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Official SMACX v2 bug list. READ ONLY PLEASE!

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  • #46
    BugID: #0045, Units_Bouncing_Back
    Submitter: Urban Ranger, decipher@hknet.com
    Version: Alien Crossfire
    Category: Movement
    Status: Confirmed
    Priority: 4
    Save before: N/A (not available)
    Save after:
    Description: Units sometimes "bounce back" when moving. I suspect this is probably caused by
    insufficient movement points. You could actually see a unit attempting to move into a
    square but bounces to where it was moving from. However, this also reveals new terrain
    as if that unit has moved into its destination. This does not occur if you have sent a unit to
    some faraway location. It only happens when you move it square by square.

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

    Comment


    • #47
      BugID: #0046, Square_Sharing
      Submitter: zsozso, zsolt@simbiosys.ca
      Version: Alien Crossfire
      Category: Movement
      Status: Demonstrated
      Priority: 4
      Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0046b.zip
      Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0046a.zip
      Description: A fungal tower has appeared underneath my unit! The unit was sitting on that square for
      several turns killing worms. Then suddenly, I notice that a fungal tower has grown in the
      very same square! I thought units of different faction can only occupy the same square if
      the factions are in pact. Guess what, I was not in pact with Planet.
      Actually, quite the contrary: wild life was 'visiting' (more like raping) me in great numbers
      in response to my heavy pollution (nerve gas treatment of 30+ usurper bases => global
      warming raises sea levels by 3200 feet within 20 turns - never seen that drastic effect
      ever before). So, planet wanted to spawn a lot of native units in my territory and
      it may not have found enough empty squares - or just did not care ?

      About the saves demonstrating the bug: the tile in question is at (9,29) coordinates.
      The save before has only my unit on the square, but the save after (next turn) has a
      fungal tower on the same square too.


      [This message has been edited by zsozso (edited January 08, 2000).]
      ::Zsozso::

      Comment


      • #48
        BugID: #0047, Independent_Support
        Submitter: zsozso, zsolt@simbiosys.ca
        Version: Both AX and AC4
        Category: Rules
        Status: Pending
        Priority: 3
        Save before: N/A (not available)
        Save after:
        Description: Sometimes independent Unity units or captured worms suddenly become supported by
        a nearby base. Couldn't figure out what triggers it. First noticed it, when I put an
        independent captured worm on patrol near a base. But then later I noticed in other cases
        when I did not use any ptarolling at all. Happens even without the unit ever getting inside
        the base.

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

        Comment


        • #49
          BugID: #0048, Facility_Transfer
          Submitter: zsozso, zsolt@simbiosys.ca
          Bblue, gsshell@aol.com
          Version: Both AX and AC4
          Category: Base
          Status: Demonstrated
          Priority: 4
          Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0048b.zip
          Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0048a.zip
          http://CR190515-A.hnsn1.on.wave.home...C/ABL0003a.zip
          Description: Sometimes when taking over a base of Yang or University, their default base
          enhancement (perimeter defense/network node) gets transferred to my HQ, i.e. it
          disappears from the conquered base and appears in my HQ which did not have such
          facility and was not even building it. Does not happen always, maybe only when I am
          taking over their HQ ?

          Note on save files (ABL0048b,ABL0048a): The 'before' save (ABL0048b,MY.2190)
          shows Gaia's Landing with no Network Node, currently building The Empath Guild SP
          (91/240, 17 turns left to complete), and a Gaian worm standing beside
          University Base. The 'after' save (ABL0048a,MY.2191) shows next turn, after
          the Gaian worm has taken over University base - which does not have Network
          Node anymore, on the other hand a Network Node appeared in Gaia's Landing,
          which is still building The Empath Guild SP (100/240, 16 turns left).

          Save file from Bblue (ABL0003a.zip): This save has
          a custom faction that gets free Geosyn. Survey Pods as a freebie I think it
          should load alright since the Faction info (other then graphics) are saved
          with the save file, you may need to open this one to make sure it can be
          opened without the custom faction file (game should choose some default
          graphics). Believers HQ New Jerusalam has a Geosyn. Survey Pod while my
          citys Anvil of Man and The Voice of God don't.

