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  • Revised bug list

    For a while, PBEMs have referenced the bug list at http://www.civgaming.net/smac/acad_buglist.shtml

    It seems rather old and unorganized to me, and with the looming possibility of recreating SMAC in Civ 4, some of the bugs/exploits that are sometimes allowed and sometimes disallowed may become points of contention. Should we recreate those exploits or take the opportunity to fix them?

    Here I'll roughly classify bugs, exploits, and tricks from the CGN list and others I know of by severity, and updated with current information. This list is just a draft for now, and will need updates.

    Game-breaking bugs, should never be allowed:
    Ability to activate the scenario editor for a PBEM (CGN 16)
    Inexpensive completion of several expensive builds (like projects) at once
    Multiple airdrops using the right-click menu (CGN 2)
    Trading bases with the AI (as opposed to extorting or gifting) (CGN 4)
    If you have another player infiltrated, you can affect his workers via the F4 screen (CGN 75).
    Under some circumstances, a faction can be suddenly erased and restarted elsewhere on the map with a few units, as if it had been liberated by a probe team.
    (Several more of these are known to CMNs, but knowledge is restricted to prevent abuse)


    Game-damaging bugs, should rarely if ever be allowed:
    Reactivation of terraformers (CGN 22)
    Sometimes, the AI will take an action in place of a player on another player's turn. This can happen when using "demand withdrawal" and when bribing a faction during council elections. Sometimes, the AI will spontaneously bribe you on behalf of a human player (CGN 25, 42, 43).
    Probing a human player prompts the active player, rather than the victim, for a response (CGN 26). The active player is expected to declare vendetta unless the victim has asked otherwise.
    Changes in a player's industry rating take effect immediately, allowing crawlers to be cashed for higher value at no cost (CGN 38). Note that TCP/IP games handle this differently.
    Units can be instantly upgraded to elite by way of the patrol command (CGN 74).
    Artillery can sometimes fire upon tiles more than 2 tiles away.
    If "Do or Die" is off, it is profitable to self-destruct your faction (CGN 7).
    Units can be self-destructed to cause damage to all units in adjacent tiles not in bunkers or bases. The damage caused is normally floor(weapon * reactor * .5). Thus, two 10-1-12*2 needlejets can destroy a cluster of fusion units in the open, regardless of the number or strength of the units. No notification is given to affected players, and damaging or killing units does not initiate a vendetta.
    Probe SE values of +4 or higher are treated as +0 for most purposes. This leaves the Data Angels' bases vulnerable after discovering PSA, and receiving free Covert Ops Centers. Players are expected to honor the Angels' actual probe rating.
    Initiating a vendetta against another player has no effect on pending diplomatic deals. Specifically, if one player has accepted a treaty or pact, the other player can initiate a vendetta, then end it on the same turn by accepting the pending deal (CGN 27).
    The build queue can be abused in many ways, allowing facilities to be built without prerequisites (CGN 50), sea units to be built in landlocked bases, and other Bad Things.
    The AI knows where all units are on the map. Placing air units "on alert" basically hands control over to the AI, which will use them to destroy enemy units the player had no way of seeing.
    Retiring a basic design (something that appears in the design workshop with * for a number) retires it for all players, disbanding their units of that type. If a faction has the FREEABIL faction ability, units stolen from them may not appear in the recipient's design workshop, so the original owner could retire the design and disband the stolen units as well.


    Game-altering bugs, sometimes allowable:
    "Reverse engineering" stolen (or gifted) units in the design workshop allows access to weapons, armors, chassis, reactors, and special abilities not yet discovered (CGN 18).
    As a result of reverse engineering, Planetary Networks essentially grants the rover chassis (CGN 19, 57).
    A unit upgraded individually consumes its entire turn. Units upgraded via the design workshop can act normally. This can allow severe sneak attacks (CGN 63).
    Aerospace complexes and interceptors do not prevent drops of non-hostile units. This can allow severe sneak attacks (CGN 65).
    Secret projects normally cost 4 EC/mineral to hurry. Units normally cost 1-2 EC/mineral to upgrade. By upgrading supply crawlers, secret projects can be hurried for a reduced cost (CGN 70).
    Under some circumstances, a terraformer can accumulate "credit" in safety, then move to a dangerous tile and hastily complete a terraforming project, before an opposing player can respond (CGN 71).
    Artillery can only be fired from a transport via the right-click menu (CGN 76).
    Colony pods can be added to bases to breach habitation limits (CGN 1).
    The AI can sometimes trade more ECs than it has, leaving it with a negative balance (CGN 5).
    Aquifers cannot normally be drilled adjacent to rivers, but if a former has already started drilling before an adjacent river appears, it will finish normally (CGN 11).
    Boreholes cannot normally be constructed adjacent to lower terrain, but if terrain changes so that a borehole would be illegal, terraformers already working on a borehole will finish normally.
    When a base finishes constructing a facility/project, or finishes a unit with "Stockpile Energy" next in the queue, the base's entire mineral yield for the turn will be converted into energy, and the surplus will also be applied (up to the 10 mineral cap) to the next build (CGN 44, 45).
    Normally, changing production costs half the minerals accumulated after the first 10. If the item currently being produced is a unit, and that unit's design is retired, all accumulated minerals can be reassigned at no cost. Combining this with cashing in upgraded crawlers to contribute to prototypes yields the Maniac Manoeuvre, a way to rush all production for reduced cost.
    Normally, air transports cannot unload in flight. However, using the keyboard shortcut will bypass this restriction (CGN 21).
    Clicking on an unexplored tile will center the view there, unless a base is on that tile. In this way, bases can be located without exploration.
    Dragging a path for a unit to follow will normally name the destination with coordinates. If the destination is a base, that base will be named instead, even if it hasn't been found yet.
    Attacking a unit with an air unit can cause the defending faction to automatically intercept by moving a SAM needlejet from a nearby base to the attacked tile. If the two factions have the status of truce or treaty, the attacker can then choose not to declare vendetta and attack elsewhere, having drawn out a defender.
    Native life can be captured by attacking it, but if "Confirm Odds" is on, the player is given a chance to back out of the attack after seeing whether the capture was successful.


    Minor bugs, usually not worth the trouble to exploit:
    Tree farms and similar facilities, when built after the first *pop*, increase the faction's clean mineral limit by one each. If those facilities are scrapped, the increase remains.
    Specialists other than doctors (or their replacements) cannot normally be assigned to small bases, but if a base shrinks, any specialists already assigned remain unless reassigned.
    Automated formers can build improvements in fungus tiles before that ability is granted by technology.


