass4_0.<Initialize>b__0 (System.Collections.Generic.HashSet`1[T] response) [0x00000] in <ef1d632b272e4735a8a575d9ef65f47f>:0 at UnityEngine.Purchasing.UnityPurchasing.FetchAndMergeProducts (System.Boolean useCatalog, System.Collections.Generic.HashSet`1[T] localProductSet, UnityEngine.Purchasing.Extension.ICatalogProvider catalog, System.Action`1[T] callback) [0x0002d] in <ef1d632b272e4735a8a575d9ef65f47f>:0 at UnityEngine.Purchasing.UnityPurchasing.Initialize (UnityEngine.Purchasing.IStoreListener listener, UnityEngine.Purchasing.ConfigurationBuilder builder, UnityEngine.ILogger logger, System.String persistentDatapath, UnityEngine.Purchasing.IAnalyticsAdapter analytics, UnityEngine.Purchasing.IAnalyticsAdapter legacyAnalytics, UnityEngine.Purchasing.Extension.ICatalogProvider catalog, UnityEngine.Purchasing.IUnityServicesInitializationChecker unityServicesInitializationChecker) [0x00063] in <ef1d632b272e4735a8a575d9ef65f47f>:0 at UnityEngine.Purchasing.UnityPurchasing.Initialize (UnityEngine.Purchasing.IStoreListener listener, UnityEngine.Purchasing.ConfigurationBuilder builder) [0x0002a] in <ef1d632b272e4735a8a575d9ef65f47f>:0 at AsmodeeNet.Store.StoreManager.Launch () [0x00166] in <ed740434dcdc40b4bd1fe42343111fb1>:0 at LuckyHammers.AsmodeeModule.TerraformingMarsApplicationDelegate.Start () [0x00093] in <ed740434dcdc40b4bd1fe42343111fb1>:0
"view game state" is not available now during the stage where you buy cards (no draft)
Just ran into the Helion bug online. It was infuriating. Also, there's the card description bug.
wow - just wow. totally won't run anymore.
Same here, the game doesn't work at all anymore. It just crashed immediately when I try to run it.
This was a new one with this new "great update": I got stuck pressing "Pass". When "Pass" is pressed, the turn goes back to me again, instead of going into Production phase. That sucked.
I am also having the bug where it wont advance beyond the final production phase on 2 different games local hotseat with only 2 human players. Just sits there. Quitting and reloading didn't work either.

Messaggio originale di jonhook:
I would consider this a SEV-1 show-stopping defect that needs to be addressed immediately.

Exactly this.
Played through a second offline game with humans and ai. This game also failed after the final production phase. Who won? Is winning that important? Who knows!
Wow the game is so buggy after 2.0!!!!
Messaggio originale di jonhook:
Production Phase MC calculations

Prior to version 2.0, during the Production phase, the calculations for each player's MC value was first a display of the MC production value that's added to any MC value being carried forward from the previous Generation, and then that player's TR value is added to their MC value. It was logical, and it made sense as a player watching the scores being calculated for each player in the game.

Now, with the version 2.0 build, the MC calculations is a little bit backwards, and it's quite confusing to watch as a player.

The current process is graphically displayed as the TR being added to the player's MC value before the MC production is added. It's difficult to describe here in text, but I'll try. The animation of the TR being added to the player's MC briefly displays what that player's final MC value is. But it's only displayed for literally one second. Then, the that player's final MC value is replace with a display of what their "carry-forward" MC value was from the previous Generation, and then their current MC production is added to that value. So, the final display of MC is without their TR total.

Now, the animation of the MC production is only for the entertainment of the players as we watch the animated Production phase for each player. The computer already knows the real full MC value for each player as we enter into the new Generation and a new phase of purchasing cards is presented to each player. And each player has all of their correct MC available to spend during the current Generation.

So, the bug I'm reporting is very minor; a very low severity rating... SEV 4 or SEV 5.

I realize this is a minor bug in the grand scheme of things (many worse bugs in this release that actually break the game), but I find this change in the production animation INCREDIBLY annoying, it just ruins the flow of monitoring production, and I always have to go check how many MC everyone has. Previously it was logical and I could remember how much everyone had. Just such an unforced error to break an animation like this.
This was my favourite solo game to play. Now I may never by another Asmode game again. i wish it would run but I'm one of those Mac Users who can't even load the game anymore.
In addition to the Asteroid Mining Consortium, the Mining Consortium has the same bug. Being three corporations away from my 3000+ hour quixotic quest to score 121 with each corporation on each map in solo play, I am also HIGHLY ANNOYED about the bug with Helion described above.
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Data di pubblicazione: 23 gen 2023, ore 14:13
Messaggi: 51