   This document is compilation of bugs, undocumented features, tricks and traps (as SMAC Academy names it) for the game Sid Meier's Alpha Centauri (SMAC) and expansion Alien Crossfire (SMAX), that can be also referred to as SMACX for both, AC for vanila, ACX for expansion, etc.
   
   Version: 2.1
   
The list is based on the origin of the bug report.
It is probably easier to track all bugs this way.
Number after "==FIXED" tell which fix it is on Scient's list.
There are also comments: --comment--
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Classifications:

bug, serious
bug, minor
exploit
annoyance, serious
...

by Nevill:
(!!) - a serious bus, a glaring oversight etc
(!) - unpleasant, but could live with it
Commented on: 1, 5, 14, 16, 20, 21, 22, 27, 33, 34, 35, 44, 50, 57, 63, 65, 67, 71

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Below is SMAC Academy list, 
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1.   Colony pods can be added to an existing base to increase the base population by 1 using the join base command (b). This operation can be used to increase the size of the base beyond the limits imposed by lack of hab complexes/domes.
--comment-- Looks like a bug caused by possibly lacking check for base growth possibility
--comment by Nevill-- There is a possibility that a base is placed near a growing Fungal Tower, in which case the fungus will sooner or later spread on a base tile. Then you won't be able to add Colony Pods anymore.
/***********************************
2. Normally, a unit with drop pods can only make one air drop per turn and must start the turn in a base or airbase without having moved to perform the air drop. Activating a unit with drop pods, right-clicking on another square, and selecting the air drop command from the menu will always allow the unit to make the air drop as long as the square is within air drop range; this allows the unit to make an infinite number of air drops in a
      turn that don't have to start in a base or airbase and that don't depend on whether or not the unit has any movement points remaining. Using this procedure, drop infantry can perform an air drop, attack an enemy unit, and perform another air drop back to safety.
--comment-- ...
==FIXED no. 4
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3. A unit will always survive an air drop; the air drop damage will be reduced to preserve the final hit point.
--comment-- Looks like a feature.
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4. AI players have no intelligence when it comes to trading bases with human players. They will often trade their best bases for newly built size 1 bases in the middle of a desert.
--comment-- A bug? lack of base value check?
/***********************************
5. Submissive AI players can be forced into negative energy reserve balances by demanding that they trade their cash for technology.
--comment-- Could be a feature. It looks like the game destroys headquarters in such case and sets faction energy at 50 EC. Can be reasoned, that submissive faction could do it, go into negative energy balance.
--comment by Nevill-- They are doing it even if there are no buildings left to scrap. I'd say it's a bug.
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6. Missiles can be given to AI players who can use the infinite range missile bug to attack enemies without being limited by range.
      note: the infinite range missile bug is a bug that allows the AI to use missiles against bases regardles of ther distance. 
--comment-- ...
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7. If the "do or die" game option is turned off, it is possible to profit from destroying all of your units to restart in a different location. Most factions will receive an extra terraformer by doing this while Morgan will also get a synthmetal sentinel and +100 energy reserves.
--comment-- a bug. ? looks complicated to fix. lack of better algorithm.
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8. Boreholes can only be contructed in land squares where all adjacent land squares are at the same elevation "level" or higher and do not contain boreholes. It used to be possible to build boreholes adjacent to each other by having them built at the same time, but this has been fixed in the latest patches. (MoSe)
--comment-- ...
FIXED firaxis patch
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9. Any rivers flowing into a square containing a borehole will end there since the water disappears into the borehole. (DilithiumDad)
--comment-- a feature.
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10. A borehole on the west coast increases moisture levels to the east. A borehole anywhere else decreases moisture in the surrounding area. (DilithiumDad)
--comment-- a feature? possibly a connection between west coast location, assumed winds from west to east and temperature increase near a borehole?
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11. Drill to aquifier is not allowed in squares adjacent to an existing river. It is possible to create rivers in adjacent squares by performing the drill to aquifier operation in both squares at the same time. (MoSe)
--comment-- a bug, same as building two adjacent boreholes (bug 8). Solution could be similar? Check for a former drilling (order q) nearby?