    Bugs that give the user a disadvantage:
    Needlejets that are upgraded (by the design workshop) while in flight will have many fewer movement points than normal, and will usually crash.
    Fungal towers sometimes appear underneath units (usually crawlers). If one is killed while a crawler is on the same tile, the crawler is also destroyed.
    If an airbase, base, or carrier appears under a needlejet that has used one turn of fuel, it will not refuel properly until it has moved again or skipped its turn (CGN 29).
    Sometimes, after an artillery unit performs long range bombardment, a nearby enemy artillery unit will respond and "defend" against another, separate "attack" by the original artillery unit. The attacker, having already moved, suffers a -100% penalty for being hasty.
    Land transports, when aboard a sea transport, seem to think they are aboard themselves, and will not move with the sea transport. At great expense, a bridge can be built like this. Likewise, an air unit that somehow becomes a carrier will land on itself with every move, ending its turn if it is not adjacent to a non-friendly unit. I believe the German version of SMAC/X has the Locusts of Chiron unit defined as a carrier.
    Choppers, gravships, missiles, and needlejets with only one turn of fuel remaining will end their turns upon moving into a friendly base, unless a hostile unit is adjacent to it.
    If you scrap all facilities of a type using the handy command, all bases, even those without that facility in the first place, are flagged as having already scrapped a facility this turn.
    The "repair bay" special ability does nothing (CGN 55).


    Curiosities or unavoidable bugs:
    The effect of the Xenoempathy Dome seems to be that the owner can treat fungus tiles as roads, even to the extent of moving from fungus to road with 1/3 move, and road to fungus with 1/3 move. However, moving from an empty tile to a road costs whatever the underlying terrain costs, but moving from an empty tile to fungus costs 1/3 move.
    Somewhat counter-intuitively, unit strengths in combat do not directly imply the odds that each will win a combat round (for one point of damage). The stronger unit's strength is effectively increased by the difference in strengths. Thus, a missile infantry attacking a silksteel sentinel in the open has a 8:4 odds in favor of winning each combat round.
    Labs-increasing facilities stack additively, so that a Network Node and Research Hospital together double labs production. Labs-increasing secret projects (Supercollider and Theory of Everything) stack multiplicatively, so that having both quadruples labs production, on top of facilities' effects.
    Command Centers have maintenance equal to the highest reactor value discovered. Nothing else has variable maintenance.
    A pactmate's needlejets can interfere with transports (CGN 24).
    Wild mind worms outside bases fight at reduced strength before 2115 (CGN 28). Wild mind worms, when attacking bases, fight at reduced strength until 2150.
    Naval units can attack other naval units' attack values or defense values, by using long range fire or attacking normally. This makes purely defensive ships useless unless noncombat (CGN 35).
    Some doubled doublings are triplings - nonlethal methods units under conditions of +3 Police quell 3 drones each (CGN 39). A tachyon field when combined with the appropriate defensive facility (perimeter defense, naval yard, or aero complex) triples a defending unit's strength.
    The Skunkworks facility has the hidden bonus of allowing production to be reassigned within the same category (unit to unit or facility to facility) without loss of minerals (CGN 53). The Spartans cannot build Skunkworks because they already receive its listed benefit.
    The Bulk Matter Transmitter, instead of adding 2 minerals to each base per turn, increases minerals at each base by 50%, additive with other facilities. This can cause massive, unexpected ecodamage.
    Damage from an airdrop will never destroy a unit (CGN 3).
    Echelon mirrors not in anyone's territory will not affect solar panels. Presumably, echelon mirrors in one player's territory will not affect adjacent solar panels in another player's territory.
    Children's creches and morale interact in such a way that sometimes lower morale is better.
    A base can never suffer more bureaucracy drones than it has population.
    Talent-creating effects convert superdrones to regular drones before converting drones to workers and workers to talents. Drone-reducing effects can convert superdrones directly to workers.
    Prototyping a weapon, armor, or chassis will also effectively prototype all weapons, armors, or chassis of equal or lesser strength or speed (CGN 56). However, experimentation with the scenario editor shows that the game keeps track of whether each weapon, armor, or chassis has been directly prototyped.
    Most SAM air units suffer a -50% penalty when attacking non-air units. Psi SAM air units suffer no penalty against non-air units. Psi SAM air units other than Locusts of Chiron, when attacking interceptors, attack with a psi value of 1, while the defending interceptor uses its weapon. Locusts of Chiron force the defending interceptor to use its psi of 1.
    Two bases owned by different factions can work the same tile if the factions have not yet made contact.
    Most facilities that add 50% to something, such as network nodes, round up. Mineral-increasing facilities round down.
    Apparently, terraforming operations other than "raise terrain" and "lower terrain" can, in conjunction with global warming/cooling, cause immediate changes in terrain height.
    Fungus in sea shelf tiles can "sink" and stop influencing production from those tiles, as a result of becoming ocean tiles. Other sea improvements do not sink.
    Global warming/cooling, combined with the restriction that adjacent tiles cannot be more than one elevation category apart, and the retroactive enforcement of this rule, can silently "wash" endangered tiles of terraforming, units, and bases.
    Disbanding most units in bases will add half the unit's mineral value to the current build, rounded down. Disbanding a native lifeform adds one mineral.
    Native life units require no support while in fungus.
    Some landmarks are destroyed by changes in elevation. These are: Monsoon Jungle, Garland Crater, Uranium Flats, Fossil Field Ridge, Manifold Nexus, Nessus Canyon, Mount Planet, Unity Wreckage, Pholus Ridge, and Geothermal Shallows.
    Non-amphibious units normally cannot move between land and coastal sea bases. The presence of any transport (even a land transport) in the base bypasses this requirement. Additionally, a unit can move out of a sea base into a land tile occupied by a friendly unit without a transport, but units cannot move into coastal bases, occupied or unoccupied, without a transport or the amphibious ability.
    Under some circumstances, discovering a "secrets" tech will not award the free tech until the following turn. This can happen as the result of cashing in an artifact or using another secrets tech to discover the secrets tech.
    Wild spore launchers will sometimes attack each other.
    Orbital defense pods do not have the listed 50% chance each to stop a Planet Buster, and seem to need to stop each PB twice.
    The production of fungus tiles is not influenced by having a +2 Econ rating or by the Merchant Exchange project.
    Under some conditions, the game turn will fail to advance for several turns.
    When in a pact with an AI, maps are automatically exchanged with every conversation. Pacts between human players don't do this.
    Tiny and small maps are hardcoded to have nutrient and mineral row widths of 8 and 9 respectively, for the default alphax.txt. Custom maps with the same sizes as tiny and small use normal row widths.
    Bases have an intrinsic defense multiplier of 1.25. Defense-boosting facilities like perimeter defenses replace this with 2 (or 3 if two facilities apply), rather than simply doubling (or tripling) it.
    Factions with inherent research penalties don't receive research points until year 2100 + 5*X, where X is the research penalty.
    Bases founded in 2100 receive half as many free minerals as normal. This prevents them from finishing scout patrols before the player can act.
    Unity foils only carry 1 unit, though nothing in the game directly indicates they should have a reduced capacity.
    Last edited by Chaos Theory; March 26, 2006, 17:19.
    "Cutlery confused Stalin"
    -BBC news

  • #2
    Great job! Lots of value even for those playing the current game and should be helpful for C4:AC.

