 |
|  |
 |
|
BustaMike
|
 |
You think you're better than me? You've been handling my ass pennies!!!
Nov 1999 time: 21:13
|
|
Here's a really weird one for you guys. I'm not sure why I even decided to load the build scenario, but it sure is screwed up. It starts you as the spartans and you have to build a former, terraform, and capture an alien artifact. The problem comes with what the colony pods and former units look like. First of all I loaded SMAC not X. That's important because the colony pods had the following build description: Colony,30-1-1. Even better, in the build screen the pod looked like a string infantry (string laser is not in SMAC, only X) and when I actually built it all it was was a walking gun with no infantry. The former unit was a psi infantry: psi,1,1, but it still terraformed fine. Also when I built it the picture was for mind worms. You know, the little tank with worms in it for the first worms you breed. Finally, when I tried to add the colony pod to the bases size by pressing B it wanted confirmation of the obliterate base (like the military unit) but from the right click menu it said B added to base size and I successfully executed that option. This is by far the strangest bug I have ever seen. I could send someone a copy of my build SC but I'm pretty sure this bug won't work without SMACX.
BugID: #??, Build SC problem
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: SMAC (with X installed)
Category: scenario
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
|
|
|  |
 |
|
Wombat
|
|
Faction choice bug.
The two alien factions are supposed to always be in the game together, but my first game in SMAX 2.0 are decided to be the caretakers, and set the other 6 to random, and the Usurpers were not one of the resulting factions.
|
|
|  |
 |
|
Wombat
|
|
Planet buster/Flechette bug.
In the same game I mentioned above, I was Planet busted by the Hive twice in one turn. In each case I first got the message that the flechette had successfully intercepted the PB, but then immediately got the message that it had failed with the 5,4,3,2,1 countdown and the cities were each destroyed. I don't know which message was displayed by mistake, but it's very irritating. It's even worse if it means flechettes can never properly stop PB's.
|
|
|  |
 |
|  |
 |
|
Oleg Leschov
|
|
Izhevsk, Russia
Apr 1999 time: 05:13
|
|
Some corrections to a buglist..
#0033 -- I have checked this with non-patched Alien Crossfire, it seems to be fixed.
#0034 -- Now, when menu is active, there's no scroll, but bug still appears when preferences dialog is active, select unit dialog (pressing 'a' when viewing pieces), perhaps some others.
This, too, is checked with non-patched AX.
|
|
|  |
 |
|
|
I don't think I saw it on the official list (but I may have just missed it), but I have one:
Version: Both AX and AC4
Description: After the game has been completed, the game replay only shows the landforms which existed at the end of the game. If you are a raise/lower madman, or if you like to grow the seas, this means that the game replay shows a significantly different world than the one you were playing on in the early going.
Additionally, the game replay does not denote territory which is on the seas.
Not a high priority, but it'd sure be nice...
-Warp
|
|
|  |
 |
|
Lord Maxwell
|
|
Uppsala - Sweden
Dec 1999 time: 05:13
|
|
Bug with attacking spore launchers.
In multiplay, when a rover attacks a spore launcher and wins it often gets replace by four-eight worms spread around the place where the now evaporated rover was. (They materialize either at the turn after, or later in the same turn while I look elsewhere.)
A save after is available.
|
|
|  |
 |
|
Vi Vicdi
|
|
Killeen, TX, USA
Nov 1999 time: 23:13
|
|
Proposed name: SE_Browse_Income_Report
Browsing SE settings reports a different energy income when you come back to your original setting. It seems to be tied to efficiency changes.
If you are set to Wealth, select Knowledge (without actually applying it, just select it), then select Wealth again, the reported income will be different for the second "Wealth" than the first.
|
|
|  |
 |
|
Vi Vicdi
|
|
Killeen, TX, USA
Nov 1999 time: 23:13
|
|
Proposed name: Mass_Scrap_Shutout
If you mass-scrap a series of buildings you will not be allowed to scrap a building at a base that did not have the type of building scrapped en masse.