/***********************************
12. River courses are partly random (will be different each time); rivers will avoid rocky squares and will occasionally run uphill for one tile. (DilithiumDad)
--comment-- uncertain, is randomness included in the code (algorithm) here. may be a feature.
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13. Supply crawlers collecting resources in squares outside of bases receive the benefits of facilities and secret projects in their home bases that increase the amount of resources collected in a square. Example: A supply crawler collecting nutrients in a forest square for a base containing a Tree Farm and a Hybrid Forest would collect 3 nutrients instead of 1. The same is true for social engineering choices where an economy setting of 2 or higher would increase supply crawler energy collection by +1 energy each. (DilithiumDad)
--comment-- a feature?
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14. It is possible to set home base (Control-h) for a unit to be the base of another faction when the diplomatic stance is pact. The unit will then require no support from either faction. (MoSe)
--comment-- a bug.
--comment by Nevill-- Wasn't it fixed in the latest patch (SMACX 2.0)?
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15. When a land unit is unloading from a transport in a sea square to a land square, it will always cost only 1 movement point regardless of the terrain in the land square, including rocky, forest, and fungus squares. The rumor is that old versions of SMAC would cost 2 movement points to unload into a rocky square. (MoSe)
--comment-- intended change in game mechanics? a feature now?
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16. Sometimes a password-protected hot-seat/pbem save file will open in the Scenario Editor after you enter your password enabling the player to edit the game with the scenario editor. It is not clear exactly what causes this behaviour.
      The score screen (F8) will say "CHEATED" after somebody does this in the game. (tetunge)
--comment-- a serious bug.
--comment by Nevill-- There is a lot more happening here. For example, the game makes no difference between '333666' and '666333' passwords. I had moderated a game when 5 different people had 5 different passwords in the beginning and 3 of them ended up being able to access their games with either password. It's happening quite often and I've seen no clear pattern to this behavior.
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17. Biology Lab prevents a random event (Planet Blight) from causing all forests and farms in the 20 base production squares to be destroyed; if the base has a Biology Lab, then the random event will instead provide +1 nutrient per square for 10 years due to the discovery of a beneficial bacterium. (DilithiumDad)
--comment-- a feature - game makes no report of Planet Blight
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18. The designs for captured units can be modified in the design workshop. This allows the use of unit technology from the captured unit to make 
      different unit designs even though the technology is not known. (Usually referred to as "reverse engineering")
--comment-- a feature.
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19. Once Planetary Networks is discovered, the probe team design can be modified in the design workshop to make other speeder designs even though Doctrine: Mobility is not known.
--comment-- bad game algorithm, unintended exploit. may be difficult to fix.
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20. Probe team units that are in land squares can conduct probe operations against other land squares (units and bases). Probe team units that are in sea squares can conduct probe operations against other sea squares (units and bases). The exception to these rules is that foil/cruiser probe teams can always conduct probe operations against land squares. Air units can never be probed, including choppers. Examples: A probe foil in a land base (land square) can probe an adjacent scout patrol in a land square but cannot probe an adjacent gun foil in a sea square. A probe team on a transport foil in a sea square can probe an adjacent sea base but cannot probe an adjacent land base.
--comment-- a bug, lack in game algorithm, may be difficult to fix.
--comment by Nevill-- Making probe teams automatically come up with Amphibious pods ability would solve the problem. It's not the best way but it's definitely better than it is now.
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21. Normally, air transports - including choppers - can only load and unload passengers in a base or airbase. However, choosing the unload ransport (Shift-u) command will allow the passenger to unload while the air transport is in flight. (MoSe)
--comment-- a bug. Might be forced removing a unit from an air unit, but then it should either be destroyed or seriously injured.
--comment by Nevill-- There are more bugs associated with transports. First, an air transport can be disbanded in flight and the cargo will be automatically unloaded, rather then destroyed (or damaged). Second, if a transport is attacked on (over) land while loaded, it's cargo will defend instead of the transport itself. If it's an air transpotr though, and it is attacked overseas or by an air superiority unit, the cargo will not interfere.
/***********************************
22. On the turn a terraformer completes its terraforming task, its "flag" will be grayed out indicating that it has moved. Clicking on and activating the terraformer will allow a new terraforming command to be issued to the terraformer with the correct number of turns to completion displayed. Clicking on and activating the terraformer again, cancelling its new orders; at this point, the terraformer will have regained one movement point. (MoSe)
--comment-- ... being discussed in the threads...
