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Official SMACX v2 bug list. READ ONLY PLEASE!

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  • BugID: #0150, City_Trading
    Submitter: Bblue et al, gsshell@aol.com
    Version: Both AX and AC4
    Category: AI
    Status: Confirmed
    Priority: 2
    Save before: N/A
    Save after:
    Description: When attempting to trade cities with the AI, If you are pacted with them they will accept any trade, no matter how unfair.
    [This message has been edited by Bblue (edited January 21, 2000).]
    "Power doesn't corrupt; it merely attracts the corruptable"

    Comment


    • BugID: #0151, Air_Goto_Command
      Submitter: Misotu, misotu@birdmail.com
      Version: Both AX and AC4
      Category: Movement
      Status: Confirmed
      Priority: 4
      Description: When moving using the goto command, some air units stop if they encounter a friendly city even though they have sufficient movement points remaining to execute the goto command in full. This is true of missiles (all types inc planet buster), copters, gravships and locusts of Chiron.

      Needlejets stop in friendly cities if they are damaged. If health is 100%, they don't stop.

      This is pretty frustrating since, once missiles have a range of 20+ squares it's really hard to predict whether the goto command will cause them to try to pass through a friendly city. Means all missiles have to be moved by hand, unless you're not bothered how many turns they take to reach their destination.
      [This message has been edited by Bblue (edited January 18, 2000).]
      "Power doesn't corrupt; it merely attracts the corruptable"

      Comment


      • BugID: #0152 F4_Base_Screen
        Submitter: Misotu, misotu@birdmail.com
        Version: Both AX and AC4
        Category: UI
        Status: Enhancment
        Priority: 5
        Description: When using the F4 base screen repeatedly (eg. to hurry production in multiple cities), you are returned to the top of the list each time when exiting from any city view. The city you last visited is highlighted, but you have to scroll down repeatedly to find your place in the list. This is incredibly time-consuming and frustrating when you have pages and pages of cities. It would really enhance my gaming experience if the F4 screen would return to the correct place in the list.
        "Power doesn't corrupt; it merely attracts the corruptable"

        Comment


        • BugID: #0153 Mswheel/Terranx_crash
          Submitter: Misotu, misotu@birdmail.com
          Version: AX and AC4
          Category: Crash
          Status: Demonstrated
          Priority: 1
          Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0153b.zip
          Description: Terranx.exe crashes mid-game onwards at various points (generally when air units attack or a city is taken) if I am running mswheel.exe. Once the crash occurs, the game cannot be continued unless the event precipitating the crash can be avoided. The crash does not happen if mswheel is killed. This is consistent and repeatable on my PC but have not tried another environment.

          Bblue: This crash seems to be relate to some of the other reported crash bugs, will give this one it's own number since it identifies mswheel.exe as a possible culprit.

          Text for Save Game: On my PC, if you run the attached save game and click end of turn, the game will crash. If you kill mswheel.exe and then repeat the process, the game proceeds with no problems. Repeatable in my environment, works every time.

          [This message has been edited by Bblue (edited January 24, 2000).]
          "Power doesn't corrupt; it merely attracts the corruptable"

          Comment


          • BugID: #0154, Sea_Terraform
            Submitter: Misotu, misotu@birdmail.com
            Version: AX and AC4
            Category: Rules
            Status: Demonstrated
            Priority: 4
            Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0154b.zip
            Save after:
            Description: Terraforming ocean squares to ocean shelf over large areas causes other ocean shelf squares to become ocean squares, apparently randomly. Not sure if this is a bug or by design, but I've not noticed the same on land.
            Also, sea terraforming seems to work differently to land, in the sense that every ocean square seems to need terraforming individually - ie raising the level of one square doesn't seem to raise adjacent squares. Seems illogical.

            About the save: The save game should come up in the right area of the map. You'll see ocean squares next to Tau Collective, Eta Crossroads, Pennant Shoals. All of these had formerly been terraformed to ocean shelf with fungus.
            You should be able to repeat the bug using this file. There are plenty of sea
            formers around, if you use these to terraform these three ocean squares, you
            will find that other squares in this area will change from ocean shelf to ocean. Every game I've played has had this problem somewhere (SMAC and SMAX) if I've raised large areas of ocean.

