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  • SMACX bug reporting thread

    This is the input thread for the official SMACX v2 patch bug list. Read Official SMACX v2 bug list thread and post here only those, that are not listed yet on that thread and still occur with the v2 patch.
    You can download the patch from www.firaxis.com .

    Please, try to use the same record format to make the administration work easier!

    If you have save files demonstrating the bug, email them to zsolt@simbiosys.ca with the corresponding BugID and a short description what to look for in the file (e.g. if the bug is related to a particular base, then indicate the faction and name of the base, if it is a unit, then give the location coordinates of the unit on the map).

    Thanks a lot,
    zsozso

    [This message has been edited by zsozso (edited January 07, 2000).]
    ::Zsozso::

  • #2
    BugID: Free_Stockpile_Energy
    Submitter: tfs99, tfs99@sirius.com
    Version: Both AX and AC4
    Category: ???
    Status: Pending
    Priority:
    Save before: yes
    Save after:
    Description: Bases get a free Stockpile Energy each time a facility is completed when another item is NOT in the build queue.

    Comment


    • #3
      Thanks tfs99, but I actualy listed that one as BugID: #0123, Bonus_Stockpile.

      A note for everyone reporting new bugs:
      The official list has been put up half-ready in the sense, that only BugID, submitter and description fields are filled, the rest of the record is empty/undefined. We are working on them right now, but in the meantime, you can use the following guideline to fill out those in the newly submitted record.

      Categories:
      -----------
      Combat (including capture problems)
      Movement (land, sea, air)
      UI (preferences, menus, right-click etc)
      MultiPlayer (IP, PBEM specific)
      Scenario Editor
      AI (Artificial Intelligence - computer opponent algorithm)
      Unit design (Design Workshop, custom unit problems etc.)
      Diplomacy (council, communications)
      Faction Editor
      Rules (game rule not applied correctly),
      Sound (audio errors),
      Copyright Protection (cd required for SAMCX)
      Crash (game crashes)
      Base (administration of facilities, specialists, psych etc in a base)
      Terraforming

      Priorities:
      -----------
      1 - crash, freeze
      2 - major problem, spoils game (e.g. probe bug in PBEM)
      3 - important ability/feature unusable in certain circumstances
      4 - minor, cosmetic problems or bugs with known workaround
      5 - enhancement requests (minor ones listed only!)

      Status:
      -------
      Pending - default, not yet assigned
      Demonstrated - save file is given
      OneTime - once observed, no independent confirmation or save file
      Confirmed - no save file, but several players have seen it

      Certain bugs may require 2 saves to demonstrate the problem, one before and one after the unexpected behaviour, that's why the 2 separate slots. In other cases use whichever is more meaningful or available.

      zsozso
      [This message has been edited by zsozso (edited January 09, 2000).]
      ::Zsozso::

      Comment


      • #4
        Ooops. And I looked at the list first too!

        Oh well, I will go back to playing SMAX now.

        SMAX n ... Ted S.

        Comment


        • #5
          BugID 124 - Empaths:

          As far as I can tell this is not a bug - unless it is a misprint. You are not supposed to get Empath specialists with Centauri Empathy; they require Centauri Meditation. I have never had problems with not getting Empaths.

          Comment


          • #6
            BugID: #0099, ICD_crash
            Submitter: DarkAvenger, jordanwi@vtcinet.com ; nescience
            Version: Alien Crossfire
            Category: Crash
            Status: Pending
            Priority: 1
            Save before: N/A (not available)
            Save after:
            Description: the game crashes when moving units and setting a path for
            them to follow. It also crashes
            when air units are attacking a city. (the error message makes
            reference to TERRANX causing an
            invalid page fault in module TERRANX.ICD)


            The bug has not been fixed in v2.0. The bug seems dependent upon using screen resolution 1024/768. It occurs when attacking a unit defended by an interceptor. When the interceptor is supposed to jump out and defend, the game crashes. I suspect something similar happens when one sets a path that intercepts a Sealurk.

            I will e-mail you a saved game and a notes.rip file.

            Ned
            http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

            Comment


            • #7
              BugID: Patrolling unit bug
              Submitter: BustaMike, wordtoyourmother@hotmail.com
              Version: AX
              Category: movement
              Status: Pending
              Priority: 3
              Save before: yes
              Save after:

              If this has already been reported, I'm sorry, but I haven't seen it reported yet.

              A while ago I was happy to learn that patrolling units could have multiple points to patrol from, allowing the unit to move in a circle instead of a line. After creating several patrol routes like this, I have found that even though the initial route looks like a circle, when the unit begins moving for itself it just runs away into oblivion, totally disregarding the original route.
              "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

              Comment


              • #8
                We have never been able to duplicate this bug here, which is why it remains unaddressed. The saves we've got (over 100 a least) never did it here. I've heard a way to fix this is to disable intellipoint mouse software, though how that's related I don't know. I'd be curious though if that worked for you.

                jkm
                firaxis games

                Comment


                • #9

                  BugID: #whatever the current # is, Earthquake_Destroy
                  Submitter: Zurai, wmblake@mediaone.net
                  Version: Alien Crossfire, SMAC
                  Category: Movement (closest thing)
                  Status:
                  Priority: 3,4
                  Save before: N/A (not available)
                  Save after:
                  Description: The earthquake pods can and will destroy certain landmarks such as the Manifold Nexus, the Borehole Cluster, and the Unity Crash Site. This should not happen! I have a game now where, even though only 2 little squares of the Nexus have been destroyed by the pod, I no longer get the planet +1, and the nexus is well within my territory.