--comment by Nevill-- Some report not being able to reproduce this bug. It must be noted that the former in question should not complete their orders in the same turn they were given (for example, you won't reproduce this bug with 4 formers planting a forest simultanously).
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23. Drop units without an actual weapon cannot drop into the base production squares or zones of control of units of another faction unless the diplomatic stance is pact. (MoSe)
--comment-- a feature...? but rather not a bug.
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24. If a pactmate has a needlejet in the same square as one of your empty transport ships, then it is impossible to load units onto the transport. If the transport ship is not empty (already has one or more passengers), then more units can be loaded without a problem. (MoSe)
--comment-- a bug.
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25. Selecting "Demand Withdrawal" from the commlinks menu for another human faction causes the AI to decide for that faction whether to comply with the request or declare vendetta based on the AI attitude of the faction. The human player who actually controls that faction will not make the decision. (LoD)
--comment-- a serious bug.
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26. When engaging in a probe team operation against another human faction, a window appears asking whether the victim wants to "declare vendetta" or "let off with a stern warning" - if treatied or whether to "cancel pact" or ""let off with a stern warning" - pacted. This window is appearing during the wrong player's turn. It is the one doing the probing not the victim who gets the screen and makes the decision. Etiquette dictates that the prober should choose "declare vendetta" or "cancel pact" unless prior approval has been received from the victim to choose something else. (MoSe)
--comment-- a serious bug.
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27. If an truce/treaty/pact is being negotiated with another human player and that player has accepted the deal, it is possible to perform an action that causes vendetta and then accept the deal to erase the vendetta before the other player has had a chance to respond to the vendetta. (MoSe)
--comment-- lack in game algorithm. It looks like negotiations window can be opened multiple times in turn. a feature? a bug?
--comment by Nevill-- Being able to open the window several times is definitely a feature. The situation might change drastically during a turn.
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28. Wild mind worms fight at 1/2 strength before the year 2115. 
--comment-- a feature.
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29. If a needlejet starts the turn outside of a base (1 turn of fuel remaining), it doesn't move at all during the turn, a base/airbase/carrier appears underneath it during the turn, and one of the hold (h or shift-h) or sentry (l or shift-l) commands is given to the needlejet, then the needlejet will not refuel and will only have 1 turn of fuel when it leaves the base/airbase/carrier on a later turn. Needlejets that haven't moved only refuel if they use the skip turn (spacebar) command.
--comment-- a bug.
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30. Units normally take 20% damage when performing an air drop (26% for singularity reactor.) However, if the air drop is into a friendly base, the unit takes no damage.
--comment-- a feature - air transportation.
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31. Units are not allowed to air drop into sea squares, including squares containing sea bases or sea transport units.
--comment-- a feature...?
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32. Air units are NOT destroyed if the base they are in is destroyed (contrary to what the manual says.)
--comment-- could be reasoned, units are scrambled, but manual says otherwise. not certain...
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33. Native units get a +50% attack bonus when attacking non-native units that are in fungus squares; this includes Locusts of Chiron attacking non-native air units that are in fungus squares. Non-native land units in a fungus square get a +50% defend bonus when being attacked by non-native units in a normal (not artillery) attack. These are the only combat modifiers for fungus squares.
--comment-- ...
--comment by Nevill-- It seems that the healing bonus in fungus squares that was supposed to be granted to non-natives by Pholus Mutagen is granted by Xenoempathy Dome instead. Not a big deal, but it makes the former even less useful.
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34. Artillery combat between a land unit and a sea unit is not to the death - there's only one round of combat.
--comment-- ... a bug?
--comment by Nevill-- Definitely a bug. But that's not all. The artillery duels are pretty funky. First, if you bombard a square when an enemy's artillery unit is nearby, you are conter-attacked, and, having spent 100% of your turn, are effectively dead. Wasn't the duel supposed to happen before you bombard a square and spend your turn? Second, sometimes this happens even with friendlies! You can almost certainly reproduce it with two ships near each other bombarding some tile not far away. More often than not it will result in one of the ships being sunk. Third, sometimes you don't even need another ship as even one of them can initiate a duel with itself trying to bombard a tile! I still haven't figured the exact conditions, though.
