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  • #46
    Some new bugs, some followups on old bugs:

    1. When you have a Pact with someone, you can tell what they are producing only by clicking on the individual cities. You can tell how much energy reserves they have only by checking their faction profile. As long as this information is available to you, why not show it under the city name, and on the negotiation screen, as though you had infiltrator information?

    (Saved game sent to zsozso)

    2. When you gain a technology advance, the quote and the description rearrange themselves as you scroll downwards (I have noticed this in 800x600 and 1024x768). This makes reading long quotes or descriptions
    difficult.

    (Saved game sent to zsozso)

    3. (request) It would be nice if the news window contained announcements of factions who change their social engineering choices
    (at least those you have infiltration or alliance with).

    4. (request) It would be useful to have an automation preference for "Automated terraformers can build bunkers" so that you could turn it off.

    5. Bug #0027 (Research Limits). I don't consider this a bug at all. What this does is allow the Cybernetic Consciousness to make one non-science social choice (such as "Power") and still max out their research rate.

    6. In one of my games, I learned Adaptive Doctrine, yet it would not allow me to add a Marine Detatchment to my boats.

    (Saved game sent to zsozso)

    7. Bug #0051 (Humanoid Aliens) has been fixed! I tested it using the patched version and now the aliens ask you in their own patterns of speech to abandon Green economics.

    Comment


    • #47
      BugID: PBEM_save_and_exit
      Submitter: Paul
      Version: SMAC v4
      Description: at the end of a pbem turn when I choose save and exit the game will lock after it has saved. The only thing I can do to get out of it is ctrl-alt-del.

      Luckily the saved game still works, but it's still annoying. This happens every time in all my pbem games, I don't know if other players also have it or if it's system-specific.

      Comment


      • #48
        Paul -

        I get the same thing, but only with a less-than-full install and the CD not present. With a full install or the CD around, I can exit PBEM/hotseat games and not have to CTRL-ALT-DEL my way back to the desktop.

        Hope this helps

        -Warp

        Comment


        • #49
          This is in regards to bug #0138 : Brood_Pit

          As stated,

          "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)"

          However, looking in the manual, it never says that the Brood Pit is supposed to give +1 Life Cycle - in fact it just says that it acts as a children's creche for native units (which is how it's apparently acting). So, I don't think that this is actually a bug.

          Comment


          • #50
            BugID #51:

            They may have fixed the complaints about not running Planned economics, but there are still cases where Progenitors are treated as humans. For example I have seen someone say "I have located the settlements of our former colleague H'minee..."

            Also, when I was playing the Usurpers, Svensgaard said "I've heard rumors of an alien race living here on Planet, led by one calling itself H'minee. Is this true? (...)", and one of my possible answers was "Aliens, you say? Oh my. Nope, haven't heard a word."

            Not without its charm, of course, but still...

            Save of the latter sent to zsozso.

            Comment


            • #51
              A few more wrong announcments:
              see: BugID: #0068, Anouncement_Graphics
              Description: When new energy resourses randomly appear during gameplay, the pop-up annoncement screen shows the graphic for new minerals, not energy, even though the text and world map correctly show new energy resourses.

              The wrong announcement graphics also occurs when some/all(?) of the resourse 'bonuses' randomly deplete (It show the graphic for energy market crash) btw.. all the correct graphics are in the SMACX folder they are just not be correctly routed to.


              Also: MarkG or DanQ would one of you please delete that random newbie post in the 'Offical' buglist.
              "Power doesn't corrupt; it merely attracts the corruptable"

              Comment


              • #52
                I will be offline next week and therefore unable to maintain the official bug list.

                I asked Bblue and he accepted to substitute me for this time. So he has to official authority to post new bugs from this reporting thread to the official list starting Sunday the 16th.

                Zsozso
                ps. MarkG or DanQ, could you please delete post #144 from the official bug list.
                ::Zsozso::

                Comment


                • #53
                  np... Post #144 deleted.

                  ----------------
                  Dan; Apolyton CS

                  Comment


                  • #54
                    Thanks a lot, DanQ !

