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  • BugID: #0180, Inactive_Former
    Submitter: card@mail.idt.net
    Version: Alien Crossfire v2
    Category: Movement
    Status: Demonstrated
    Priority: 2
    Save before: N/A (not available)
    Save after:
    Description: Formers would complete their terraforming orders, and then become inactive. It will stay inactive until you click on it to activate. Once you click on the former, it would activate and take new orders. Same file as Bug 179.

    Comment


    • BugID: #0181, Disembark_Inactive
      Submitter: card@mail.idt.net
      Version: Alien Crossfire v2
      Category: Movement
      Status: Demonstrated
      Priority: 2
      Save before: N/A (not available)
      Save after:
      Description: Units moved onto transports go into an inactive mode. Once the transport is moved directed to a land square, nothing happens. Normally, a popup window asking you if you want to disembark appears. If you click on the transport, it appears in popup with the other units, from which you can select. Same file as Bug 179.

      Comment


      • There is a "wake units when reach land" option in the Preferences. Click that to always activate units when transport reaches land. So it's not a bug.
        It can be very irritating though, when you are travelling, hugging the coast and the transport keeps waking up the units.

        Comment


        • I have read about this SMAC-X bug in alt.games.firaxis.alpha-centauri. It has been reported by two people IIRC. I can't confirm this because I don't have SMAC-X, but I just thought I'd let you know because I haven't seen this mentioned on Apolyton.

          Anyway, here's that message by Ken Coleman:

          quote:

          I was nearing the end of a game yesterday, and I ran into a really strange
          bug. I was wondering if anyone had seen it before. I had set up the game
          to be fully random, faction-wise. I was playing the Spartans, and the rest
          of the factions were the Gaians, Hive, University, Believers, Peacekeepers,
          and Free Drones. The Hive, Peacekeepers, and Gaians were all eradicated
          (Hive & Gaians by me).

          In about 2350, the Free Drones started attacking me, and then about 20 years
          later, the bug occurred. They sent a probe team into my HQ and released
          their leader. This was very odd, since they'd never been eradicated. After
          that, they thanked me for releasing their leader, gave me all their money &
          techs, and then vanished off the face of Planet! Every base and unit just
          disappeared. After I had won and the playback played, that was exactly what
          it looked like, too - they were there, and the next step they were gone.

          Has anyone else seen this bug? Is is possibly the result of mixing the old
          factions & the new factions?

          Comment


          • BugID: #0183, Incorrect_Profile
            Submitter: dgirolamo@amre.com
            Version: Alien Crossfire v2
            Category: Interface
            Status: Confirmed
            Priority: 3
            Save before: N/A (not available)
            Save after: available by e-mail
            Description: I started a new game, random. I discovered that the Hive faction was presented with the Pirates color and Svengard Face during diplomacy. If interested in seeing, please e-mail me for the file. I have seen this before.

            Comment


            • Re: BugID: #0175, Marine_Control_Random_Movement

              Caught it.. save on the way to zsozso

              Happens on the next turn after you capture a unit from the AI (at least in my save), in my case a 'wild' IoD with the Cult of Planet. The captured unit retains the last 'goto' command the AI gave it and is clearly shown in the save. This will cause it to move off on it own unless the player actively disengages the old AI 'goto' command before the unit in question gets to move agian.
              "Power doesn't corrupt; it merely attracts the corruptable"

              Comment


              • BugID: #0???, Allied_Base_Transport_Loading
                Submitter: gsshell@aol.com
                Version: both AX and AC4(?)
                Category: Movement
                Status: Demonstrated
                Priority: 4
                Save before: On the way to zsozso
                Save after: N/A
                Description: Can not load land units onto a sea transport (IoD in the case of the save) if the sea transport is in an allied sea base.
                "Power doesn't corrupt; it merely attracts the corruptable"

                Comment


                • BugID: #0???, Time_Warp
                  Submitter: gsshell@aol.com
                  Version: both AX and AC4(?)
                  Category: Rules
                  Status: Demonstrated
                  Priority: 4
                  Save before: On the way to zsozso
                  Save after: On the way to zsozso
                  Description: Game will occasionally go to the next turn and the game year will not advance.

                  Reguarding the saves: the before save shows my first 2350 turn (note that the Cloudbase Academy under construction in Concentration Pit) the after save, still year 2350, has the Cloudbase Academy completed.. not even sure that these were the only year 2350 turns I took. I think there was another turn between these two in which I rush built the Academy, as it is not near completion in the first save. The year did change and continue to change normally after the 'Save after' save.

                  [This message has been edited by Bblue (edited February 03, 2000).]
                  "Power doesn't corrupt; it merely attracts the corruptable"

                  Comment


                  • Hmmm... Maybe we should change the name of Time_Warp to Groundhog_Day
                    "Power doesn't corrupt; it merely attracts the corruptable"

                    Comment


                    • So which faction would Bill Murray lead ?

                      Comment


                      • More multiplayer fun.

                        In this game there is a Peacekeeper probe (AI) in Cybernetic (human) territory. Normally you have the option of
                        A. Killing the probe
                        B. Kicking it out of your territory
                        C. Leaving it alone

                        In this game there is no option to kick the probe out of Cyborg territory. Killing it would cause vendetta and leaving it alone could be bad. This is a bummer situation.

                        The save file demonstrating this bug is on the way to zsozso now.
                        "Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"

                        Comment


                        • BugID: 00184 Ascent_to_Tran
                          Submitter: dgirolamo@amre.com
                          Version: SMACX Version 2
                          Category: Rules
                          Status: Demonstrated
                          Priority: 4
                          Save before: save emailed to zsozso
                          Save after:
                          Description: I am playing a multiplayer scenario and have reached Ascent to Transcendance. However, I haven't won the game. Every 2 turns (rate of my research) I reach Ascent to Transcendance1 then Ascent To Transcendence2, and then 3 and then 4. I have checked the settings, and I have Win by Transcedance marked off. What am I doing wrong. I will e-mail the files to the bug list on this forum, but it may be something simple that I am doing wrong. Also, I have seen strange things with the technology. I sometimes get a technology that I only possess one of the two prerequisites, and then later I have to go back and get those prerequisites.

                          Comment


                          • BugID: 00185 ShareTech
                            Submitter: dgirolamo@amre.com
                            Version: SMACX Version 2
                            Category: Diplomacy
                            Status: Demonstrated
                            Priority: 4
                            Save before: save emailed to zsozso
                            Save after:
                            Description: I am playing a multiplayer and my Cult of Planet faction shared Mind Machine Interface with the Caretakers. After the transaction, the tech would not list on my opponents Lab list. She also claims to have discovered it before I gave it to her. When I went to share, it listed in my pick list that she did not have that tech. Have sent files for several different period in the game to check progress.

                            Comment


                            • overcome - on the Transcendance victory problem: forgive me if I am suggesting something too blindingly obvious, but, you did build the Voice of Planet and the Ascent to Transcendence SPs didn't you?

                              Comment


                              • RedFred - No, I am too dopey to do something like try to win the game. I had just never gotten that high, and assumed that you research to the end and win the game. Reading the "How to Win" part of the manual never occurred to me. This is quite stupid, I admit.

                                Comment

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