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Official SMACX v2 bug list. READ ONLY PLEASE!

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  • #91
    BugID: #0090, Auto_Forest
    Submitter: markyj, mark.johnson.1@wcom.com
    Version: Both AX and AC4
    Category: UI
    Status: Request
    Priority: 5
    Save before: N/A (not available)
    Save after:
    Description: Add a 'Automate Former' option to plant forests exclusively.

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

    Comment


    • #92
      BugID: #0091, Guard_Unit
      Submitter: markyj, mark.johnson.1@wcom.com
      Version: Both AX and AC4
      Category: Combat
      Status: Request
      Priority: 5
      Save before: N/A (not available)
      Save after:
      Description: Add a 'Guard' order to a particular unit - for instance,
      if I have a former way out
      in the middle of nowhere, I would like to have a guard unit assigned
      to him that moves
      along with it and attacks anything that threatens the former. I have
      used the -L command,
      but that only assigns the guard to a particular location and the
      former may have moved on
      in the mean-time.

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

      Comment


      • #93
        BugID: #0092, Air_Patrol
        Submitter: markyj, mark.johnson.1@wcom.com
        Version: Both AX and AC4
        Category: Combat
        Status: Request
        Priority: 5
        Save before: N/A (not available)
        Save after:
        Description: I have used the -L command on needle-jets. The
        needle-jets have a range of at least 8
        and they never wake up unless the enemy gets within two squares, even
        though the enemy is
        'seen' on my map. I would like them to respond to any seen threat on
        my borders automatically.

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

        Comment


        • #94
          BugID: #0093, Sea_Sensor
          Submitter: Bblue, gsshell@aol.com
          Edgecrusher, edgecrusher2k@hotmail.com
          Version: Alien Crossfire
          Category: Rules
          Status: Demonstrated
          Priority: 4
          Save before: N/A (not available)
          Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0093a.zip
          Description: I have once seen my automated seaformers build a
          sensor in the ocean, but only once in all my playing time.
          Edgecrusher: I've had this happen before as the pirates.
          The save game: it's a multi-player IP game. the base that has the sea sensor is Monkey Island

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

          Comment


          • #95
            BugID: #0094, Sea_Sensor_Ability
            Submitter: markyj, mark.johnson.1@wcom.com
            Version: Both AX and AC4
            Category: Rules
            Status: na
            Priority: 5
            Save before: N/A (not available)
            Save after:
            Description: Request: Ability to place 'sensor buoys' into sea squares



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

            Comment


            • #96
              BugID: #0095, Remove_Project
              Submitter: markyj, mark.johnson.1@wcom.com
              Version: Both AX and AC4
              Category: UI
              Status: Pending
              Priority: 4
              Save before: N/A (not available)
              Save after:
              Description: I occasionally see a problem with removing a PROJECT off
              of the Build Queue list. If it
              is the first item on the Queue, click on it, then click delete, then
              do something else, then
              leave the city and come back in. It is still on the Build
              Queue list. Only happens on rare
              occassions.


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

              Comment


              • #97
                BugID: #0096, Finish_Map
                Submitter: RetoS, reto.spoehl@gmx.net
                Version: Both AX and AC4
                Category: UI
                Status: Confirmed
                Priority: 4
                Save before: N/A (not available)
                Save after:
                Description: The replay map at the end of a game often has the bottom
                row of map squares displayed
                incorrectly.


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

                Comment


                • #98
                  BugID: #0097, Pirate_Sea_Formers
                  Submitter: Bblue, gsshell@aol.com
                  Version: Alien Crossfire
                  Category: Rules
                  Status: Pending
                  Priority: 4
                  Save before: N/A (not available)
                  Save after:
                  Description: Automated Pirate seaformers don't understand that they
                  can build impovements in deep
                  and mid-depth ocean squares after Adv. Ecological Engineering is
                  reasearched. They
                  will raise the ocean bottom before trying to build
                  improvements when it is not nessasary.