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35. Sea units can attack each other using either long range fire (attack value vs attack value) or normal attacks (attack value vs defend value). Players should note that this means that a sea unit with a low attack value can be easily destroyed by another sea unit regardless of its armor value. (Long range fire is applied by from a distance of 1-2 squares pressing F and pointing to the other ship).
--comment-- a bug, makes sea units too much vulnerable.
--comment by Nevill-- I wouldn't be so sure. My ships always travel in groups and ships have reduced costs for both armor and weapon equipped. What IS a bug is the choice of defendant in a direct combat. Apparently, it is chosen based on who has the LEAST armor value. For example, if there is a group of 4-1-6 and 1-3-6 Cruisers, unarmored ones will defend first. If you had an Isle of the Deep and a 1-8-6 Cruiser, the Isle will defend etc. It makes no sense.
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36. A stack of units containing a needlejet in flight can only be attacked by a unit with the air superiority ability. The unit with the best defend value will be the defender of the attack, not necessarily the needlejet.
--comment-- a bug? but needs discussion.
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37. Choppers and land units can attack multiple times per turn as long as they still have movement points remaining; each attack cost 1 movement point. All other units use up all of their remaining movement points when making an attack.
--comment-- looks like a feature, but then it is bad game balance for choppers.
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38. Switching industry social engineering does not change the number of minerals in the minerals stockpile accumulated towards production of the next build item. Adding a supply crawler to a secret project or prototype under construction will add minerals to the minerals stockpile equal to the cost in minerals of the supply crawler using the current industry social engineering value, not the cost in minerals of the supply crawler when the supply crawler was built. Switching to a different social engineering setting and then switching back to the original setting in the same turn refunds the cost of the first switch for a net cost of zero energy. Putting all of these facts together creates the trick of building supply crawlers inexpensively using a good industry setting, switching to a bad industry setting with the associated energy cost, adding the supply crawlers to the secret project/prototype for more minerals than it cost to make them, and finally switching back to the good industry setting to produce the secret project/prototype inexpensively, getting a refund of the energy spent to switch to the bad industry setting as well.
--comment-- an exploit, but seems to be too deep in game design...
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39. A +3 police setting allows a unit with the non-lethal methods ability to control 3 drones (1 plus 1 plus 1), NOT 4 drones (1 times 2 times 2).
--comment-- a feature. reasoning might be: police effect is doubled, as mentioned in alphax.txt, but not necessarily it means non-lethal method has to be doubled.
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40. Social engineering settings for morale, planet, and probe do not take effect until the beginning of the player's next turn.
--comment-- a bug or a feature?
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41. When the social engineering setting for morale is -2 or less, units built in a base with a command center, naval yard, aerospace complex, or bioenhancement center will only receive 1 morale upgrade instead of 2, and this result is permanent for those units. (This is part of what the manual means by "modifiers halved.")
--comment-- a feature.
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42. When voting in the Planetary Council, it is possible to click on the portrait of the faction for a human player and be offered a chance by the AI to pay a bribe for the vote of that faction. The AI decides the bribe rather than the human player whose faction it is.
--comment-- a bug.
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43. When voting in the Planetary Council, the AI will take on the role of a human-controlled faction and offer a bribe to the person currently voting. The player whose faction is offering the bribe is not offering the bribe - the AI is doing it for them without their knowledge.
--comment-- a bug.
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44. If a base completes construction of a facility or secret project and its build queue is empty, then for that turn the base will accumulate energy as if production had been set to stockpile energy in addition to accumulating the usual amount of minerals.
--comment-- well... :)
--comment by Nevill-- A bug. Is there some check to see if a base produced something this turn?
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45. If a base completes construction of a unit and its build queue contains stockpile energy as the next item to build, then for that turn the base will accumulate energy as if production had been set to stockpile energy in addition to accumulating the usual amount of minerals.
--comment-- ...
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46. Production occurs before drone riots are checked. Thus, production of a police unit, facility, or colony pod can prevent an impending drone riot.
--comment-- a feature? but see 51
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47. Population growth occurs after production. If the conditions are right, a base can make a colony pod and grow back to its original size in the same
      turn.
