Announcement

Collapse
No announcement yet.

Weird SMAC screenshots

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Native Life Forms do not require support if they are in fungus. If they are out of fungus, they do require support. Its kind of a clean reactor type thing associated with what map square you are on. I have wondered why in the past, I'll have a base with 10 mind worms, and then I'll go on the attack with them, and all of the sudden they need resources when they didn't before. I've only learned of this recently and Iplay this game to death, so I'm still a noob. This is something to remember once you can crank out native life one per turn.

    Comment


    • Welcome Darrell01 !
      (\__/) Save a bunny, eat more Smurf!
      (='.'=) Sponsored by the National Smurfmeat Council
      (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

      Comment


      • Originally posted by Darrell01
        I've only learned of this recently and Iplay this game to death, so I'm still a noob.
        The same here - the notion came to my mind seconds after uploading the image. Was this covered anywhere in the forums?

        Originally posted by Darrell01
        This is something to remember once you can crank out native life one per turn.
        Would that be as soon as you come across a river across fungus with the Gaians?

        By the way, welcome aboard.

        Comment


        • worms in the fungus

          Well, I looked over all the posts. I didn't read them all, only the ones that caught my interest and I haven't seen it. And thx for the welcome.

          Comment


          • Another possible bug?

            So I'm in the middle of launching an invasion into Cybernetic territory and want to cut off their ability to launch a counter-attack, and so I destroyed the magtube that was running up to the territory that I had conquered. A few turns later after my air force has eliminated all enemy forces in the region my assault force moves forward and enters the square where I had destroyed the mag tube. However the units that enter the square don't drop by one movement point as expected, and when I look at the square info it still says "Mag Tube"(see attached pic). Bug?
            Attached Files

            Comment


            • Save and reload?
              (\__/) Save a bunny, eat more Smurf!
              (='.'=) Sponsored by the National Smurfmeat Council
              (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

              Comment


              • Re: Another possible bug?

                Originally posted by Darsnan
                So I'm in the middle of launching an invasion into Cybernetic territory and want to cut off their ability to launch a counter-attack, and so I destroyed the magtube that was running up to the territory that I had conquered. A few turns later after my air force has eliminated all enemy forces in the region my assault force moves forward and enters the square where I had destroyed the mag tube. However the units that enter the square don't drop by one movement point as expected, and when I look at the square info it still says "Mag Tube"(see attached pic). Bug?
                The same situation is occuring in the SotR game you constructed. If you look between Righteous Sentence and Hawk of Chiron in the latest turn posted in the demo forum, the magtube looks interrupted. It is not. I thought you had found a way to have a concealed magtube.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • Regarding the magtube "bug": I tested this both in a scenario and in a game that was started normally. In the normal game, razing magtubes works as expected. In the scenario, magtubes that are added via the map editor behave as described by Darsnan and vyeh. (They disappear from the map, but units act as if they are still present.) However, magtubes can be removed via the map editor.

                  I didn't test what happens in a scenario if a magtube is built by a former.

                  Petek

                  EDIT: I discovered, after more testing, that you can destroy magtubes that were added via the scenario editor. You just have to execute the Destroy Enhancements command twice on the square in question. This action can be accomplished either on successive turns by the same unit, or on one turn by two different units.
                  Last edited by Petek; February 4, 2007, 16:48.
                  "The avalanche has already started. It is too late for the pebbles to vote."
                  -- Kosh

                  Comment


                  • build mag tubes around that square and see what happens.

                    Comment


                    • Eh? Super magtubes? Interesting bug.
                      (\__/) Save a bunny, eat more Smurf!
                      (='.'=) Sponsored by the National Smurfmeat Council
                      (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

                      Comment


                      • Originally posted by Petek

                        EDIT: I discovered, after more testing, that you can destroy magtubes that were added via the scenario editor. You just have to execute the Destroy Enhancements command twice on the square in question. This action can be accomplished either on successive turns by the same unit, or on one turn by two different units.
                        It seems that the game treats magtubes as comprising two layers - roads and tubes. But why exactly the magtube disappears is beyond me. My guess (taking into account what can happen sometimes in SMAX ) - you can't have a tube without a road, and if you destroy the road, the tube disappears, but is as if "still there".

                        BTW, your 'Lilith' scenario is quite a nice challenge. Is it where you found the bug?

                        Comment


                        • Originally posted by Kirov
                          BTW, your 'Lilith' scenario is quite a nice challenge.
                          Thanx!

                          Originally posted by Kirov
                          Is it where you found the bug?
                          Yes. I was fighting the Consciousness and Angels over the Uni remnants when I encountered this bug.

                          D

                          Comment


                          • Originally posted by Darrell01
                            Native Life Forms do not require support if they are in fungus. If they are out of fungus, they do require support. Its kind of a clean reactor type thing associated with what map square you are on. I have wondered why in the past, I'll have a base with 10 mind worms, and then I'll go on the attack with them, and all of the sudden they need resources when they didn't before. I've only learned of this recently and Iplay this game to death, so I'm still a noob. This is something to remember once you can crank out native life one per turn.
                            This has actually been know for a while-- It may even be in the in-game files in the descriptions of mindworms.
                            You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                            Comment


                            • Psi AA Bug?

                              One of my pre-designed units in the game I'm playing in now is a <12>/?/8 Interceptor. I attacked the base the Interceptor was in expecting to draw combat with it. However the result was that my attacking NJ fought with Psi, while the defending Interceptor fought with its weapon!

                              D
                              Attached Files

                              Comment


                              • I notice that the Escort's stats are <12>r-?-6
                                Might that Resonance capability cause it to defend with its weapon when being attacked by Psi?
                                I vaguely recall mention somewhere that a Psi defender forces a Psi attack, as the Penetrator did.
                                In the early turns when Scout Patrols attack Mind Worms, if they were allowed to use their flame guns, the worms wouldn't stand a chance; but they are forced into Psi combat by the Psi defender rule and the result is a crapshoot.
                                I am on a mission to see how much coffee it takes to actually achieve time travel.

                                Comment

                                Working...
                                X