    I'd like to submit one possible correction and several additions. Most of the additions were suggested to me by reading an old bug reporting thread found here.

    The possible correction is to the first item under Game-damaging bugs:

    Rehoming units in pactmates' bases, to dodge support (CGN 14)

    I couldn't reproduce this bug in SMAX and the SMAC/X readme file says it was fixed in SMAX version 2.0. I didn't test it in SMAC, though.

    Here are my additions. I haven't assigned them to your classification scheme, but I suppose most would fall into the curiosities section:

    * Raising terrain and/or earthquakes from pods will destroy certain landmarks.

    * Native units need no support if they are in fungal squares.

    * The base display doesn't always show the correct number of drones.

    * If you have a unit on land adjacent to a sea base, units can move out of the sea base without transport in the base or having the amphibious ability.

    * Research points (Labs) aren't displayed correctly in bases that have Punishment Spheres.

    * Choppers, Gravships and Locusts will end their movement if they pass through a base, even if they have movement points remaining.

    * The F3 (Budget) and F7 (Security Nexus) screens sometimes provide inaccurate information, especially late in the game.

    * When you discover a secrets tech from an artifact you don't get an additional technology until the following turn.

    * Sometimes a human-controlled faction will "respawn" for no apparent reason: All current bases and units disappear and the faction restarts in a new location with a small collection of units and techs. This bug might be attributed to another faction trying to liberate an eliminated faction from your HQ, but the bug also has been reported in circumstances in which this explanation was not possible.
    "The avalanche has already started. It is too late for the pebbles to vote."
    -- Kosh

    Comment


    • #3
      I've addressed some of these in an edit. I'd like to avoid listing bugs that are purely display errors, as there are so many of those, and they wouldn't be replicated in Civ 4 AC anyway.
      "Cutlery confused Stalin"
      -BBC news

      Comment


      • #4
        Re: Revised bug list

        Great work But why not break it down?


        Originally posted by Chaos Theory
        For a while, PBEMs have referenced the bug list at http://www.civgaming.net/smac/acad_buglist.shtml

        It seems rather old and unorganized to me, and with the looming possibility of recreating SMAC in Civ 4, some of the bugs/exploits that are sometimes allowed and sometimes disallowed may become points of contention. Should we recreate those exploits or take the opportunity to fix them?

        Here I'll roughly classify bugs, exploits, and tricks from the CGN list and others I know of by severity, and updated with current information. This list is just a draft for now, and will need updates.

        Game-breaking bugs, should never be allowed:


        Ability to activate the scenario editor for a PBEM (CGN 16)

        Inexpensive completion of several expensive builds (like projects) at once

        Multiple airdrops using the right-click menu (CGN 2)

        Trading bases with the AI (as opposed to extorting or gifting) (CGN 4)

        If you have another player infiltrated, you can affect his workers via the F4 screen (CGN 75).

        Under some circumstances, a faction can be suddenly erased and restarted elsewhere on the map with a few units, as if it had been liberated by a probe team.
        (Several more of these are known to CMNs, but knowledge is restricted to prevent abuse)

        Game-damaging bugs, should rarely if ever be allowed:


        Reactivation of terraformers (CGN 22)

        Sometimes, the AI will take an action in place of a player on another player's turn. This can happen when using "demand withdrawal" and when bribing a faction during council elections. Sometimes, the AI will spontaneously bribe you on behalf of a human player (CGN 25, 42, 43).

        Probing a human player prompts the active player, rather than the victim, for a response (CGN 26). The active player is expected to declare vendetta unless the victim has asked otherwise.

        Changes in a player's industry rating take effect immediately, allowing crawlers to be cashed for higher value at no cost (CGN 38). Note that TCP/IP games handle this differently.

        Units can be instantly upgraded to elite by way of the patrol command (CGN 74).

        Artillery can sometimes fire upon tiles more than 2 tiles away.

        If "Do or Die" is off, it is profitable to self-destruct your faction (CGN 7).

        Units can be self-destructed to cause damage to all units in adjacent tiles not in bunkers or bases. The damage caused is normally floor(weapon * reactor * .5). Thus, two 10-1-12*2 needlejets can destroy a cluster of fusion units in the open, regardless of the number or strength of the units. No notification is given to affected players, and damaging or killing units does not initiate a vendetta.

        Probe SE values of +4 or higher are treated as +0 for most purposes. This leaves the Data Angels' bases vulnerable after discovering PSA, and receiving free Covert Ops Centers. Players are expected to honor the Angels' actual probe rating.

        Initiating a vendetta against another player has no effect on pending diplomatic deals. Specifically, if one player has accepted a treaty or pact, the other player can initiate a vendetta, then end it on the same turn by accepting the pending deal (CGN 27).

        The build queue can be abused in many ways, allowing facilities to be built without prerequisites (CGN 50), sea units to be built in landlocked bases, and other Bad Things.

        The AI knows where all units are on the map. Placing air units "on alert" basically hands control over to the AI, which will use them to destroy enemy units the player had no way of seeing.

        Game-altering bugs, sometimes allowable:


        "Reverse engineering" stolen (or gifted) units in the design workshop allows access to weapons, armors, chassis, reactors, and special abilities not yet discovered (CGN 18).

        As a result of reverse engineering, Planetary Networks essentially grants the rover chassis (CGN 19, 57).

        A unit upgraded individually consumes its entire turn. Units upgraded via the design workshop can act normally. This can allow severe sneak attacks (CGN 63).

        Aerospace complexes and interceptors do not prevent drops of non-hostile units. This can allow severe sneak attacks (CGN 65).