--comment-- a feature, as above, see 51.
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48. Population loss removes the citizen farthest on the right. If the base has any specialists, the lost citizen will be a specialist.
--comment-- a bug, or annoyance - not good game algorithm here.
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49. If a worker (not a specialist) is lost due to population loss, the remaining workers will automatically be rearranged by the AI (even for human-controlled factions), usually to maximize nutrients.
--comment-- a bug. an annoyance.
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50. Normally, a base must have an Aerospace Complex to be able to build orbital facilities. However, if an Aerospace Complex is the item currently being built, then orbital facilities can be added to the build queue. If production is switched to something other than the Aerospace Complex, the orbital facilities remain in the build queue and will be built without the need for an Aerospace Complex.
--comment-- a bug. similarity to adjacent boreholes and aquifer drilling.
--comment by Nevill-- Build queue has many bugs associated with it. Being able to save a template and then insert it somewhere it couldn't be executed is one of them.
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51. Population growth occurs before drone riots are checked. Thus, population growth can cause drone riots in the same turn.
--comment-- very bad game design here... not sure if switching order would help, sometimes it's benefit, here it is annoyance, makes player to predict (pre-calculate) talent/worker/drone break when having 1 more population. not easy task in many occasions...
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52. On Thinker difficulty, base facility maintenance costs are reduced by 1/3. On Transcend difficulty, base facility maintenance costs are reduced by 2/3. (This is fixed for SMACX with the patch.)
--comment-- ...
FIXED firaxis patch?
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53. Skunkworks allows switching of production from one unit type to a different unit type or from one facility to a different facility without losing any minerals for "retooling".
--comment-- a feature. but looks like allowing more exploits.
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54. When Planetary Transit System is completed, all bases that are less
      than size 3 will immediately grow to size 3.
--comment-- a feature.
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55. The Repair Bay special ability does not work.
--comment-- ...
==FIXED no. 6
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56. Building a prototype of a weapon, armor, or chassis also counts as a prototype for lower-valued (or equal) weapons, armors, and chassis. Example: Building a missile (6) prototype means that gatling lasers (5), impact (4), and lasers (2) will also be considered as having been prototyped. Chassis prototypes only count for the same types of chassis: air, sea, land. Thus, prototyping a needlejet means that choppers and gravships will not have to be prototyped; they are the same type - air - and they have the same chassis "value".
--comment-- a feature.
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57. Discovering Planetary Networks automatically prototypes the Speeder chassis.
--comment-- not sure.
--comment by Nevill-- Any tech that has a basic units associated with it also prototypes weapon, armor and a chassis for the unit. There still are some inconsistencies, though. If a unit that was not yet prototyped was in production when the tech was discovered, it will still cost the old amount of minerals.
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58. Discovering Doctrine: Flexibility automatically prototypes the Foil chassis.
--comment-- not sure.
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59. When upgrading units, the new unit design must have the same chassis as the old unit design.
--comment-- a feature.
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60. When upgrading units, the new unit design must have a weapon value greater than or equal to the weapon value of the old unit design. Noncombat units must have the same "weapon" as before.
--comment-- a feature.
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61. When upgrading units, the new unit design must have an armor value greater than or equal to the armor value of the old unit design.
--comment-- a feature.
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62. If the old unit design has the Heavy Artillery special ability, then the new unit design must have it, too. If the old unit is an air unit with Air Superiority ability, then the new unit must also have it. If the old unit is an air unit without Air Superiority ability, then the new unit must also not have it.
--comment-- a feature. looks like it makes for possibly sub-chassis types: artillery, air fighter. 
/***********************************
63. Units can be upgraded individually as long as they have not yet moved during the turn, and upgrading in this way uses up all of the unit's movement points for the turn. All units of the same design can be upgraded at the same time using the design workshop; upgrading units with this method has no effect on the movement points of the units that are upgraded and can be done even for units that have already moved.
--comment-- may be a feature. Could be reasoned, that mass upgrade is easier to do than on a unit basis.
--comment by Nevill-- Air units upgraded in flight also tend to end up with an incorrect amount of fuel.
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64. Air Superiority needlejets in a base prevent air drops within 2 squares of the base. Air Superiority choppers in a base do NOT prevent air drops.