            [This message has been edited by Bblue (edited January 24, 2000).]
            "Power doesn't corrupt; it merely attracts the corruptable"

            Comment


            • BugID: #0155, GoTo_Xenoempathy
              Submitter: Misotu, misotu@birdmail.com
              Version: Both AX and AC4
              Category: Movement
              Status: Pending
              Priority: 4
              Description: The goto command works really well except if you have the Xenoempathy Dome. If I have this, my land units often ignore magrails and use fungus squares instead if the fungus provides a shorter route. Means you have to move units manually unless the magrail route is absolutely direct.

              [This message has been edited by Bblue (edited January 21, 2000).]
              "Power doesn't corrupt; it merely attracts the corruptable"

              Comment


              • BugID: #0156, Nanoreplicator_Info
                Submitter: Misotu, misotu@birdmail.com
                Version: Both AX and AC4
                Category: UI
                Status: Confirmed
                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. The documentation is confusing.
                "Power doesn't corrupt; it merely attracts the corruptable"

                Comment


                • BugID: #0157, Build_Scenario
                  Submitter: BustaMike, wordtoyourmother@hotmail.com
                  Version: Alien Crossfire
                  Category: Tutorial
                  Status: Pending
                  Priority: 4
                  Save before: N/A
                  Save after:
                  Description: The 'build' scenario 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 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.
                  "Power doesn't corrupt; it merely attracts the corruptable"

                  Comment


                  • BugID: #0158, Single_Alien
                    Submitter: Wombat,
                    Version: Alien Crossfire
                    Category: Rules
                    Status: Confirmed
                    Priority: 3
                    Save before:
                    Save after:
                    Description:
                    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.

                    Bblue: When playing all Seven factions random it is not uncommon to only have one alien faction

                    [This message has been edited by Bblue (edited January 18, 2000).]
                    "Power doesn't corrupt; it merely attracts the corruptable"

                    Comment


                    • BugID: #0159, Out_of_Fuel_Transfer
                      Submitter: Theben, sicmkit_e@hotmail.com
                      Version: Both AX and AC4
                      Category: Rules
                      Status: Pending
                      Priority: 3
                      Save before:
                      Save after:
                      Description: AI transferred air units to me while in air; next turn when I took control of them they had already crashed.(AC4)
                      Ally transferred units in air; next turn all air units had full 2 turns of movement. That turn ally transferred one more air unit; this one crashed before I could access it. (AX)

                      [This message has been edited by Bblue (edited January 21, 2000).]
                      "Power doesn't corrupt; it merely attracts the corruptable"

                      Comment


                      • BugID: #0160, Sea_Units_Res_Armor
                        Submitter: Theben, sicmkit_e@hotmail.com
                        Fistleaf, eng71043@nus.edu.sg
                        Version: Alien Crossfire
                        Category: Unit Design
                        Status: Pending
                        Priority: 3
                        Save before: n/a
                        Save after: n/a
                        Description: Theben: Impact skimships are cheaper with special armor than with plasma steel.

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


                        [This message has been edited by Bblue (edited January 21, 2000).]
                        "Power doesn't corrupt; it merely attracts the corruptable"

                        Comment


                        • BugID: #0161, PB_Flechette
                          Submitter: Wombat,
                          Version: Alien Crossfire
                          Category: Rules
                          Status: Confirmed
                          Priority: 2
                          Save before:
                          Save after:
                          Description: I was Planetbusted 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.

                          [This message has been edited by Bblue (edited January 21, 2000).]
                          "Power doesn't corrupt; it merely attracts the corruptable"

                          Comment


                          • BugID: #0162, Improve_Finish_Map
                            Submitter: Warpage,
                            Version: AX and AC4
                            Category: UI
                            Status: Enhancement
                            Priority: 5
                            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.
                            "Power doesn't corrupt; it merely attracts the corruptable"

                            Comment


                            • BugID: #0163, Spore_Rover_Multi
                              Submitter: Lord Maxwell, mathias.karlsson.1981@student.uu.se
                              Version: Alien Crossfire
                              Category: Combat
                              Status: Pending
                              Priority: 3
                              Save before: N/A
                              Save after: N/A
                              Description: 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.)
                              "Power doesn't corrupt; it merely attracts the corruptable"

                              Comment


                              • BugID: #0164, SE_Browse_Income_Report
                                Submitter: Vi Vicdi, gderrick@dashlink.com
                                Version: Both AX and AC4
                                Category: UI
                                Status: Pending
                                Priority: 4
                                Save before: N/A
                                Save after: N/A
                                Description: 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.

                                [This message has been edited by Bblue (edited January 19, 2000).]
                                "Power doesn't corrupt; it merely attracts the corruptable"

                                Comment

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