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Aredhran
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Geneva, Switzerland
Apr 1999 time: 06:13
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Re: bug #0137
It sounds like you are in PAINT MODE.
Make sure you are in EDITOR mode to edit elevation. To toggle back and forth, press the SCROLL LOCK key.
***
There is a known bug with the Elevations in the Scenario Editor though (Details for Bug #0118):
When creating a map from scratch (ie. all ocean), the first time the "Elevation Algorithm" is triggered, for example by creating a river or by reloading a previously saved game, a flash-flood occurs, following which some tiles's elevation cannot be raised anymore (the tiles that were at max altitude before the flood happened). They will *look* like they're at, say, 3500 meters, but in fact they are 1000 meters lower. This occurs only the *first* time the Elevation Algorithm is executed.
There is workaround for this : raise one tile just above the ocean, save the map and reload. You won't experience the problem anymore.
Aredhran
[This message has been edited by Aredhran (edited January 10, 2000).]
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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An ancient bug, which I first posted to the Firaxis forums last year:
Air-to-air combat rules are inconsistent for a fighter attacking a bomber.
In a direct attack against a bomber, whether on the ground or in the air, the fighter gets a 100% air-to-air bonus and the bomber defends with its armor.
In an air defense scramble the fighter does NOT get its 100% air-to-air advantage and the bomber defends with its weapon.
Another bug:
Using the right-click menu a supply crawler with drop pods can make an infinite number of airdrops (reselect it after its movement is over). I don't know if other units can do this as well.
(Have these bugs been assigned numbers & mnemonics yet?)
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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Hey, I found another one! The "amphibious helper" bug!
If you have a unit on land adjacent to a sea base units can move out of the sea base without transport or amphibious ability.
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LTD
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Glasgow
Jan 2000 time: 05:13
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Another starting location bug, on the Map of Planet I have seen the Pirates starting in the Freshwater Sea at least 3 times, when AI controlled this really inhibits their development.
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MosesPresley
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SOUND
priority 4: no missle launcher sound or probe (lack of probe battle sound previously reported above) sounds during battles. It maybe minor, but it is sure annoying.This is repeatable and I can submit a saved game.
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Radegast2
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Surbiton,Surrey,UK
Apr 1999 time: 05:13
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NextId, Shared_Working
Type Base
Priority 3/4
Pending
(soory, dunno where the 'proper' form is)
I have encountered a situation where two different bases from two different factions were working the same square.
The map set up was a little unusual
SPS
SSS
LLL
SSS
LDL
Where L is land, S is sea, D is Datajack land base, P is Pirate sea base.
Both Datajack's and Pirates were able to work the island in the middle, indeed both were able to work the same square at the same time.
Suspect that this has something to do with borders and sea squares limiting borders.
No save, as I captured the base the turn I noticed. But I wonder if it can still be done with my own units. Build boreholes if it can!
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Trav
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This is in regards to bug #0138 : Brood_Pit
As stated,
"Brood Pit does not give +1 Life Cycle. Instead, units get +1 Life Cycle only
when present inside city.(Similar to Children's Creche effect)"
However, looking in the manual, it never says that the Brood Pit is supposed to give +1 Life Cycle - in fact it just says that it acts as a children's creche for native units (which is how it's apparently acting). So, I don't think that this is actually a bug.
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Paul -
I get the same thing, but only with a less-than-full install and the CD not present. With a full install or the CD around, I can exit PBEM/hotseat games and not have to CTRL-ALT-DEL my way back to the desktop.
Hope this helps
-Warp
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:13
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BugID #51:
They may have fixed the complaints about not running Planned economics, but there are still cases where Progenitors are treated as humans. For example I have seen someone say "I have located the settlements of our former colleague H'minee..."
Also, when I was playing the Usurpers, Svensgaard said "I've heard rumors of an alien race living here on Planet, led by one calling itself H'minee. Is this true? (...)", and one of my possible answers was "Aliens, you say? Oh my. Nope, haven't heard a word."
Not without its charm, of course, but still...
Save of the latter sent to zsozso.
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np... Post #144 deleted.
----------------
Dan; Apolyton CS
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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I have checked the list carefully but apologies if this has already been reported or if it's something you can turn off somewhere.
BugID: GoTo command, Air Units
Submitter: Misotu, misotu@birdmail.com
Version: Alien Crossfire
Category: Movement
Status: Pending
Priority: 3
Description: When moving using the goto command, some air units stop if they encounter a friendly city even though they have sufficient movement points remaining to execute the goto command in full. This is true of missiles (all types inc planet buster), copters, gravships and locusts of Chiron.
Needlejets stop in friendly cities if they are damaged. If health is 100%, they don't stop.
This is pretty frustrating since, once missiles have a range of 20+ squares it's really hard to predict whether the goto command will cause them to try to pass through a friendly city. Means all missiles have to be moved by hand, unless you're not bothered how many turns they take to reach their destination.
This was true in SMAC as well. It may be by design, but if so I'd like to be able to turn it off!
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