I could not find the Alien Crossfire patch on either Firaxis or EA. Do you have a link for it? Thanks.
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(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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You obviously did not look very hard. It's the first "news" item on the firaxis site...
www.firaxis.com/files/filedetail.cfm?file_id=19
Aredhran
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Urban Ranger,
thanks for the native unit explanation!
This is why I love this forum - I can always learn something new about SMAC!
By any chance, do you also have an explanation for the other part of the bug, i.e. why certain captured worms become supported by a base instead of being independent ?
Zsozso::Zsozso::
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BBlue--do you have a save of the Techsteal ability NOT working? I've checked that feature several times with no problem. Is it possible the faction in question only had technologies you already have? Also, if the game was created under version 1, the Cyborgs will NOT have that ability (faction characteristics are set at the start of a game, and can't be modified by later versions, to prevent cheating). So if you can send me a save created under version 2, I'd love to take a look at it.
Thanks!
Tim
[This message has been edited by Tim Train FIRAXIS (edited January 10, 2000).]
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Bug #0009, Artillery_Damage
looks to be fixed in v2 SMAX. Don't have a save, but I could make one tonight if there is a need.
Also, the bug reported above (Destroy_Cluster), I would not think of as a bug. Special sites can be removed by manually altering the terrain, so a planetquake should do the same. And since regular boreholes can be destoryed with artillery, there is no reason why the Borehold Cluster should be any different.
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BugID: #0020, Spore_Launcher_Cross_Fire
I have seen this several times also. I am not sure if it is a bug, but only spore launchers seem to engage in this behavior, I have never seen worms, IODs or locusts attack each other.
What do the rest of you think?
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BugID: #0101, Unrelated_Units
BugID: #0100
Again, I have seen both of these and they are still present in v2 of SMAX.
Additionally, if you have autodesign on, you will get new unit prototypes for obsolete unit types if you first discover a better tech. I.e. you get missles before gatling. Once you discover gatling, you will see new units designed with it even though missiles are better.
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BugID: next_num, lowering_near_poles
Submitter: Kinjiru
Version: Alien Crossfire V2
Category: terraforming
Status: Pending
Priority: 4
Save before: Can get one
Save after: Description:
I was lowering some terrain up by the poles in order to build a sea base. The terrain to the west was a large ridge running roughly to the south-southeast. When I lowered to sea level, I was left with some bit of 'black' in the sqaures to the immediate northwest of my new base. It wasn't the whole square though. It looks like the game still thinks the terrain is hilly, even though it is now flat.
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I've noticed something about the numbers on the "confirm odds" screen. When attacking native life, it assumes that native life has a fission reactor, and your unit has the one it does. So, if the morale levels are the same, and you attack with a fusing unit, you should have about 3:1 odds of victory. (3:2 Offense: Defense * 2:1 Your reactor: enemy reactor)
This is obviously not true. When calculating the odds, the game 'forgets' that all PSI combat is based on a 10 HP scale, so all those fancy reactors don't help you. Yet, it says you have 20 HP with fusion, so the odds SHOULD be twice what they are. Somewhere, something was left out.
Anyone else figure it this way?Banned on Black Saturday in the name of those who went before him.
Realizes that no one probably remembers that event.
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Re: bug #0137
I am not in paint mode. Reloading the map does nothing. And no... show flat terrain is also not on. Nothing has any effect. I have tried every different combination of settings and still it is broken.
I would gladly send in a save, but I have a feeling that this is impossible. If anyone lives near Tempe, AZ and wants to come check this out to confirm it's broken (which I am dead sure it is) please give me an email."Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"
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I would have to say that an earthquake is a destructive force.Anything in it's grasp should be destroyed.
Originally posted by zsozso on 01-09-2000 01:15 AM
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.
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Hey Tim,
About the TECHSTEAL ability, All the games I noticed it in were new games started under version2 (you mentioned to me a while back that the save game saves the faction abilities and etc. at the creation of the game) In the game the first time I noticed not getting a free tech, I am only 90% sure they had a tech I didn't. I then started some games with the scenerio editor active to test this, and in those I am 100% sure the other factions had techs I didn't. Could the scenerio editor be interfereing with the ability? I will start a new game (no editor on) and see if I can 100% confirm this outside the editor, will send you the save. Thanks for the help!
Bblue"Power doesn't corrupt; it merely attracts the corruptable"
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