--comment-- a bug? a feature - cause interceptors are somehow better for this task?
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65. The diplomatic status between factions must be vendetta for interceptors and Aerospace Complexes to prevent air drops.
--comment-- a feature? a bug?
--comment by Nevill-- A truce or a treaty should also prevent this.
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66. Units with an actual weapon (hand weapons or better) use none of their movement points when performing an air drop; they can move normally after the air drop. Units without a weapon use up all of their movement points when performing an air drop.
--comment-- a feature?
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67. Colony pods cannot build a new base unless they have movement points remaining. Colony pods can add to the population of an existing base by opening the base screen, activating the colony pod, and pressing "b", even when they have no movement points remaining.
--comment-- a feature - it is easier to join existing base, than to create one.
--comment by Nevill-- No longer observed in SMACX 2.0, not that it is important, anyway. :)
/***********************************
68. When a supply crawler is in a square not being used by a base, it can use the "convoy resources" action to sit in the square and collect all of one type of resource in that square for use by its home base each turn. Only one supply crawler can "convoy resources" in each square. 
--comment-- a feature.
/***********************************
69. Supply crawlers can use the "convoy resources" action even if they have no movement points remaining. Click on the supply crawler on the map (not at the bottom of the screen) and select the action.
--comment-- a feature.
/***********************************
70. Supply crawlers with no movement points left that are inside a base can use the "convoy resources" action. Open the base screen, activate the supply crawler, and press "o". The "convoy resources" action is also the action used to add a supply crawler to a secret project or prototype. A supply crawler that starts the turn in a base can be individually upgraded (using all movement points) and then added to a secret project all in the same turn using these steps. Players should note that upgrading crawlers to a more expensive design before adding them to a secret project costs only 1-2 energy per mineral added instead of the usual 4 energy per mineral for a secret project, making secret projects relatively inexpensive to build.
--comment-- an exploit, but seems too deep in the game design.
/***********************************
71. Players have reported being able to "credit up" terraformers by doing terraforming in one square until it is one turn from completion and then moving the terraformer to a different square where the terraforming is completed instantly. Again, the latest patches may have eliminated this since most players now report that all terraforming effort is lost if a terraformer moves. (However, effort can be applied towards a different terraforming task as long as the terraformer doesn't move.) 
--comment-- ... being discussed in the forum?
--comment by Nevill-- When a former is moved, it (sometimes?) loses 1 turn of terraforming effort.
/***********************************
72. Each save file contains all of the commlink communications between human players made during the game. This is the main reason that save files grow in size to the extent that they do. Unlike the rest of the save file which is encrypted, all commlink communcations are merely plain text appended to the end of the save file. Anyone opening the save file in a text editor can see all commlink communications that have been made during the game.
--comment-- a bug.
/***********************************
73. A probe value of 4 or above does not work but is equal to a probe value of 0. This goes both for global proba value and city specific probe value. For the Angels faction this can be a major problem in the late game as they get an automatic Free covert ops Centre giving each city +2 probe with discovery of pre-sentient algorithms and having +2 from start this means the covert ops centre puts them back at 0.
--comment-- ...
==FIXED: no. 1
/***********************************
74. Units can be instantly upgraded to elite by setting them on patrol with 3 waypoints. That is (when it's the unit's turn to move), hit "P", click on a square near the unit and hit the spacebar. Repeat the last two steps two more times. The unit may or may not take off on its patrol, but it will upgraded to elite. Native units will become demon boils. This works in SMAX, fully patched. Obviously a cheat.
--comment-- ...
==FIXED no. 5
/***********************************
75. When you have somehow (probe, EG, Gov, Pact) infiltration on other factions, you can open their basewindows in several ways, including clicking on the basename in their F4 listing. From inside the infiltrated basewindow, you can click anywhere - nothing happens, to correctly prevent that you inadvertently or maliciously alter another player's choices.
      But from the "Citizens" tab of the F4 advisor, you can click on the citizens icons of an "infiltrated" faction, and make them specialists. Or right-click, and revert them to workers.
      Even if you do it inadvertendtly and attmept to reset the ohter player's choices back:
      - the game won't necessarily pick the same kind of specialists the other player chose
      - the game won't necessarily put the workers on the same tile the other player chose
--comment-- ...
