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zsozso
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of Chiron
Oct 1999 time: 00:13
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Thanks tfs99, but I actualy listed that one as BugID: #0123, Bonus_Stockpile.
A note for everyone reporting new bugs:
The official list has been put up half-ready in the sense, that only BugID, submitter and description fields are filled, the rest of the record is empty/undefined. We are working on them right now, but in the meantime, you can use the following guideline to fill out those in the newly submitted record.
Categories:
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Combat (including capture problems)
Movement (land, sea, air)
UI (preferences, menus, right-click etc)
MultiPlayer (IP, PBEM specific)
Scenario Editor
AI (Artificial Intelligence - computer opponent algorithm)
Unit design (Design Workshop, custom unit problems etc.)
Diplomacy (council, communications)
Faction Editor
Rules (game rule not applied correctly),
Sound (audio errors),
Copyright Protection (cd required for SAMCX)
Crash (game crashes)
Base (administration of facilities, specialists, psych etc in a base)
Terraforming
Priorities:
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1 - crash, freeze
2 - major problem, spoils game (e.g. probe bug in PBEM)
3 - important ability/feature unusable in certain circumstances
4 - minor, cosmetic problems or bugs with known workaround
5 - enhancement requests (minor ones listed only!)
Status:
-------
Pending - default, not yet assigned
Demonstrated - save file is given
OneTime - once observed, no independent confirmation or save file
Confirmed - no save file, but several players have seen it
Certain bugs may require 2 saves to demonstrate the problem, one before and one after the unexpected behaviour, that's why the 2 separate slots. In other cases use whichever is more meaningful or available.
zsozso
[This message has been edited by zsozso (edited January 09, 2000).]
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Jeffrey Morris FIRAXIS
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We have never been able to duplicate this bug here, which is why it remains unaddressed. The saves we've got (over 100 a least) never did it here. I've heard a way to fix this is to disable intellipoint mouse software, though how that's related I don't know. I'd be curious though if that worked for you.
jkm
firaxis games
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Zurai
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BugID: #whatever the current # is, Earthquake_Destroy
Submitter: Zurai, wmblake@mediaone.net
Version: Alien Crossfire, SMAC
Category: Movement (closest thing)
Status:
Priority: 3,4
Save before: N/A (not available)
Save after:
Description: The earthquake pods can and will destroy certain landmarks such as the Manifold Nexus, the Borehole Cluster, and the Unity Crash Site. This should not happen! I have a game now where, even though only 2 little squares of the Nexus have been destroyed by the pod, I no longer get the planet +1, and the nexus is well within my territory.
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Zurai
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BugID: #whatever the current # is, Destroy_Cluster
Submitter: Zurai, wmblake@mediaone.net
Version: Alien Crossfire, SMAC
Category: Movement (closest thing)
Status:
Priority: 3,4
Save before: N/A (not available)
Save after:
Description: In addition, any artillery unit can target and destroy the Borehole Cluster. This seriously detracts from the mystique of this landmark, since they are basically pretty regular Boreholes. They should be protected from destruction by artillery.
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BustaMike
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You think you're better than me? You've been handling my ass pennies!!!
Nov 1999 time: 21:13
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2 bugs... one old and one new.
BugID: SMACX startup crash after rules select
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: AX
Category: crash
Status: Pending
Priority: 1
Save before: no
Save after:
This has been happening to me a lot lately. The game crashes after the rules screen passes in a regular start game. Quick start avoids this problem, but who wants to play the same game over and over. If I reinstall SMACX the problem is temporarily fixed, but it comes back.
BugID: map editor elevation problem
Submitter: BustaMike
Version: all
Category: Scenario
Status: Pending
Priority: 3
Save before: no
Save after:
This apppears to be specific to my SMAC game, but every computer I have installed it on has the same problem (maybe my CD?). The elevation editor is apparently broken. I cannot raise or lower terrain; however, I can make flat sea level land squares and ocean shelf squares. If I click on a preexisting land square to try and raise the terrain nothing happens. Same goes for a sea square if I try and lower the terrain to an ocean or trench square. If I lower terrain on any land square regardless of elevation it turns into an ocean shelf square. If I raise an ocean square regardless of depth it turns into a sea level land square. This problem basically makes it impossible for me to create my own maps unless I want every square to look the same.
On an unrelated note, SMAC starts fine for me after the SMACX V2 patch. I heard that the copy protection would cause original SMAC to crash when started from the little menu that lets you choose what game you want, SMAC or X. I have not seen this. Furthermore, the fix for this bug (installing the SMAC V4 patch again) made the SMAC startup crash. This is exactly the opposite of what I've heard is supposed to happen. Weird.
Jeff, thanks for telling me about how it may be possible to fix the bug, but... How do I disable what you said? I have no idea.
Finally, no I don't think the earthquake thing is a bug. The manifold nexus is a building of sorts. Earthquakes destroy buildings. If the building is gone the bonus should be also.
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Tim Train FIRAXIS
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BBlue--do you have a save of the Techsteal ability NOT working? I've checked that feature several times with no problem. Is it possible the faction in question only had technologies you already have? Also, if the game was created under version 1, the Cyborgs will NOT have that ability (faction characteristics are set at the start of a game, and can't be modified by later versions, to prevent cheating). So if you can send me a save created under version 2, I'd love to take a look at it.
Thanks!
Tim
[This message has been edited by Tim Train FIRAXIS (edited January 10, 2000).]
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Jasonian
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Ruins of Jasonia Palace
Sep 1999 time: 00:13
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I've noticed something about the numbers on the "confirm odds" screen. When attacking native life, it assumes that native life has a fission reactor, and your unit has the one it does. So, if the morale levels are the same, and you attack with a fusing unit, you should have about 3:1 odds of victory. (3:2 Offense: Defense * 2:1 Your reactor: enemy reactor)
This is obviously not true. When calculating the odds, the game 'forgets' that all PSI combat is based on a 10 HP scale, so all those fancy reactors don't help you. Yet, it says you have 20 HP with fusion, so the odds SHOULD be twice what they are. Somewhere, something was left out.
Anyone else figure it this way?
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Zoot
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wilmington, delaware, usa
Nov 1999 time: 05:13
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I would have to say that an earthquake is a destructive force.Anything in it's grasp should be destroyed.
quote: Originally posted by zsozso on 01-09-2000 01:15 AM
I am not sure, if Earthquake_Destroy should realy be considered a bug, since terraforming up/down also have the same effect - which is probably intentional. If you alter the terrain, then the special landmark gets destroyed. Earthquake does the same.
Anyway I copy it to the list, but I wouldn;t mind hearing how others think about it. |
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