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

          Comment


          • #50
            BugID: #0049, Reserach_Points
            Submitter: aceplayer, aceplayer@earthlink.net
            Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
            Category: Rules
            Status: Pending
            Priority: 4
            Save before: N/A (not available)
            Save after:
            Description: year 2206 I had 9 years to go to tech breakthrough, but got it by year 2208. I didnt build
            any more labs. The weird thing is that F2 said I was getting 21.6 a year, but I actually got
            112 in 2207 and 54 in 2208. The 21.6 number was correct - I verified that.

            I have posted screen snapshots of the bug here
            http://www.geocities.com/TimesSquare...g_pic_2205.zip

            This bug occurred in a PBEM game, but I dont know if that's relevent.

            It hard to read so these are the numbers:
            game year,years needed,years left,cost,accumulated,tech per turn
            2206,66,9,1187,1039,18
            2207,55,2,1187,1151,21.6
            2208,61,60,1304,18,21.6


            [This message has been edited by zsozso (edited January 08, 2000).]
            ::Zsozso::

            Comment


            • #51
              BugID: #0050, Mind_Worm_Popup
              Submitter: zsozso, zsolt@simbiosys.ca
              Version: Both AX and AC4
              Category: Movement
              Status: Pending
              Priority: 4
              Save before: N/A (not available)
              Save after:
              Description: Mind worms popup on squares where I just walked through, e.g. I have 2 worms on
              fungus square, move one 3 fungus squares in a straight line, then try to follow with the
              other one on same path, but suddenly it bumps into a wild worm!

              I mean, it is OK, that mind worms can be hiding and pop up in any fungus square, BUT
              shouldn't on a square I just walked through! It does not make any sense...

              It is obviously programmed in a lazy way, that every time you try to step on a fungus
              square, there is some random chance for a wild mind worm to be found. However, the
              program should check if the same player has already moved a unit through this square in
              the same turn and disable this random event for those squares.


              [This message has been edited by zsozso (edited January 08, 2000).]
              ::Zsozso::

              Comment


              • #52
                BugID: #0051, Humanoid_Aliens
                Submitter: Aaron Lawrence, njescort@aol.com
                Gnome, jareth@gate.net
                Tau Ceti, larsheg@sensewave.com
                Version: Alien Crossfire
                Category: Diplomacy
                Status: Demonstrated
                Priority: 4
                Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0051b.zip
                Save after: N/A
                Description: Sometimes the alien factions will in dialogue make reference to being
                human! If I see them do it again I'll write down the exact quotes & conditions.

                Gnome: Some part of this bug has been fixed by patch v2! I tested it using the
                patched version and now the aliens ask you in their own patterns of
                speech to abandon Green economics.

                Tau Ceti: 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..."
                Save: 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."

                [This message has been edited by zsozso (edited January 15, 2000).]
                ::Zsozso::

                Comment


                • #53
                  BugID: #0052, Pact_Units
                  Submitter: Vi Vicdi, gderrick@dashlink.com
                  Bblue, gsshell@aol.com
                  Version: Both AX and AC4
                  Category: Rules
                  Status: Demonstrated
                  Priority: 3
                  Save before: N/A (not available)
                  Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0052a.zip
                  Description: If an AI pact sibling of another AI declares vendetta on that AI within 1 turn, none of the
                  1st AI's units get moved out of the 2nd AI's bases!

                  Now the declaration of war came in-between turns, not at my behest through the
                  diplomacy screen, so if you test it via diplomacy and find no bugs, you're looking in the
                  wrong place. I don't know if getting an AI to vendetta a pacted AI from the diplomacy
                  screen exhibits this bug or not.

                  While I was waiting for my turn, a message appeared on the bottom of the screen that
                  said, "Sister Miriam sends word that she has declared Vendetta on the Pirates!" or
                  something like that. When my turn rolled around, oops!, there were her needlejets, parked
                  in his bases!

                  I have a save file if needed.

                  Save file from Bblue: The UoP went from Pact brothers to Vendetta during my turn due to a little
                  diplomacy. but the UoP units were not removed from Definance Freehold.