        Secret projects normally cost 4 EC/mineral to hurry. Units normally cost 1-2 EC/mineral to upgrade. By upgrading supply crawlers, secret projects can be hurried for a reduced cost (CGN 70).

        Under some circumstances, a terraformer can accumulate "credit" in safety, then move to a dangerous tile and hastily complete a terraforming project, before an opposing player can respond (CGN 71).

        Artillery can only be fired from a transport via the right-click menu (CGN 76).

        Colony pods can be added to bases to breach habitation limits (CGN 1).

        The AI can sometimes trade more ECs than it has, leaving it with a negative balance (CGN 5).

        Aquifers cannot normally be drilled adjacent to rivers, but if a former has already started drilling before an adjacent river appears, it will finish normally (CGN 11).

        Boreholes cannot normally be constructed adjacent to lower terrain, but if terrain changes so that a borehole would be illegal, terraformers already working on a borehole will finish normally.

        When a base finishes constructing a facility/project, or finishes a unit with "Stockpile Energy" next in the queue, the base's entire mineral yield for the turn will be converted into energy, and the surplus will also be applied (up to the 10 mineral cap) to the next build (CGN 44, 45).

        Normally, changing production costs half the minerals accumulated after the first 10. If the item currently being produced is a unit, and that unit's design is retired, all accumulated minerals can be reassigned at no cost. Combining this with cashing in upgraded crawlers to contribute to prototypes yields the Maniac Manoeuvre, a way to rush all production for reduced cost.

        Normally, air transports cannot unload in flight. However, using the keyboard shortcut will bypass this restriction (CGN 21).

        Clicking on an unexplored tile will center the view there, unless a base is on that tile. In this way, bases can be located without exploration.

        Dragging a path for a unit to follow will normally name the destination with coordinates. If the destination is a base, that base will be named instead, even if it hasn't been found yet.

        Attacking a unit with an air unit can cause the defending faction to automatically intercept by moving a SAM needlejet from a nearby base to the attacked tile. If the two factions have the status of truce or treaty, the attacker can then choose not to declare vendetta and attack elsewhere, having drawn out a defender.

        Native life can be captured by attacking it, but if "Confirm Odds" is on, the player is given a chance to back out of the attack after seeing whether the capture was successful.

        Minor bugs, usually not worth the trouble to exploit:


        Tree farms and similar facilities, when built after the first *pop*, increase the faction's clean mineral limit by one each. If those facilities are scrapped, the increase remains.

        Specialists other than doctors (or their replacements) cannot normally be assigned to small bases, but if a base shrinks, any specialists already assigned remain unless reassigned.

        Automated formers can build improvements in fungus tiles before that ability is granted by technology.

        Bugs that give the user a disadvantage:


        Needlejets that are upgraded (by the design workshop) while in flight will have many fewer movement points than normal, and will usually crash.

        Fungal towers sometimes appear underneath units (usually crawlers). If one is killed while a crawler is on the same tile, the crawler is also destroyed.

        If an airbase, base, or carrier appears under a needlejet that has used one turn of fuel, it will not refuel properly until it has moved again or skipped its turn (CGN 29).

        Sometimes, after an artillery unit performs long range bombardment, a nearby enemy artillery unit will respond and "defend" against another, separate "attack" by the original artillery unit. The attacker, having already moved, suffers a -100% penalty for being hasty.

        Land transports, when aboard a sea transport, seem to think they are aboard themselves, and will not move with the sea transport. At great expense, a bridge can be built like this. Likewise, an air unit that somehow becomes a carrier will land on itself with every move, ending its turn if it is not adjacent to a non-friendly unit. I believe the German version of SMAC/X has the Locusts of Chiron unit defined as a carrier.

        Choppers, gravships, missiles, and needlejets with only one turn of fuel remaining will end their turns upon moving into a friendly base, unless a hostile unit is adjacent to it.

        If you scrap all facilities of a type using the handy command, all bases, even those without that facility in the first place, are flagged as having already scrapped a facility this turn.

        Curiosities or unavoidable bugs:


        The effect of the Xenoempathy Dome seems to be that the owner can treat fungus tiles as roads, even to the extent of moving from fungus to road with 1/3 move, and road to fungus with 1/3 move. However, moving from an empty tile to a road costs whatever the underlying terrain costs, but moving from an empty tile to fungus costs 1/3 move.

        Somewhat counter-intuitively, unit strengths in combat do not directly imply the odds that each will win a combat round (for one point of damage). The stronger unit's strength is effectively increased by the difference in strengths. Thus, a missile infantry attacking a silksteel sentinel in the open has a 8:4 odds in favor of winning each combat round.

        Labs-increasing facilities stack additively, so that a Network Node and Research Hospital together double labs production.

        Labs-increasing secret projects (Supercollider and Theory of Everything) stack multiplicatively, so that having both quadruples labs production, on top of facilities' effects.

        Command Centers have maintenance equal to the highest reactor value discovered. Nothing else has variable maintenance.

        A pactmate's needlejets can interfere with transports (CGN 24).

        Wild mind worms in the open fight at reduced strength before 2115 (CGN 28). Wild mind worms, when attacking bases, fight at reduced strength until 2150.

        Naval units can attack other naval units' attack values or defense values, by using long range fire or attacking normally. This makes purely defensive ships useless unless noncombat (CGN 35).

        Some doubled doublings are triplings - nonlethal methods units under conditions of +3 Police quell 3 drones each (CGN 39). A tachyon field when combined with the appropriate defensive facility (perimeter defense, naval yard, or aero complex) triples a defending unit's strength.

        The Skunkworks facility has the hidden bonus of allowing production to be reassigned within the same category (unit to unit or facility to facility) without loss of minerals (CGN 53). The Spartans cannot build Skunkworks because they already receive its listed benefit.

        The Bulk Matter Transmitter, instead of adding 2 minerals to each base per turn, increases minerals at each base by 50%, additive with other facilities. This can cause massive, unexpected ecodamage.

        Damage from an airdrop will never destroy a unit (CGN 3).

        Echelon mirrors not in anyone's territory will not affect solar panels. Presumably, echelon mirrors in one player's territory will not affect adjacent solar panels in another player's territory.

        Children's creches and morale interact in such a way that sometimes lower morale is better.

        A base can never suffer more bureaucracy drones than it has population.

        Talent-creating effects convert superdrones to regular drones before converting drones to workers and workers to talents.

        Drone-reducing effects can convert superdrones directly to workers.

