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  • #61
    BugID: Nanoreplicator information
    Submitter: Misotu, misotu@birdmail.com
    Version: SMAC, Alien Crossfire
    Category: UI
    Status: Demonstrated
    Priority: 4
    Description: Info on the Nanoreplicator could do with updating for consistency. Under "nanoreplicator" in the manual and on-screen help, it simply says that this facility increases mineral production. But under "ecology" in the on-screen help it shows that nanoreplicators reduce ecological damage as much as centauri preserves and temple of planet. However, in the Ecological Risks section of the manual, it does not mention building nanoreplicators as a method of reducing ecodamage.

    So ... I'm confused. And so is the documentation :-)
    Team 'Poly

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    • #62
      Here's a really weird one for you guys. I'm not sure why I even decided to load the build scenario, but it sure is screwed up. It starts you as the spartans and you have to build a former, terraform, and capture an alien artifact. The problem comes with what the colony pods and former units look like. First of all I loaded SMAC not X. That's important because the colony pods had the following build description: Colony,30-1-1. Even better, in the build screen the pod looked like a string infantry (string laser is not in SMAC, only X) and when I actually built it all it was was a walking gun with no infantry. The former unit was a psi infantry: psi,1,1, but it still terraformed fine. Also when I built it the picture was for mind worms. You know, the little tank with worms in it for the first worms you breed. Finally, when I tried to add the colony pod to the bases size by pressing B it wanted confirmation of the obliterate base (like the military unit) but from the right click menu it said B added to base size and I successfully executed that option. This is by far the strangest bug I have ever seen. I could send someone a copy of my build SC but I'm pretty sure this bug won't work without SMACX.

      BugID: #??, Build SC problem
      Submitter: BustaMike, wordtoyourmother@hotmail.com
      Version: SMAC (with X installed)
      Category: scenario
      Status: Pending
      Priority: 4
      Save before: N/A (not available)
      Save after:
      "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

      Comment


      • #63
        Faction choice bug.

        The two alien factions are supposed to always be in the game together, but my first game in SMAX 2.0 are decided to be the caretakers, and set the other 6 to random, and the Usurpers were not one of the resulting factions.

        Comment


        • #64
          Planet buster/Flechette bug.

          In the same game I mentioned above, I was Planet busted by the Hive twice in one turn. In each case I first got the message that the flechette had successfully intercepted the PB, but then immediately got the message that it had failed with the 5,4,3,2,1 countdown and the cities were each destroyed. I don't know which message was displayed by mistake, but it's very irritating. It's even worse if it means flechettes can never properly stop PB's.

          Comment


          • #65
            Category: Rules
            Priority: 4
            Status: Confirmed (in alphax.txt)
            Planetary Economics available before Environmental Eco- i.e. Hybrid forests are available before tree farms. SMACX only; SMAC rules unaffected.

            Category: Unit design
            Priority: 4 or 5
            Status: Pending
            Sea units with res/pulse 3 (8?) armor have special abilities of "+50% vs. speeders/PSI" reduced to "0" cost. Impact skimships are cheaper with special armor than with plasma steel.

            Category: AI
            Priority: 3
            Status: One time
            AI transferred air units to me while in air; next turn when I took control of them they had already crashed.

            Category: Movement
            Priority: ?
            Status: One time
            Sea former had finished terraforming on that turn; clicked on it to change orders. Gave new order to "build fungus". Confirmed, then started new orders. Clicked on it again; unit now was active with "1" move. Unable to repeat with further attempts. NOT related to Marine CC.

            All of the above with SMACX patch.

            p.s.-Merchant exchange doesn't affect fungus squares: I never thought of this as a bug. It makes sense, actually.

            p.p.s.-In SMAC ver. 4.0, I was sneak attacked by an ally who had surrendered to me! Has this ever happened to anyone else? Is it a bug? One time observation.
            I'm consitently stupid- Japher
            I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

            Comment


            • #66
              BugID: Air-Drop with Cloudbase Academy
              Submitter: Fistleaf
              Version: SMACX
              Category: Combat
              Status: Easily confirmed with scenario editor
              Priority: 2
              Save before: n/a

              If you have the Cloudbase Academy, all enemy bases are considered to have "air defenses".
              Your drop units cannot airdrop anywhere near an enemy city even if there are no aerospace complex in the city and no air units nearby.
              With Cloudbase Academy, the strategy of chopper attack followed by airdrop no longer works.

