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Official SMACX v2 bug list. READ ONLY PLEASE!

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  • #61
    BugID: #0060, Spartan_Upgrade
    Submitter: NoviceCEO, novice@zaz.com.br
    Version: Both AX and AC4
    Category: Unit design
    Status: Confirmed
    Priority: 3
    Save before: N/A (not available)
    Save after:
    Description: Spartan Upgrade Bug: The spartans have no added cost to build a prototype, but upgrading thier units to a kind which hasn't been prototyped
    still costs a huge amount of credits.


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

    Comment


    • #62
      BugID: #0061, Antigrav
      Submitter: NoviceCEO, novice@zaz.com.br
      Version: Both AX and AC4
      Category: Movement
      Status: Confirmed
      Priority: 3
      Save before: N/A (not available)
      Save after:
      Description: Antigrav Status: Can't give this abilty to air units.


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

      Comment


      • #63
        BugID: #0062, Alien_Special_Abilities
        Submitter: Cotroneo, paulcotroneo@cs.com
        Version: Alien Crossfire
        Category: MultiPlayer
        Status: Confirmed
        Priority: 2
        Save before: N/A (not available)
        Save after:
        Description: In hotseat, the aliens don't get the map and are unable
        to pick techs.


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

        Comment


        • #64
          BugID: #0063, Hall_of_Fame
          Submitter: Bblue, gsshell@aol.com
          Version: Both AX and AC4
          Category: UI
          Status: Confirmed
          Priority: 4
          Save before: N/A (not available)
          Save after:
          Description: The scores from the just completed game are not saved in
          the correct faction column.
          Also, clicking on faction icons on this screen dosn't show
          the appropriete list of games.
          (ie, click Miram's icon and get a list of Morgan's high
          scores)


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

          Comment


          • #65
            BugID: #0064, Res_Pulse_Naming
            Submitter: Bblue, gsshell@aol.com
            Version: Alien Crossfire
            Category: Unit design
            Status: Confirmed
            Priority: 4
            Save before: N/A (not available)
            Save after:
            Description: Design workshop will give identical names to similiar
            units where the only diffence
            is the new armor types (pulse vs. res) (ie. Missle Infanty MkII will
            appear twice in the workshop
            screen, once for pulse armor, once for res armor; MkI was standard
            Plas-steel)


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

            Comment


            • #66
              BugID: #0065, AI_ECM_AAA
              Submitter: Bblue, gsshell@aol.com
              Version: Both AX and AC4
              Category: AI
              Status: Request
              Priority: 5
              Save before: N/A (not available)
              Save after:
              Description: AI has a huge prefrence for building ECM units even when
              it is getting killed by air.
              (If I'm killing unit after unit in the same city with needlejets..
              the AI should
              place a higher priority on AAA, even if it costs a few more minerals)


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

              Comment


              • #67
                BugID: #0066, Former_Attack
                Submitter: SailorUranus, haruka99@uswest.net
                Version: Alien Crossfire
                Category: Sound
                Status: Pending
                Priority: 4
                Save before: N/A (not available)
                Save after:
                Description: Two sounds are played when attacking Formers. This
                happens whenever Former units
                are attacked. Both the old sound and the new weapon sound
                are played.


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

                Comment


                • #68
                  BugID: #0067, Custom_Graphics
                  Submitter: SailorUranus, haruka99@uswest.net
                  Version: Alien Crossfire
                  Category: Faction Editor
                  Status: Request
                  Priority: 5
                  Save before: N/A (not available)
                  Save after:
                  Description: Make it possible to load custom graphic set in the
                  faction editor.


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

                  Comment


                  • #69
                    BugID: #0068, Anouncement_Graphics
                    Submitter: Bblue, gsshell@aol.com
                    Version: Both AX and AC4(?)
                    Category: UI
                    Status: Pending
                    Priority: 4
                    Save before: N/A (not available)
                    Save after:
                    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.

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

                    Comment


                    • #70
                      BugID: #0069, Battle_Sound
                      Submitter: Bblue, gsshell@aol.com
                      Aredhran, aredhran@swiftmove.com
                      Version: Alien Crossfire
                      Category: Sound
                      Status: Confirmed
                      Priority: 4
                      Save before: N/A (not available)
                      Save after:
                      Description: No sound during probe team combat, although there is an
                      explosion when one is eliminated.
                      Aredhran: There is no sound for the Missile weapon during combat.

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

                      Comment


                      • #71
                        BugID: #0070, Volcano_Terraform
                        Submitter: Bblue, gsshell@aol.com
                        Version: Both AX and AC4
                        Category: AI
                        Status: Confirmed
                        Priority: 3
                        Save before: N/A (not available)
                        Save after:
                        Description: AI can terraform Mt. Planet (player can also but only
                        with 'Ctrl-Shft-S' and
                        'Ctrl-Shft-M'); AI can also build bases on summit squares


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

                        Comment


                        • #72
                          BugID: #0071, Pirate_Map
                          Submitter: Lord Blackmoor, lblackmoor@mashell.com
                          Version: Alien Crossfire
                          Category: UI
                          Status: Pending
                          Priority: 5
                          Save before: N/A (not available)
                          Save after:
                          Description: After-game replay map: Especially with the inclusion of
                          the pirates how about sea territory. They (pirates) usually have no representation on the map.


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

                          Comment


                          • #73
                            BugID: #0072, Tidal_Harness
                            Submitter: Bblue, gsshell@aol.com
                            Version: Both AX and AC4
                            Category: UI
                            Status: Pending
                            Priority: 4
                            Save before: N/A (not available)
                            Save after:
                            Description: Increased Solar Activity boosts all energy income,
                            including Tidal Harnesses


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

                            Comment


                            • #74
                              BugID: #0073, Merchant_Fungus
                              Submitter: Fistandantilus, tencati@iol.it
                              Version: Both AX and AC4
                              Category: Rules
                              Status: Pending
                              Priority: 3
                              Save before: N/A (not available)
                              Save after:
                              Description: The Merchant Exchange does not increase energy output in
                              fungus squares.


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

                              Comment


                              • #75
                                BugID: #0074, Fungus_Battle
                                Submitter: Fistandantilus, tencati@iol.it
                                Version: Both AX and AC4
                                Category: Combat
                                Status: Pending
                                Priority: 3
                                Save before: N/A (not available)
                                Save after:
                                Description: Do not gain fungus bonus when attacking out of, or being
                                attacked in, a rocky/fungus
                                square for non-native versus non-native unit combats.

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

                                Comment

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