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

                  Comment


                  • #54
                    BugID: #0053, Boreholes
                    Submitter: R A Spottiswood, raspotts@tik.com.au
                    Version: Alien Crossfire
                    Category: Rules
                    Status: Pending
                    Priority: 4
                    Save before: N/A (not available)
                    Save after:
                    Description: The restrictions on boreholes seem to have vanished. I built
                    one (without realising it at the time) at a location next to an area with significantly different
                    height. More spectacularly, I found that Domai built three boreholes in a line with no
                    squares between them. It was not some weird form of the Borehole Cluster either,
                    because that is in a different area.
                    Darkstar: Computer builds Boreholes next to each other. Human can't.
                    Save File: Available


                    [This message has been edited by zsozso (edited January 08, 2000).]
                    ::Zsozso::

                    Comment


                    • #55
                      BugID: #0054, Vendetta_Info
                      Submitter: R A Spottiswood, raspotts@tik.com.au
                      Version: Both AX and AC4
                      Category: Diplomacy
                      Status: Pending
                      Priority: 3
                      Save before: N/A (not available)
                      Save after:
                      Description: I think this bug might be a hold-over from SMAC. I have infiltrated all factions, but
                      I am not always informed of the start of a Vendetta, even when one of those involved is a
                      Pact Sister.


                      [This message has been edited by zsozso (edited January 08, 2000).]
                      ::Zsozso::

                      Comment


                      • #56
                        BugID: #0055, Attitude_Save
                        Submitter: R A Spottiswood, raspotts@tik.com.au
                        Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
                        Category: UI
                        Status: Pending
                        Priority: 4
                        Save before: N/A (not available)
                        Save after:
                        Description: Also, there is a bug of sorts that resets all listed the "moods" to Noncommital after
                        the game is saved and then loaded. Sometimes it appears to keep listing these even though
                        I've talked to someone and found out their real attitude is very different.


                        [This message has been edited by zsozso (edited January 08, 2000).]
                        ::Zsozso::

                        Comment


                        • #57
                          BugID: #0056, Interlude_Mixup
                          Submitter: R A Spottiswood, raspotts@tik.com.au
                          Version: Alien Crossfire
                          Category: UI
                          Status: Pending
                          Priority: 4
                          Save before: N/A (not available)
                          Save after:
                          Description: During this game I built a mind worm, which promptly got taken out by Deirdre,
                          who I had put in to replace the Caretakers. The interlude used the Caretakers' name and
                          goals instead of the Gaian ones.


                          [This message has been edited by zsozso (edited January 08, 2000).]
                          ::Zsozso::

                          Comment


                          • #58
                            BugID: #0057, Unit_List_Limit
                            Submitter: Mouse,
                            Version: Both AX and AC4
                            Category: UI
                            Status: Pending
                            Priority: 4
                            Save before: N/A (not available)
                            Save after:
                            Description: In the units listing (F7) 256 is the maximum allowed and the list will start from 1 when
                            there are more. In my latest game I was looking to see how many formers I had and it
                            only listed 36, I actually had 292.


                            [This message has been edited by zsozso (edited January 08, 2000).]
                            ::Zsozso::

                            Comment


                            • #59
                              BugID: #0058, Reactor_Upgrade
                              Submitter: zsozso, zsolt@simbiosys.ca
                              Version: Both AX and AC4
                              Category: Movement
                              Status: Pending
                              Priority: 3
                              Save before: N/A (not available)
                              Save after:
                              Description: When the reactor of air units is upgraded through the
                              Design Workshop, they all get extra movement points within the
                              same turn, e.g. if upgraded from fission to fusion, they
                              all get 2 more movement points and become active again.
                              On the other hand those that has not yet moved (e.g. jets
                              in the air from previous turn) lose their normal movement
                              points for the turn (e.g. 10 for fission jet becomes 2) making
                              them crash and get lost.


                              [This message has been edited by zsozso (edited January 08, 2000).]
                              ::Zsozso::

                              Comment


                              • #60
                                BugID: #0059, Copter_Landing
                                Submitter: zsozso, zsolt@simbiosys.ca
                                Version: Both AX and AC4
                                Category: Movement
                                Status: Pending
                                Priority: 4
                                Save before: N/A
                                Save after: N/A
                                Description: There are some inconsistencies with the copters landing outside bases.
                                The unit gets 30% damage due to crash-landing when finishing a turn outside base/air-base.
                                Therefore, it is considered to be on the ground and not in the air now. They can also be
                                attacked by ground units without the SAM special ability - futher proving they are on the
                                ground. However, a copter with troop transport unit cannot unload its cargo when it has
                                landed this way. The game says "Air trasnports can unload in bases or air-bases only".
                                Well, the copter is not in the air at this point, so why can't it unload ? What is the
                                difference from being on a terraformed air base square ? Another inconsistency is, that
                                if the copter crash-lands on a Monolith it does not get repaired by the "Arcane technology"
                                like ground units would.

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

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