Please report any bugs or problems with the game in this thread and I'll do my best to try and sort them. I plan on applying all applicable fixes to SMAC at some point since a lot of the issues are found in both games. If anyone can put me in contact with Brian Reynolds or Brad Oliver please let me know.
If there is any of my fixes you feel I'm overstepping the definition of fix/exploit or disagree with my implementation please let me know in this topic. I'm trying to avoid making any changes that would be considered tweaking the game and to stay true to original mechanics. In some cases this is difficult to do and I try to make the best judgement as to what was originally intended based on other portions of the game. But I'm always open to hear arguments regarding any changes.
Unoffiical SMAX Patch changelog:
Fixes:
Misc:
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my original first post in thread:
I'm looking into resolving this in exe but have some questions. It's been awhile since I've played AC(X) so I'm a bit rusty with UI.
I've selected "Data Angels" as faction and set them to use "Fundamentalists" and "Thought Control" giving a +6 probe rating. Now, how do I actually see the bug? What steps can I take toggling between native +2 probe of "Data Angels" and extra +4 to see a roll over happen? I need to have some repeatable steps to be able to find code location in exe.
edit: Ok, I kinda think I see the problem. It really isn't a "roll over" bug. This made me think that once PROBE was over +4 that new units would start out with +0 morale. So basically, any values above +4 do not give morale bonuses they should? Also, what is the "base" value of morale? "Very Green" or just "Green"? It seems to be based off "Green" but I'm not sure.
So if you have Angels with +4 PROBE, a new probe unit should start out with "Veteran" morale, correct? Now, if you have +6 PROBE the probe unit should start out with "Elite" morale? But the problem is it doesn't, so +6 morale still sets the units to "Veteran"? I just want to clear this up before I go searching.
If there is any of my fixes you feel I'm overstepping the definition of fix/exploit or disagree with my implementation please let me know in this topic. I'm trying to avoid making any changes that would be considered tweaking the game and to stay true to original mechanics. In some cases this is difficult to do and I try to make the best judgement as to what was originally intended based on other portions of the game. But I'm always open to hear arguments regarding any changes.
Unoffiical SMAX Patch changelog:
Fixes:
- [BUG] If a faction's cumulative PROBE value is greater than 3 (SE morale, covert ops center) it is possible to "mind control" their bases when they should be immune. If the University uses SE Knowledge putting PROBE value down to -4, it would act as if it were 0 erroneously increasing "mind control" costs. After patch, PROBE values greater than 3 will always be immune to regular probes and values less than -2 will be treated as if they were -2.
- [CRASH] It is possible usually on larger maps that scrambling air interceptors would cause the game to crash. Even when the game didn't crash incorrect altitude values were being used in checks. Both of these have been fixed.
- [CRASH] If you open up Design Workshop as Caretakers/Usurpers and switching back and forth between colony pod and other "equipment" you can cause text in "special ability" to become overwritten and crash once you exit Design Workshop. Patch increases memory allocation used to manipulate the caviar animation files (cvr) and may fix other buffer related problems other than the one noted. (credit to WBird784 for original patch data)
- [EXPLOIT] Using the right click menu to airdrop calls the "move to" code directly and bypasses all the checks such as if unit is in airbase/base or has already moved. Since the airdrop hotkey "i" correctly checks these restrictions, the patch makes the right click menu use the hotkey checks before directly moving the unit.
- [BUG/EXPLOIT] Setting more than one patrol waypoint with spacebar causes the values to be stored incorrectly. If only two waypoints are set then it is just a display issue showing an incorrect amount of waypoints when clicking on unit. If three waypoints are set, it causes the unit's morale to be set as one of coordinates usually boosting it to demon boil / elite status. Also, with three waypoints the final waypoint gets set to some far off random location usually (0,0) breaking three point patrol completely.
- [BUG] Transport unit's special ability "Repair Bay" is rendered useless due to an incorrect check that would only give the healing bonus to ground transports. Now, it will give bonus to all ground units except ground transports.
- [BUG] Fixed a check that was ending the turn for certain air units (choppers/missiles/grav) when entering a base which had no adjacent enemy units. There is still a check which will end the unit's turn if when entering a base it has less then one turn remaining unless an enemy is adjacent to base.
- [EXPLOIT] Inside base UI, after opening up the production queue window it is possible to then open the hurry command window, switch between bases and complete projects for less then their actual value. Patch fixes a clean up issue with queue panel preventing certain parts of UI from becoming clickable when they shouldn't.