        Prototyping a weapon, armor, or chassis will also effectively prototype all weapons, armors, or chassis of equal or lesser strength or speed (CGN 56). However, experimentation with the scenario editor shows that the game keeps track of whether each weapon, armor, or chassis has been directly prototyped.

        Most SAM air units suffer a -50% penalty when attacking non-air units. Psi SAM air units suffer no penalty against non-air units. Psi SAM air units other than Locusts of Chiron, when attacking interceptors, attack with a psi value of 1, while the defending interceptor uses its weapon. Locusts of Chiron force the defending interceptor to use its psi of 1.

        Two bases owned by different factions can work the same tile if the factions have not yet made contact.

        Most facilities that add 50% to something, such as network nodes, round up. Mineral-increasing facilities round down.

        Apparently, terraforming operations other than "raise terrain" and "lower terrain" can, in conjunction with global warming/cooling, cause immediate changes in terrain height.

        Fungus in sea shelf tiles can "sink" and stop influencing production from those tiles, as a result of becoming ocean tiles. Other sea improvements do not sink.

        Global warming/cooling, combined with the restriction that adjacent tiles cannot be more than one elevation category apart, and the retroactive enforcement of this rule, can silently "wash" endangered tiles of terraforming, units, and bases.

        Disbanding most units in bases will add half the unit's mineral value to the current build, rounded down. Disbanding a native lifeform adds one mineral.

        Native life units require no support while in fungus.

        Some landmarks are destroyed by changes in elevation. These are: Monsoon Jungle, Garland Crater, Uranium Flats, Fossil Field Ridge, Manifold Nexus, Nessus Canyon, Mount Planet, Unity Wreckage, Pholus Ridge, and Geothermal Shallows.

        Non-amphibious units normally cannot move between land and coastal sea bases. The presence of any transport (even a land transport) in the base bypasses this requirement. Additionally, a unit can move out of a sea base into a land tile occupied by a friendly unit without a transport, but units cannot move into coastal bases, occupied or unoccupied, without a transport or the amphibious ability.

        Under some circumstances, discovering a "secrets" tech will not award the free tech until the following turn. This can happen as the result of cashing in an artifact or using another secrets tech to discover the secrets tech.

        Wild spore launchers will sometimes attack each other.

        Orbital defense pods do not have the listed 50% chance each to stop a Planet Buster, and seem to need to stop each PB twice.

        The production of fungus tiles is not influenced by having a +2 Econ rating or by the Merchant Exchange project.

        Under some conditions, the game turn will fail to advance for several turns.
        SMAC/X FAQ | Chiron Archives
        The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

        Comment


        • #5
          Re: Re: Revised bug list

          Originally posted by Illuminatus
          Great work But why not break it down?
          Because I like to strain my eyes
          "Cutlery confused Stalin"
          -BBC news

          Comment


          • #6
            Some other bugs/features/curiousites that I think it might be interesting to list somewhere. I haven't tested them all though, those I'm not sure they are actually present I'll write with a ?.

            There is also:
            =========
            - choppers/planes/PB/(missiles?/controlled locusts?/hovercrafts?) can't take/attack empty bases (it's maybe logic for planes to not take over empty bases, but i can't see what could prevent the other actions to be done, like reducing a city population with a plane/normal missile)
            - You can release/change owner of the locusts of chiron (as well as the other air units but that's normal) only in bases/airbases.

            - when a basic (*) unit design is retired, it's retired for ALL players!!!
            (tested for scouts, don't know with others but suppose it's the same...)

            - Any units adjacent to a mind controlled base fall under the control of the probe teams faction??? (not tested)

            - Readme: Planetary Governor now have packet sniffer access to all factions (what does that mean???)

            - Rovers can't retreat from combat onto a unity pod.

            - Special Ability Repair Bay doesn't work
            The Antigrav Struts ability is not applicable to air units by default
            The Amphibious Pods ability is not applicable to Probe Teams, although the game sometimes suggests that you apply this ability to your Probe Teams.
            - When loaded in a sea (air?) transport, probe teams act towards sea bases like they have the Amphibious Pods ability.

            -Transport module act as having an inherent Slow ability (-1 movement), in combination with the following "rule" it renders Rover Transports useless until antigrav struts.
            -Slow special ability can't reduce unit's movement to 0.
            -Units loaded on transport doesn't suffer stack damage. (IIRC)

            -Police is limited to land units (And coast guards?! And police copters!? I want those! )
            -In the same spirit: why can't you build sea sensors in non modified game?

            - Readme: "Probe teams are now "unflagged", meaning you cannot easily tell who controls the team" => problem : all units show when selected by another player than you your faction "Adgective" e.g. "Believing". Even if you erase your faction's adjective, if the other player decides to attack you, it will bring the "declare vendetta : break treaty" screen showing your "Title Name of the Noun". Then during the attack, it will show Formal over the portrait.
            (Name is shown in the commlink, Title Name in "who is who" screen, Title Name of the Noun in faction profile)
            Conclusion: it's very hard to do a true covert ops action...

            -Pacted HUMAN players don't automatically give their map in the contrary of Pacted AI.

            -Attacking a mindworm on a Unity pod explores that pod.

            -When you crash on Chiron you have the knowledge of all the base radius map.
            - You see the units who attacked your units even in fog of war (until they move?).
            - If you can't move to a tile due to a hidden in fungus unit ZoC, this unit will be revealed to you. Other units in which ZoC you wanted to move will also be revealed to you, even if they are in an unexplored square.

            - you have no means to "patch up" your integrity during the game?

            - the 10 free mins for a new base don't get carried over to the next turn (if building a scout while +X industry).

            - I once had a rover as starting unit with uni... maybe it's because I played spartans just before...

            - the map cursor remembers 32 positions (the first tile is pointed 32 times) then cycles (Backspace).

            - self-destructing other native life deal variable damage (some say it's 6, i've tested a demon boil against singularity units : it's 10, hypothesis: it's 6 + morale level) (effective strenght of (6+morale level)/2 and reactor = 1)
            - when self-destructing, non combat units (AA's??) deal reactor/2 rounded down damage. (effective strenght of 1)
            - self-destructing Planet Busters deal 10*reactor damage. (effective strenght of 20)
            - when self-destructing, some of the adjacent unit's life bars (in north-west direction?) don't get actualised unless clicking on them (only visual bug?).

            -The Tiny/Small maps have (hardcoded? relative to their name?/position?/size? in alpha.txt) nutrient/minerals cost multipliers of 8 and 9 respectively instead of 10.
            If you create a custom size map with the same size as a tiny/small map, you won't get these modifications.