                    Bblue, I have added all the reports from this thread to the official list up to this point (last one is #0149, PBEM_save_and_exit, Paul).
                    Now, the official list is yours 'till further notice (Sunday 23rd unless I get stuck at the Caribbean )

                    Zsozso
                    ::Zsozso::

                    Comment


                    • #55

                      I have checked the list carefully but apologies if this has already been reported or if it's something you can turn off somewhere.

                      BugID: GoTo command, Air Units
                      Submitter: Misotu, misotu@birdmail.com
                      Version: Alien Crossfire
                      Category: Movement
                      Status: Pending
                      Priority: 3
                      Description: When moving using the goto command, some air units stop if they encounter a friendly city even though they have sufficient movement points remaining to execute the goto command in full. This is true of missiles (all types inc planet buster), copters, gravships and locusts of Chiron.

                      Needlejets stop in friendly cities if they are damaged. If health is 100%, they don't stop.

                      This is pretty frustrating since, once missiles have a range of 20+ squares it's really hard to predict whether the goto command will cause them to try to pass through a friendly city. Means all missiles have to be moved by hand, unless you're not bothered how many turns they take to reach their destination.

                      This was true in SMAC as well. It may be by design, but if so I'd like to be able to turn it off!
                      Team 'Poly

                      Comment


                      • #56
                        BugID: F4 Base Screen
                        Submitter: Misotu, misotu@birdmail.com
                        Version: Alien Crossfire & SMAC
                        Category: UI
                        Status: Pending
                        Priority: 4
                        Description: When using the F4 base screen repeatedly (eg to hurry production in multiple cities), you are returned to the top of the list each time when exiting from any city view. The city you last visited is highlighted, but you have to scroll down repeatedly to find your place in the list. This is incredibly time-consuming / frustrating when you have pages and pages of cities. It would really enhance my gaming experience if the F4 screen would return to the correct place in the list. PLEASE :-))
                        Team 'Poly

                        Comment


                        • #57
                          BugID: Mswheel/terranx crash
                          Submitter: Misotu, misotu@birdmail.com
                          Version: Alien Crossfire and SMAC
                          Category: Crash
                          Status: Pending
                          Priority: 1
                          Save before: Available
                          Save after:
                          Description: Terranx.exe crashes mid-game onwards at various points (generally when air units attack or a city is taken) if I am running mswheel.exe. Once the crash occurs, the game cannot be continued unless the event precipitating the crash can be avoided. The crash does not happen if mswheel is killed. This is consistent and repeatable on my PC but have not tried another environment.
                          Team 'Poly

                          Comment


                          • #58
                            BugID: Sea terraform up lowers land in other squares
                            Submitter: Misotu, misotu@birdmail.com
                            Version: Alien Crossfire & SMAC
                            Category: Terraforming
                            Status: Pending
                            Priority: 4
                            Save before: Available
                            Save after:
                            Description: Terraforming ocean squares to ocean shelf over large areas causes other ocean shelf squares to become ocean squares, apparently randomly. Not sure if this is a bug or by design, but I've not noticed the same on land.

                            Also, sea terraforming seems to work differently to land, in the sense that every ocean square seems to need terraforming individually - ie raising the level of one square doesn't seem to raise adjacent squares. Seems illogical.
                            Team 'Poly

                            Comment


                            • #59
                              Bug # 0126 - Alien Artifact

                              I have seen this too, just once, in my first game of Alien Crossfire. At the time I thought it was a cute new feature, since I was being bombarded by a spore launcher. I assumed it had run out of spores and was lobbing the first thing that came to hand :-)
                              Team 'Poly

                              Comment


                              • #60
                                BugID: GoTo command with Xenoempathy Dome, Land units only
                                Submitter: Misotu, misotu@birdmail.com
                                Version: SMAC and Alien Crossfire
                                Category: Movement
                                Status: Pending
                                Priority: 4
                                Description: The goto command works really well except if you have the Xenoempathy Dome. If I have this, my land units often ignore magrails and use fungus squares instead if the fungus provides a shorter route. Means you have to move units manually unless the magrail route is absolutely direct.
                                [This message has been edited by Misotu (edited January 17, 2000).]
                                Team 'Poly

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