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  • #31
    An ancient bug, which I first posted to the Firaxis forums last year:

    Air-to-air combat rules are inconsistent for a fighter attacking a bomber.

    In a direct attack against a bomber, whether on the ground or in the air, the fighter gets a 100% air-to-air bonus and the bomber defends with its armor.

    In an air defense scramble the fighter does NOT get its 100% air-to-air advantage and the bomber defends with its weapon.

    Another bug:

    Using the right-click menu a supply crawler with drop pods can make an infinite number of airdrops (reselect it after its movement is over). I don't know if other units can do this as well.

    (Have these bugs been assigned numbers & mnemonics yet?)

    Comment


    • #32
      Tim,
      Confirmed it without useing the scenerio editor.. save is in the mail

      one also on the way to you zsozso
      "Power doesn't corrupt; it merely attracts the corruptable"

      Comment


      • #33
        Hey, I found another one! The "amphibious helper" bug!

        If you have a unit on land adjacent to a sea base units can move out of the sea base without transport or amphibious ability.

        Comment


        • #34
          Originally posted by Aredhran on 01-10-2000 08:36 AM
          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
          On the contrary, I looked too hard. There is indeed a link on the Firaxis site, but none on Alpha Centauri, Alien Crossfire, or EA.

          Can somebody at Firaxis fix that?


          [This message has been edited by Urban Ranger (edited January 11, 2000).]
          (\__/) 07/07/1937 - Never forget
          (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
          (")_(") "Starting the fire from within."

          Comment


          • #35
            Re: bug #0137

            It sounds like you are in PAINT MODE.

            Make sure you are in EDITOR mode to edit elevation. To toggle back and forth, press the SCROLL LOCK key.

            ***

            There is a known bug with the Elevations in the Scenario Editor though (Details for Bug #0118):

            When creating a map from scratch (ie. all ocean), the first time the "Elevation Algorithm" is triggered, for example by creating a river or by reloading a previously saved game, a flash-flood occurs, following which some tiles's elevation cannot be raised anymore (the tiles that were at max altitude before the flood happened). They will *look* like they're at, say, 3500 meters, but in fact they are 1000 meters lower. This occurs only the *first* time the Elevation Algorithm is executed.

            There is workaround for this : raise one tile just above the ocean, save the map and reload. You won't experience the problem anymore.

            Aredhran

            [This message has been edited by Aredhran (edited January 10, 2000).]

            Comment


            • #36
              I have deleted Earthquake_Destroy and Destroy_Cluster bugs from the list, because many people aggreed that they were not really bugs.

              Their slot numbers (133 and 134) have been reused for 2 new bugs Crawler_Crash and Amphibious_Probe.

              I also added 4 other new bugs (reported here or in emails):
              #0139, 1x1_Island_Start
              #0140, Elevation_Change_Display
              #0141, Bomber_Air_Defense
              #0142, Amphibious_Helper

              And thanks for the confirmations and bug saves you sent me, one third of the bugs are now off the temporary 'Pending' status!

              Zsozso
              [This message has been edited by zsozso (edited January 11, 2000).]
              ::Zsozso::

              Comment


              • #37
                Another starting location bug, on the Map of Planet I have seen the Pirates starting in the Freshwater Sea at least 3 times, when AI controlled this really inhibits their development.

                ------------------
                IOU One sig file

                Comment


                • #38
                  BugID: punishment sphere F2 calculation
                  Submitter: korn469
                  Version: SMAC/SMACX?
                  Category: UI
                  Status: Pending
                  Priority: 4
                  Save before: save emailed to zsozso
                  Save after:
                  Description: when a punishment sphere is present in a base the F2 screen displays the wrong time until a new tech is discovered and the wrong amount of tech points per turn...the F2 screen does not take into account that a punishment sphere halves the techs per turn so the techs per turn are off by as much as double (depending on how many bases have punishment spheres) so the time displayed until a new tech is discovered is really as much as double what it should really be...however despite the display the techs accumulated are correct and take into account the punishment sphere, and the when the tech is actually discover is correct too

                  Comment


                  • #39
                    Re: bug #0047

                    zsozso - I haven't noticed that before so I can't help. It occurred to me many times, however, that a native unit captured some distance away from any of your bases turns out to be not independent. This is esp. true with IoDs.
                    (\__/) 07/07/1937 - Never forget
                    (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                    (")_(") "Starting the fire from within."

                    Comment


                    • #40
                      SOUND

                      priority 4: no missle launcher sound or probe (lack of probe battle sound previously reported above) sounds during battles. It maybe minor, but it is sure annoying.This is repeatable and I can submit a saved game.
                      "In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
                      —Orson Welles as Harry Lime

                      Comment


                      • #41
                        Can now confirm the TECHSTEAL bug is FIXED!
                        "Power doesn't corrupt; it merely attracts the corruptable"

                        Comment


                        • #42
                          3 Suggested enhancements:
                          1. A pollution indicator - bases with ecodamage are indicated in one of the menus perhaps.
                          2. Cult of planet special interlude - description of Cha Dawn's relationship with Planet and explain how Transcendence is keeping Planet pristine.
                          3. Autoupgrade Supply and Probes to better reactor every time.

                          Comment


                          • #43
                            Originally posted by MosesPresley on 01-12-2000 05:08 AM
                            SOUND

                            priority 4: no missle launcher sound or probe (lack of probe battle sound previously reported above) sounds during battles. It maybe minor, but it is sure annoying.This is repeatable and I can submit a saved game.

                            Just got out of a game and can confirm that this exists AND that it's annoying

                            [This message has been edited by Bblue (edited January 12, 2000).]
                            "Power doesn't corrupt; it merely attracts the corruptable"

                            Comment


                            • #44
                              NextId, Shared_Working
                              Type Base
                              Priority 3/4
                              Pending

                              (soory, dunno where the 'proper' form is)

                              I have encountered a situation where two different bases from two different factions were working the same square.

                              The map set up was a little unusual


                              SPS
                              SSS
                              LLL
                              SSS
                              LDL

                              Where L is land, S is sea, D is Datajack land base, P is Pirate sea base.

                              Both Datajack's and Pirates were able to work the island in the middle, indeed both were able to work the same square at the same time.

                              Suspect that this has something to do with borders and sea squares limiting borders.

                              No save, as I captured the base the turn I noticed. But I wonder if it can still be done with my own units. Build boreholes if it can!

                              Comment


                              • #45
                                SOUND:
                                Both probe and missile sound problems are described in BugID: #0069, Battle_Sound, and the bug is already in Confirmed state.

                                Radegast2:
                                This bug is described in BugID: #0112, Land_tile_usage, with a save demonstrating a situation very similar to yours (the only difference is that both bases are in the sea, but they work on the same little island).

                                You can see the bugs if you follow the links below:
                                http://apolyton.net/forums/Forum12/H...0677-2.html#69
                                http://apolyton.net/forums/Forum12/H...677-3.html#112

                                [This message has been edited by zsozso (edited January 12, 2000).]
                                ::Zsozso::

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