            Maximum world size is 256,512 IIRC
            (My computer can't run it anyway )

            -Perimeter Defense - Naval Yard - Aerospace Complex // Tachyon Field changes intrinsic base defense from 1.25 to 2//3 instead of 2.5//3.75 as datalinks seem to indicate.

            -Display bugs in created scenarios that give native units/AA's different graphics
            -Display bugs in created scenarios (especially flat maps) that "hide"/reveal only a part of explored squares until you click on them.
            -"Go To" green line bugged in flat maps still trying to "circle" the world and showing incorrect information.

            Nessus Canyon is never placed on a random map by default
            -Undocumented: Factions that have -X research don't "get" their research points for X*5 years a the start of the game.

            -Speeder, Foil, Needlejet, Copter, Gravship "habitacle" graphics change with reactor. (noticed only yesterday )

            -most of the society effects are capped: drones using planned/wealth/eudamonia (total +6 industry) only get -50% costs.

            -rollovers are not shown in Social Engineering screen, capped society effects are.

            PBEM/TCP-IP only bugs:
            =================
            - A bug can let you see other's player's teritories.
            - There are some ways to "delete" the reload messages the other players will get.

            - Auto-design, Auto-Prune and othe options sometimes are applied to ALL players ?
            - in tcp-ip the IA sometimes upgrades your units without asking you ?
            "I played a TCP/IP with my friend only we both had auto design off. It was autodesigning still."

            "exactly, we both had it off Sikander, it just keeps designing, and actually upgrades units too, can u imagine how annoying it is to hear that half ur treasury was just spent upgrading ur 3pulse garrisons to 3res garrisons when native life is on rare!"
            "I hate auto-design and auto-prune-- IN PBEMs it never seemed to be an issue if ALL players turned it off IIRC."
            "I believe though that when you open a turn, your setting would be the same as the palyer before you that passed you the turn. So if ANYONE in the game turns on the auto-design, the feature will stay on until someone turns it off again.
            I think thats the way it works and I believe its the same for other annoying settings like automatically investigating all monoliths or aircraft automatically returning to base"

            The many Scenario Editor bugs/ features:
            ==================================
            *from smacx academy:
            1. Map features are placed on or removed from the map using Control-Click, NOT Shift-Click.
            2. Do not start with a blank map when making a custom map; always start with a randomly generated map and then edit it. The map elevations are messed up when starting with a blank map, one result being that placing the first river (or popping one in a Unity pod) causes much of the land to sink below the ocean.
            *AND:
            - Shift+R doesn't work properly
            - Shift+F2 (Technonoly Breakthrough) work only if you exit the Research screen, and even then doesn't tell you anything about the new tech researched.
            - When clicking on tech icon in Research screen, some tech appear more often than others, some never appear.

            - Sometimes Random generate map (Shift + 9) and fast random generate map (Shift + 0) doesn't have the same results (it seems to me that the first is bugged)

            -sometimes factions don't have their normal SE bonuses/maluses... their energy set to 100%, etc... (probably due to the fact you used that configuration in the precedent game)

            -sometimes scenarios don't have the correct difficulty rating.

            - when you reload a faction they DONT have their normal starting techs and units graphics are those of the precendent faction.
            - (IIRC same for EC's and of course prototyped units)
            - then when you give them tech using "Edit Tech" (and sometimes with Tech Breakthrough) the tech costs are updated causing every faction litteraly being X techs late where X is the number of techs you gave them (ok, maybe this was intended this way but since Shift+R / Shift+F2 aare broken it's the only way you have to give factions their techs! )

            - unit loaded in a transport with "random location" on, doesn't stay in the transport.

            - self-destructing doesn't deal damage in scenario editor

            -you can't set one unit's morale to Very Green except for Planet's controlled units and factions that have -X morale (??)

            -sometimes you only get 5 free minerals?/one free row? for the base.
            -sometimes you get 15 free minerals for a new base (difficulty setting bug?)

            -they could have implemented more options for random games (like starting units/techs/ec's...) without having to use the scenario editor!

            and there are many others...

            Alpha(x).txt / other config files:
            =========
            Googlie:
            If you start, and save a game, or if you create a scenario and then save it, and send either to a second player, only the #UNITS portion of your alphax.txt gets embedded in the save file.

            (ie, changes to factions in your faction files, or changes in your alphax.txt to technologies, facilities, etc don't "carry forward" to the next players set-up)

            If you want your edited alphax.txt to apply to the other player(s) then you need to save the game you've created as a scenario in a separate scenario file, and copy your alphax.txt there. Then when the next player opens the scenario, the game first looks for the alphax.txt file in the scenario folder before defaulting to your alphax.txt file in the general directory
            quoted are from alpha/x guide:

            0, ; Combat % -> attacking along road
            Bug: This item is broken. If you give it any value other than zero, all attacking ground units will get the bonus (or penalty) in every land battle regardless of whether they are in reality attacking along a road (from a road square into an adjacent road square). It could be attacking from a non-road rocky forest square into an adjacent non-road rocky forest square and it would still get the road attack assessment.
            0, ; Combat % -> for attacking from higher elevation
            0, ; Combat penalty % -> attacking from lower elevation
            This only seems to work against bases.

            2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
            Bug: If set to 3 the game overrides automatically to 2. Thus you cannot set the retool strictness to Never Free.
            You can't allow a Terraformer to build monoliths.

            Monolith, 2, 2, 2, 0,
            Monoliths are unaffected by nutrient/minerals restrictions
            (if you set Monolith, 3, 3, 3, 0, then in early game you will have 3, 3, 2 output), but they are also unaffected by nutrient/minerals bonuses (monsoon, crater...)

            Projectile, Energy, Missile types for Weapons and Projectile, Energy, Binary for Armors doesn't work (not hardcoded? any way to activate it?).

            - Heavy transport capacity is disabled (might be interesting to activate it with a added cost for land units?)
            -Slow

            Factions .txt files sometimes get "corrupted" after changing them in faction editor, especially everything relative to dialogue.

            -like the PROBE rollover there is the INDUSTRY negative rollover :
            -7 industry gives +5 industry IIRC
            there are maybe some other rollovers... (no rollover for morgan and -6 support => tested)
            --------------------------------------------------------------------
            Phew, I think I've got everything I rememeber...