                  Comment


                  • #10
                    BugID: #whatever the current # is, Destroy_Cluster
                    Submitter: Zurai, wmblake@mediaone.net
                    Version: Alien Crossfire, SMAC
                    Category: Movement (closest thing)
                    Status:
                    Priority: 3,4
                    Save before: N/A (not available)
                    Save after:
                    Description: In addition, any artillery unit can target and destroy the Borehole Cluster. This seriously detracts from the mystique of this landmark, since they are basically pretty regular Boreholes. They should be protected from destruction by artillery.

                    Comment


                    • #11
                      I am not sure, if Earthquake_Destroy should realy be considered a bug, since terraforming up/down also have the same effect - which is probably intentional. If you alter the terrain, then the special landmark gets destroyed. Earthquake does the same.

                      Anyway I copy it to the list, but I wouldn;t mind hearing how others think about it.
                      ::Zsozso::

                      Comment


                      • #12
                        It's Deja-vu all over agian

                        BugID: #0135, TECHSTEAL
                        Submitter: Bblue, gsshell@aol.com
                        Version: Alien Crossfire
                        Category: Rules
                        Status: Confirmed
                        Priority: 2
                        Save before: N/A (not available)
                        Save after:
                        Description: The TECHSTEAL ability does not work. (This is the 'capture a base; steal a tech' ability of the Cyborgs)

                        Yep even after the patch :/

                        Also.. bug #3 is a manifestation of bug #85, I posted alot about that inparticular one.

                        As far as earthquakes go.. don't really care as long as the game is consistant on how it applies it, personally I think there should be ~50% chance that ANY improvement or terrain feature affected by an earthquake should be destroyed on a square by square basis, as far as the Manifold goes, probably should only whack it if the central sqare is effected.

                        and most important.. A huge thanks to zsozso for doing the buglist!!!!

                        ------------------
                        "Power does not corrupt; it merely attracts the corruptable"


                        "Power doesn't corrupt; it merely attracts the corruptable"

                        Comment


                        • #13
                          2 bugs... one old and one new.

                          BugID: SMACX startup crash after rules select
                          Submitter: BustaMike, wordtoyourmother@hotmail.com
                          Version: AX
                          Category: crash
                          Status: Pending
                          Priority: 1
                          Save before: no
                          Save after:

                          This has been happening to me a lot lately. The game crashes after the rules screen passes in a regular start game. Quick start avoids this problem, but who wants to play the same game over and over. If I reinstall SMACX the problem is temporarily fixed, but it comes back.

                          BugID: map editor elevation problem
                          Submitter: BustaMike
                          Version: all
                          Category: Scenario
                          Status: Pending
                          Priority: 3
                          Save before: no
                          Save after:

                          This apppears to be specific to my SMAC game, but every computer I have installed it on has the same problem (maybe my CD?). The elevation editor is apparently broken. I cannot raise or lower terrain; however, I can make flat sea level land squares and ocean shelf squares. If I click on a preexisting land square to try and raise the terrain nothing happens. Same goes for a sea square if I try and lower the terrain to an ocean or trench square. If I lower terrain on any land square regardless of elevation it turns into an ocean shelf square. If I raise an ocean square regardless of depth it turns into a sea level land square. This problem basically makes it impossible for me to create my own maps unless I want every square to look the same.

                          On an unrelated note, SMAC starts fine for me after the SMACX V2 patch. I heard that the copy protection would cause original SMAC to crash when started from the little menu that lets you choose what game you want, SMAC or X. I have not seen this. Furthermore, the fix for this bug (installing the SMAC V4 patch again) made the SMAC startup crash. This is exactly the opposite of what I've heard is supposed to happen. Weird.

                          Jeff, thanks for telling me about how it may be possible to fix the bug, but... How do I disable what you said? I have no idea.

                          Finally, no I don't think the earthquake thing is a bug. The manifold nexus is a building of sorts. Earthquakes destroy buildings. If the building is gone the bonus should be also.
                          "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

                          Comment


                          • #14
                            Re: Bug #0047

                            zsozso - native units need no support if they are in fungal squares.

                            Dunno where to post this so I put this here.
                            (\__/) 07/07/1937 - Never forget
                            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                            (")_(") "Starting the fire from within."

                            Comment


                            • #15
                              BugID: Brood Pit
                              Submitter: Fistleaf
                              Version: AX
                              Category: Rules
                              Status: Pending
                              Priority: 4
                              Save before: no need
                              Save after:
                              Description: Brood Pit does not give +1 Life Cycle. Instead, units get +1 Life Cycle only when present inside city.(Similar to Children's Creche effect)

                              Comment

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