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

                  Comment


                  • #99
                    BugID: #0098, Population_Bonus
                    Submitter: Stormhound, stormhnd@sound.net
                    Version: Alien Crossfire
                    Category: Faction Editor
                    Status: Confirmed
                    Priority: 4
                    Save before: N/A (not available)
                    Save after:
                    Description: The "Population Bonus" settings are counterintutive;
                    positive numbers have negitive effects
                    while negative numbers have positive effects


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

                    Comment


                    • BugID: #0099, ICD_crash
                      Submitter: DarkAvenger, jordanwi@vtcinet.com ; nescience
                      Version: Alien Crossfire
                      Category: Crash
                      Status: Pending
                      Priority: 1
                      Save before: N/A (not available)
                      Save after:
                      Description: the game crashes when moving units and setting a path for
                      them to follow. It also crashes
                      when air units are attacking a city. (the error message makes
                      reference to TERRANX causing an
                      invalid page fault in module TERRANX.ICD)


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

                      Comment


                      • BugID: #0100, Obsolete_Prototyping
                        Submitter: RedFred,
                        Version: Both AX and AC4
                        Category: AI
                        Status: Pending
                        Priority: 3
                        Save before: N/A (not available)
                        Save after:
                        Description: In a game one of the aliens called me up and told me that she had just prototyped a
                        1-2-1 unit so I'd better behave or ...
                        Why the heck are the aliens prototyping 1-2-1 units? They start the game with the ability
                        to build 1-3r-1 defensives. I suppose that there is that possibility that she was just bluffing
                        but it would be a bluff that wouldn't make any sense. Didn't have infiltrator status to
                        check. I suspect that this is a problem alluded to earlier about the game offering you the option to
                        build obsolete units. It may be that the AI takes the most recent discovery as the best
                        rather than checking to see if it really is. This would also explain why the game will often
                        offer me the option of building 3 reactor units when I have discovered 4 reactor units first.

                        Kinjiru: I have seen both of these and they are still present in v2 of SMAX.
                        Additionally, if you have autodesign on, you will get new unit prototypes for obsolete unit
                        types if you first discover a better tech. I.e. you get missles before gatling. Once you discover
                        gatling, you will see new units designed with it even though missiles are better.

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

                        Comment


                        • BugID: #0101, Unrelated_Units
                          Submitter: RedFred,
                          Version: Both AX and AC4
                          Category: Unit design
                          Status: Pending
                          Priority: 4
                          Save before: N/A (not available)
                          Save after:
                          Description: I also notice that if you get that pop up screen offering to see new units (design workshop),
                          that if you say no, it will often keep asking you the next time you discover a new tech
                          (unrelated to the unit in question)

                          Kinjiru: I have seen both of these and they are still present in v2 of SMAX.
                          Additionally, if you have autodesign on, you will get new unit prototypes for obsolete unit
                          types if you first discover a better tech. I.e. you get missles before gatling. Once you discover
                          gatling, you will see new units designed with it even though missiles are better.

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

                          Comment


                          • BugID: #0102, Probe_Self_Fight
                            Submitter: LightEning, ari.rahikka@pp1.inet.fi
                            Version: Both AX and AC4
                            Category: Combat
                            Status: Pending
                            Priority: 3
                            Save before: N/A (not available)
                            Save after:
                            Description: I encountered a really weird bug with probe teams: I was playing peacekeepers, and the
                            spartans had surrendered to me. I had traded one of their bases, so I could launch probe
                            team attacks to keep them small. I moved one of my probe teams to their territory, then
                            another, and they wanted to fight each other!(I got the message: Spartan probe team
                            spotted. Do covert action/other...

                            Savefile available via E-mail

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

                            Comment


                            • BugID: #0103, Monolith_Terraform
                              Submitter: Fugi the Great, truge@bytehead.com
                              Version: Both AX and AC4
                              Category: Terraforming
                              Status: Pending
                              Priority: 4
                              Save before: N/A (not available)
                              Save after:
                              Description: Saw that one of the computer controlled factions, forgot which, built a solar collector in the
                              same square as a monolith. Why would it do this? You only get 2-2-2 on a monolith
                              regardless what you do to it, or does the AI get another energy unit out of it. Every time I
                              have tried modifying a monolith square, it says it can not be done.

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

                              Comment


                              • BugID: #0104, HSA_AI
                                Submitter: Fugi the Great, truge@bytehead.com
                                Version: Both AX and AC4
                                Category: AI
                                Status: Confirmed
                                Priority: 3
                                Save before: N/A (not available)
                                Save after:
                                Description: After I build the HSA, why does the AI insist on trying to subvert my troops or infiltrate
                                my cities? Their probeteams just end up getting killed. Yes I know that if you have the
                                proper tech when playing SMACX you can subvert units and infiltrate cities, but I know
                                that the other factions do not have that tech. Does the AI "forget" that I had the HSA, or
                                doesn't it check before the attempt is made?

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

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