- [EXPLOIT] When clicking on an unexplored tile, the map recenters on that square. However, if the tile contains a base the map doesn't recenter. Patch fixes it so when an unexplored tile with a base is clicked, the game will recenter like the rest of the tiles.
- [CRASH] When moving units near or at the poles, it is possible for y coord to exceed the map bounds and crash the game. Patch adds handling to prevent y coord from going over min/max.
- [EXPLOIT] It is possible to change another faction's workers via Base Ops (F4) if you have that faction infiltrated. Patch fixes it so clicking citizens of another faction in Base Ops has no effect similar to garrisoned units.
- [BUG] Using "Go to home base" (shift-g) command sends the unit to closest base rather than it's actual home. Patch retrieves unit's home base and sets a "go to" waypoint similar to how a unit is recalled from within base UI. If a home base cannot be found (independent) the unit will go to the nearest base.
- [EXPLOIT] It is possible to give airdrop or artillery ability to an unit who didn't have it. This is done by using hotkey (I or F) on an unit that has the ability then switching units in bottom center window. The mouse cursor would still have airdrop/artillery up and it is then possible to use it with the new unit bypassing all the checks if unit can use ability. Patch resets the cursor when clicking unit selection window.
- [BUG] Fixed an unit check to use the "Max artillery range" value defined in #Rules (alphax.txt) rather than a hardcoded value of 2. This fix is geared toward modders so players who use an unmodified version of alphax.txt will see no change.
- [BUG] Enhanced probes (Algorithmic Enhancement) are now able to mind control bases/units normally immune due to high SE morale as stated in SMAX manual. For units it's purely the morale SE value so >=3 acts as if it were 2 (cost doubled). For bases, the value is calculated from morale SE and any base facility modifiers (Covert Ops: +2, Genejack: -1). If final value is >=3, it acts as if it were 2.
- [BUG] Squares with both a borehole and nutrient bonus don't receive the nutrient bonus. If the "Borehole Square" nutrient value defined in #RESOURCEINFO (alphax.txt) is set to non-zero, a square with borehole will erroneously act as if it has a nutrient bonus. The patch fixes a check whether or not to give a borehole square a nutrient bonus from checking if borehole nutrient value is non-zero to checking if nutrient bonus is actually present in square.
- [BUG] While loading the ambient sound file for game, there is a mistake in faction id check for Believers causing it to use SMAX default of "aset1.amb". Patch fixes check so Believers will now use their correct ambient sound file "bset1.amb".
- [BUG] Enhanced probes don't receive a penalty to survival probability when target faction has built Hunter-Seeker Algorithm. Instead, the success probability is erroneously given the penalty for a second time after it has already been displayed in UI. This could cause diminished success rate when it should have been higher. Patch corrects check so survival rather than success probability is modified.
- [UI] Removed a check that would while displaying probe success/survival probabilities drop one if they're both the same. For example, (50%, 50%) would just be (50%) which can be confusing.
Misc:
- Disabled cpu check which serves no purpose other than preventing the game from starting on newer cpu's. Patch enables ForceOldVoxelAlgorithm=1 in code by default and suppresses annoying warning.
- Enabled debug output of internal commands, see logfile.txt in root SMAX folder after running the game. This log resets each time you start the exe. It's useful when running the game to look at what actions triggered certain functions.
- Needlejet "DATA" edit window via scenario editor doesn't render properly making stats uneditable. This is fixed simply by adding "#itemlist" to "#EDITVEH2A" inside scripts.txt and xscripts.txt. This only affects scenario editor and can be easily applied manually.
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my original first post in thread:
I'm looking into resolving this in exe but have some questions. It's been awhile since I've played AC(X) so I'm a bit rusty with UI.
I've selected "Data Angels" as faction and set them to use "Fundamentalists" and "Thought Control" giving a +6 probe rating. Now, how do I actually see the bug? What steps can I take toggling between native +2 probe of "Data Angels" and extra +4 to see a roll over happen? I need to have some repeatable steps to be able to find code location in exe.
edit: Ok, I kinda think I see the problem. It really isn't a "roll over" bug. This made me think that once PROBE was over +4 that new units would start out with +0 morale. So basically, any values above +4 do not give morale bonuses they should? Also, what is the "base" value of morale? "Very Green" or just "Green"? It seems to be based off "Green" but I'm not sure.
So if you have Angels with +4 PROBE, a new probe unit should start out with "Veteran" morale, correct? Now, if you have +6 PROBE the probe unit should start out with "Elite" morale? But the problem is it doesn't, so +6 morale still sets the units to "Veteran"? I just want to clear this up before I go searching.
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