            Comment


            • #7
              But I must partially disagree with you on:
              Somewhat counter-intuitively, unit strengths in combat do not directly imply the odds that each will win a combat round (for one point of damage). The stronger unit's strength is effectively increased by the difference in strengths. Thus, a missile infantry attacking a silksteel sentinel in the open has a 8:4 odds in favor of winning each combat round.
              Vev wrote:
              Huge Map with 500 units vs 500 units
              5 vs 4 with both fission
              1398 wins in 1750 trials giving 79.88%
              You say it would be 6:4 => 60%:40%
              With SMAC odds calculator 5vs4 gives 69%:31%
              With SMAC odds calculator 6vs4 gives 81%:19% <=== this is the right one

              Clearly BOTH are applied to even further increase the odds for the strongest unit.

              Or I maybe I misunderstood you .

              P.S.: this is also correct for MariOne's test results. The calculations and data are taken from his "SMAC combat test.xls
              link:
              Last edited by bluetemplar; March 26, 2006, 15:34.

              Comment


              • #8
                Some more:
                Wild mind worms in the open fight at reduced strength before 2115
                reduced strenght = half their power (open includes fungus/rocky/forested)

                X infiltrated your datalinks doesn't show in multiplayer, nor for any other probe actions...

                There is no way to know which human players have infiltrated you (even if you infiltrate them).

                Negative scramble modifier?

                AI can infiltrate a fction more than once

                You can't upgrade units you find in pods in workshop since they do not appear there.

                Unity Foil Transport has an additionnal Slow (it also means it can carry only one unit since it seems that transport capacity depends on the movement)

                Comment


                • #9
                  Originally posted by bluetemplar
                  Some other bugs/features/curiousites that I think it might be interesting to list somewhere. I haven't tested them all though, those I'm not sure they are actually present I'll write with a ?.

                  There is also:
                  =========
                  - choppers/planes/PB/(missiles?/controlled locusts?/hovercrafts?) can't take/attack empty bases (it's maybe logic for planes to not take over empty bases, but i can't see what could prevent the other actions to be done, like reducing a city population with a plane/normal missile)
                  - You can release/change owner of the locusts of chiron (as well as the other air units but that's normal) only in bases/airbases.
                  Locusts, hovertanks, and gravships can conquer bases. Only units that can't hold their positions indefinitely in the open can't conquer bases.

                  - Any units adjacent to a mind controlled base fall under the control of the probe teams faction??? (not tested)

                  - Rovers can't retreat from combat onto a unity pod.
                  These are intentional.

                  - Special Ability Repair Bay doesn't work
                  Well, it doesn't work because units on transports heal anyway, but the ability really should do something.

                  - When loaded in a sea (air?) transport, probe teams act towards sea bases like they have the Amphibious Pods ability.
                  I don't think so. Probe teams on sea transports can probe sea bases, but not land bases. The rules are weird, though.

                  -Transport module act as having an inherent Slow ability (-1 movement), in combination with the following "rule" it renders Rover Transports useless until antigrav struts.
                  -Slow special ability can't reduce unit's movement to 0.
                  -Units loaded on transport doesn't suffer stack damage. (IIRC)
                  Intentional.

                  -Police is limited to land units (And coast guards?! And police copters!? I want those! )
                  Can you imagine a nonlethal bomber squadron?

                  -Attacking a mindworm on a Unity pod explores that pod.
                  Not true. I just tried that.

                  -When you crash on Chiron you have the knowledge of all the base radius map.
                  - You see the units who attacked your units even in fog of war (until they move?).
                  - If you can't move to a tile due to a hidden in fungus unit ZoC, this unit will be revealed to you. Other units in which ZoC you wanted to move will also be revealed to you, even if they are in an unexplored square.
                  All by design. You can see a unit that killed one of your units so that you can see what it was and how damaged it was (though fast enough units could attack and move out of sight in one turn). If ZoC restricts your movement, it's nice to know what the cause is. In fact, if the units blocking your movement didn't reveal themselves, they couldn't block you. The only alternative would be to have hidden units not exert ZoC.

                  - the 10 free mins for a new base don't get carried over to the next turn (if building a scout while +X industry).
                  This is just a consequence of overpaying a hurry not carrying over

                  - I once had a rover as starting unit with uni... maybe it's because I played spartans just before...
                  Under some circumstances, one or more factions can receive extra units, due to a poor starting position, the difficulty level, and other things. I haven't characterized this well enough to mention it.

                  - self-destructing other native life deal variable damage (some say it's 6, i've tested a demon boil against singularity units : it's 10, hypothesis: it's 6 + morale level) (effective strenght of (6+morale level)/2 and reactor = 1)
                  - when self-destructing, non combat units (AA's??) deal reactor/2 rounded down damage. (effective strenght of 1)
                  - self-destructing Planet Busters deal 10*reactor damage. (effective strenght of 20)
                  - when self-destructing, some of the adjacent unit's life bars (in north-west direction?) don't get actualised unless clicking on them (only visual bug?).
                  Well, try out some of the oddball cases and see if you can work out a firm pattern.

                  Maximum world size is 256,512 IIRC
                  (My computer can't run it anyway )
                  Not true, but you have to add the larger map through alphax.txt

                  PBEM/TCP-IP only bugs:
                  =================
                  - A bug can let you see other's player's teritories.
                  What bug is this? Is this widely known?

                  - There are some ways to "delete" the reload messages the other players will get.
                  Clever players will always be able to find ways around mechanisms that try to prevent this, so this isn't a bug.

                  - Auto-design, Auto-Prune and othe options sometimes are applied to ALL players ?
                  - in tcp-ip the IA sometimes upgrades your units without asking you ?
                  TCP/IP seems to use pre-set options with the goal of making the game faster.


                  The many Scenario Editor bugs/ features:
                  This isn't part of the game proper, so the scenario editor would be completely different anyway.
                  "Cutlery confused Stalin"
                  -BBC news

                  Comment


                  • #10
                    Originally posted by bluetemplar
                    - when a basic (*) unit design is retired, it's retired for ALL players!!!
                    (tested for scouts, don't know with others but suppose it's the same...)
                    Yep, this works with colony pods, too
                    Attached Files
                    "Cutlery confused Stalin"
                    -BBC news

                    Comment


                    • #11
                      Originally posted by bluetemplar
                      You say it would be 6:4 => 60%:40%
                      No, I said a 6 vs a 4 acts like 8:4, which is 67% vs 33%, per round.

                      With SMAC odds calculator 5vs4 gives 69%:31%
                      With SMAC odds calculator 6vs4 gives 81%:19% <=== this is the right one

                      Clearly BOTH are applied to even further increase the odds for the strongest unit.