==FIXED no. 11
/***********************************
76. One cannot fire artillery from a transport using the F button (long range fire) on the keyboard. One can however do it by right-clicking on the target square and selecting "long range fire".
--comment-- a bug.
/***********************************
77. Units cannot be upgraded to PSI armor or PSI weapon even if they have no armor or no weapon.Upgrading to PSI armor can only be done by upgrading to a unit with better weapon and PSI armor. Example you cannot upgrade a 1-1-1 to a 1-?-1 but you can upgrade it to a 2-?-1. Same goes for PSI weapon. You cannot upgrade a 1-1-1 to a ?-1-1 but you can upgrade it to a ?-2-1.
      There is no way to upgrade to a ?-?-x unit should one desire to do so.
--comment-- a feature. makes psi-normal-psi units upgrades more difficult to do. Players must do more effort designing armies.
/***********************************

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78. Retool penalty for secret projects does not seem to work, even with Retool Strictness set to 3 in alphax.txt.
79. Echelon mirrors outside anyone's territory does not seem to work.
80. The 'bug' with Human Genome Project converting superdrone to a drone instead of converting a worker to a talent seems to kick in when at least half of your population are superdrones (Unmodified string in psych tab). Whether it is an actual bug or not is unknown.
81. The energy you collect from fungal squares is unaffected by your ECONOMY rating, rivers or having a Merchant's exchange at a base.
82. (!!) Orbital Defence Pods behave strangely. From what I've seen, only undeployed ODP have a 50% chance to stop an incoming Planetary Buster. It always takes 2 deployed ODP to destroy a PB. It's as if it takes 2 'hits' to destroy a PB, as Fletchette Defense System is also required to make 2 successful checks against a PB (which brings the chances to avoid being blasted to 25%, not 50% as listed). Besides, a FDS comes into play after you have wasted all available ODP's, making it completely and utterly useless. Something needs to be done here.
83. (!) ODP's and FDS's also react to Fungal and Tectonic Rockets automatically. That means you can destroy every ODP of your opponent by launching several Fungal Missiles before hitting him with a PB.
84. (!) Punishment Sphere's research penalty is not taken into account anywhere on Research Screen (F2) or Base Screen, This leads to confusion as it is actually there, just isn't shown.
85. (!!) The Security Nexus Screen (F7) displays incorrect statistics as the game progresses. For example, it shows some units you've never built as lost etc.
86. Confirm Odds is misleading when it comes to psi-combat with different reactors.
87. Native life can spawn in a tile which already has a unit. If a creature is attacked, the unit is also destroyed.
86. (!) Trying to dismantle some base facility with 'Dismantle all' button leads to not being able to dismantle anything this turn, even in the bases that had no such facility to begin with. It is also possible to dismantle 2 facilities in one turn using this button.
87. (!) If a unit with 'Copter chassis has some moves left and player tries to end it's turn (say, with a Space button), the unit will try to fly to a nearest base. It is impossible to put them On Hold.
88. Restrictions for food production are automatically lifted for a tile that has a Condenser.
89. Self-Aware Colony acts as if you had one additional Police unit at every base. What isn't written is that the said 'unit' counts towards your limit of units which you could use for police duties. That was an unpleasant surprise for me.
90. Bunkers add 50% to defense and the bonus doesn't stack with those provided by forest of fungus. However, it stacks with a bonus provided by a rocky tile.
91. (!!) There is a bug in AI forcing it to try and corner the Global Economic Market again and again, effectively preventing it from doing so. :)
92. While the exploit with clicking on an unexplored tile and not recentering the map on a base square was fixed, there still remains a bug when you can see a base name while issuing a move command ("Move to: BASE_NAME"), even if that base was located in yet unexplored terrain.
93. (!) I don't remember this being mentioned, sorry if it was. Much like you could manage someone else's workers through F4 screen, you could assign specialist without having met the required population limit (and sometimes without even a prorer technology!). Apparently, a check is missing.
94. (!!) Even if there is a message telling me that my citizens became immune to the effects of Nerve Staple, the next Stapling (in the same turn!) will still quell the riots. While it is questionable if such an immunity should be permanent, the current behavior sounds broken to me.
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