              BugID: Transport Armour
              Submitter: Fistleaf
              Version: SMACX
              Category: Unit Design
              Status: Pending
              Priority: 2
              Save before: n/a

              Unarmoured transports cost the same as when Resonance 3 armoured. However, Synthmetal and Plasma Armour costs more than unarmoured transports.

              In response to Theben,
              Planetary economics was changed from level 6 tech to a level 4 tech in SMACX.
              In SMAC V4, I was attacked by my submitted Yang. But he posed no threat to me and I made him submit again. (Beware letting your submitted faction become too strong.)

              Comment


              • #67
                I hope I don't mess things up too bad for zsozso while he's away living it up in the Caribbean

                I have just added 11 new entries to the 'offical' bug list (I can't believe we all forgot to mention #0150 City_Trading until now) To the people who said they have saves available please go ahead and email them to zsozso with a brief discription and a note for which bug they are refering to. I would also like to suggest that as all of us are playing SMAC/X if you would take the time to save games (when possible) when you have a bug occur and then send them to zsozso, so that we can get good examples and a demonstrated status to alot of the bugs on the list, your help would be greatly appreciated


                Theben: reguarding the Hybrid Forest thing.. It apparently isn't a bug seems that it is like that by design (note: not saying it is a good design.. but ) Also the one time former thing, since it wasn't repeatable I left it off for now.. Has anyone else out there seen this?

                Fistleaf: Did SMACXv2.0 not catch that 'half' of the Cloudbase Academy bug? (The readme mentioned about dropping into your OWN bases..) Just want to make absolutley sure it is in v2.0 before I post it.

                PS. I also have had a surrendered faction declare vendetta on me when I didn't do anything to deserve it (like PB).. wondering.. what ARE the limits of a surrenedered faction anyone have any insight?
                "Power doesn't corrupt; it merely attracts the corruptable"

                Comment


                • #68
                  Confirmation: The Cloudbase academy / Air-drop bug did not occur in the last SMACX2 game I played.

                  Comment


                  • #69
                    Some corrections to a buglist..

                    #0033 -- I have checked this with non-patched Alien Crossfire, it seems to be fixed.

                    #0034 -- Now, when menu is active, there's no scroll, but bug still appears when preferences dialog is active, select unit dialog (pressing 'a' when viewing pieces), perhaps some others.
                    This, too, is checked with non-patched AX.

                    Comment


                    • #70
                      Yeah, I noticed the move from b6 tech to b4 tech for "planetary econ", but I'm guessing it is due to poor design (trying to fit in the new techs) rather than truly intentional.

                      Another bug: Had market crash even though I had Planetary Economic Grid.
                      I'm consitently stupid- Japher
                      I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                      Comment


                      • #71
                        I don't think I saw it on the official list (but I may have just missed it), but I have one:

                        Version: Both AX and AC4
                        Description: After the game has been completed, the game replay only shows the landforms which existed at the end of the game. If you are a raise/lower madman, or if you like to grow the seas, this means that the game replay shows a significantly different world than the one you were playing on in the early going.

                        Additionally, the game replay does not denote territory which is on the seas.

                        Not a high priority, but it'd sure be nice...

                        -Warp

                        Comment


                        • #72
                          Bug with attacking spore launchers.

                          In multiplay, when a rover attacks a spore launcher and wins it often gets replace by four-eight worms spread around the place where the now evaporated rover was. (They materialize either at the turn after, or later in the same turn while I look elsewhere.)

                          A save after is available.

                          Comment


                          • #73
                            Proposed name: SE_Browse_Income_Report

                            Browsing SE settings reports a different energy income when you come back to your original setting. It seems to be tied to efficiency changes.

                            If you are set to Wealth, select Knowledge (without actually applying it, just select it), then select Wealth again, the reported income will be different for the second "Wealth" than the first.

                            Comment


                            • #74
                              Proposed name: Mass_Scrap_Shutout

                              If you mass-scrap a series of buildings you will not be allowed to scrap a building at a base that did not have the type of building scrapped en masse.

                              Example: You build Citizen's Defense. You scrap all Perimeter Defenses, using the provided "Scrap All" menu selection. But 3 bases didn't have Perimeter Defenses ... even so you can't scrap anything at those 3 bases; you erroneously get the "only 1 scrap per turn allowed" error message.

                              Comment


                              • #75
                                I confirm that "Mass Scrap" bug Vi vicdi mentioned above.

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