                      Or I maybe I misunderstood you .
                      The odds per round determine the total odds for the combat, but they are not the same. Each combat round causes 1 point of damage, and combat normally continues until one unit dies. Thus, between healthy fission units, one unit needs to win 10 rounds before the other does to survive.
                      "Cutlery confused Stalin"
                      -BBC news

                      Comment


                      • #12
                        Originally posted by bluetemplar
                        Some more:

                        reduced strenght = half their power (open includes fungus/rocky/forested)
                        I believe I've seen them even weaker very early, but I could be wrong.

                        X infiltrated your datalinks doesn't show in multiplayer, nor for any other probe actions...
                        Just a consequence of the listed probe bug.

                        There is no way to know which human players have infiltrated you (even if you infiltrate them).
                        Well, this just isn't part of the game. There isn't a way to know what orders an opponent's units have, either.

                        Negative scramble modifier?
                        What's this? I've never heard of this.

                        AI can infiltrate a fction more than once
                        Just a glitch.

                        You can't upgrade units you find in pods in workshop since they do not appear there.
                        This is a consequence of the desire to not allow a player to reverse engineer the psi attack ability from a mind worm, or the resonance laser from a Battle Ogre.

                        Unity Foil Transport has an additionnal Slow (it also means it can carry only one unit since it seems that transport capacity depends on the movement)
                        Well, it's designed with the Slow ability. The lowered transport capacity is anomalous, though.
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • #13
                          [SIZE=1]

                          Any units adjacent to a mind controlled base fall under the control of the probe teams faction??? (not tested)

                          These are intentional.
                          Then mind controlling a base is indeed powerful if it also gives you all the units surrounding it! Do you know if the cost for the surrounding units is also equivalent to a +1 pop in the base? And for the non-military units?

                          When loaded in a sea (air?) transport, probe teams act towards sea bases like they have the Amphibious Pods ability.


                          I don't think so. Probe teams on sea transports can probe sea bases, but not land bases. The rules are weird, though.
                          It's exactly what I said.

                          Can you imagine a nonlethal bomber squadron?
                          Yes, if weapon is "food supply" . More seriously a Soporific Gas Pods Police Needlejet is not so absurd...

                          Attacking a mindworm on a Unity pod explores that pod.

                          Not true. I just tried that.
                          then Readme file is wrong...

                          BTW there is also the supposedly "corrected" bug that you can't have only one alien if there is at least one random slot (not your slot of course) whic has NOT been corrected at all...

                          If ZoC restricts your movement, it's nice to know what the cause is. In fact, if the units blocking your movement didn't reveal themselves, they couldn't block you. The only alternative would be to have hidden units not exert ZoC.
                          The problem is that if you can't move to that position because a unit is already blocking you, the second unit which has a ZoC on this position but which doesn't block you now should not be revealed!

                          The firm pattern for self-destruct is weapon*reactor/2...
                          (weapon is what I named effective strenght)

                          A bug can let you see other's player's teritories.

                          What bug is this? Is this widely known?
                          It's not so widely known AFAIK, and I prefer not giving more details. I'm sure you know it though, I just reformulated it a bit differently.

                          No, I said a 6 vs a 4 acts like 8:4, which is 67% vs 33%, per round.
                          Yes, it's just the coincidence that in my example the player who tested the combat odds used 5vs4 which means 5*2-4=6 vs 4 per round.

                          The odds per round determine the total odds for the combat, but they are not the same. Each combat round causes 1 point of damage, and combat normally continues until one unit dies. Thus, between healthy fission units, one unit needs to win 10 rounds before the other does to survive.
                          I am completely aware of that, read my post again.

                          It's just that when one read
                          Somewhat counter-intuitively, unit strengths in combat do not directly imply the odds that each will win a combat round (for one point of damage). The stronger unit's strength is effectively increased by the difference in strengths. Thus, a missile infantry attacking a silksteel sentinel in the open has a 8:4 odds in favor of winning each combat round.
                          one could think that the fact the 6:4 displayed odds are for one round, becomes equivalent to 8:4 odds for the whole combat.

                          Perhaps
                          FURTHERMORE, the stronger unit's strength is ALSO increased by the difference in strengths.
                          would be more clear, no?

                          reduced strenght = half their power (open includes fungus/rocky/forested)

                          I believe I've seen them even weaker very early, but I could be wrong.
                          I just had a santiago rover attack a mind worm in fungus in 2108 at 3 vs 1 psi combat...
                          the only modifier was the -12% for the worm (strange, I don't remember that i had a +12% attack bonus due to +2 morale...)
                          So the -50% is only when you defend in fungus against native, not the other way? It's wierd...

                          There is no way to know which human players have infiltrated you (even if you infiltrate them).

                          Well, this just isn't part of the game. There isn't a way to know what orders an opponent's units have, either.
                          It IS the part of the game since you can know IIRC the infiltration status vs the AI under the dialogue screen... but it's half-useless since the AI already knows everything about the game status...

                          I wonder : does the AI reacts to the orders you give to your units? If you give all you units the order to attack a particular base (but not move them), will it bring defenders to that base?

                          Negative scramble modifier?

                          What's this? I've never heard of this.
                          I've heard that planes which scramble have a penalty to their attack...

                          Well, it's designed with the Slow ability. The lowered transport capacity is anomalous, though.
                          I've just tested: Slow also divides the transport capacity per 2 rounded down. It applies before Heavy transport (which rounds up), so that a Land Heavy Slow Transport has 0 cargo, not 1.

                          Contrairily to what I've written before, the transport equipment isn't related to speed but to chassis only: 1 for Land , 2*Reactor for Foil, 4*reactor for Cruiser, 1 for Air.
                          Transport equipment gives -1 movement (but not -50% transport obviously) to a minimum of 1 movement.


                          I think it might be interesting in the AC mod for CivIV to change some things in the game to make it more fun, balanced, strategic, etc...
                          Maybe correctly implement a bonus for fast units when on road, bonus/malus due to elvevation not only against bases, etc...

                          PS: Do you know how the artillery/missile damages are calculated?

                          Comment


                          • #14
                            I think artillery damage is based on a few rounds of combat in which the attacker can't take damage. Clearly, against a 0 strength defender (unarmored probe team), bombardment continues until the target reaches minimum strength, and in my experience bombarding a unit with approximately the same strength as the attacker yields only a little damage. Without extensive testing, I'd guess that bombardment continues until the attacker loses.
                            "Cutlery confused Stalin"
                            -BBC news

                            Comment

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