Example: You build Citizen's Defense. You scrap all Perimeter Defenses, using the provided "Scrap All" menu selection. But 3 bases didn't have Perimeter Defenses ... even so you can't scrap anything at those 3 bases; you erroneously get the "only 1 scrap per turn allowed" error message.
|
|
|  |
 |
|  |
 |
|
Bblue
|
 |
Raleigh. NC, USA
Oct 1999 time: 00:13
|
|
The Mass_Scrap and the Flechette_PB bugs are now both confirmed.
Fistleaf: I just finished a game where the airdops worked fine, so I went to editor and tried recreating your Cloudbase bug, I tried everything multiple drops, single drops, outside the base, into the base,etc.. and couldn't get the reported bug to appear. Are you sure that the v2.0 patch took? or can you email me a save of the scenerio situation you created so that I can recreate it and narrow down what is happening? or can anyone else confirm Fistleaf's experience?
Sorta a bug/ bug question.. In the interludes for when you transend what is suppose to appear in this line?
"Some, like the prankster $SHIMODA9 and the demon $NAME5 are semi-dominant and often hover near the plane of Your Thought"
I think $SHIMODA9 is your scientist but $NAME5 seems to be anything? from your faction name, an opponents faction name, or sometimes blank? I'm pretty sure it is suppose to be an enemy faction name. Is that what ya'll think? If so, what happens when you transend from a peaceful world, worst diplomatic tie is Treaty (Yes I have done it... once) hehehe talk about an obscure bug just seeing if I can confirm it.
[This message has been edited by Bblue (edited January 20, 2000).]
|
|
|  |
 |
|
Theben
|
 |
Dance Dance for the Revolution!
Jan 1970 time: 00:13
|
|
I can also confirm the "mass scrap" bug.
As for bug #10, I had mistaken it for something else. A "power surge" sounds different than an "energy crash". I also didn't realize you could lose mines from a crash.
More bugs (I have read the entire list, but I may have missed these. My disclaimer ):
1) In the military report, the computer lists units as "lost" that in some cases I have never built, or not as many as listed as lost.
2) RE: Lost air units from ally transfer- 1st case I reported was SMAC4. This is SMACX2. Ally transferred units in air; next turn all air units had full 2 turns of movement (and survived, mostly. See below). That turn ally transferred one more air unit; this one crashed before I could access it (as SMAC4 example).
3) Moreover, the Ally transferred *19* air units to me, to a newly conquered size 2 city. 13 had to be disbanded before I could take control.
4) Ally transferred air units to me in a city. Pop up asked if I wanted to change all new air units production (in same turn) to allied (inferior) type + newer reactor; responded no. During city change production but BEFORE my turn had actually started I entered the unit workshop and the AI had created the allied + new reactor unit type, upgraded this type to my preferred version (no actual units were upgraded or costs incurred). When my movement turn started, all newly transferred units had been upgraded to my preferred air unit type, apparently for free.
5) Not a bug, but those pods that you wander around and create instant trees, solar collectors, mines, or farms: would it be so bad if we could actually build something like that during the game? I mean it's old earth technology! Why can't we re-create it somewhere around mid-game? Maybe load it onto a crawler or transport and "detonate" it at the desired location? It would save a LOT of time when building up cities!
6) Also not a true bug, but the cost of empath "special option" should be reduced to 1. The AI puts it on pratically every unit even though it only works agianst PSI units. Either that or fix the AI so it doesn't use them all the time.
[This message has been edited by Theben (edited January 21, 2000).]
|
|
|  |
 |
|  |
 |
|  |
 |
|
Oleg Leschov
|
|
Izhevsk, Russia
Apr 1999 time: 05:13
|
|
I'll state here some more views on improving AC, I hope somebody will find these interesting.
BugID: Text_Scroll
Catagory: UI.
Priority: 4, minor
Status: pending
The window that appears when new technology is discovered.
In the bottom of it there is a text window with the description and citates.
This window may have a scrollbar which is supposed to scroll a text that doesn't fit in window. The problem is that it scrolls very strangely -- at least I haven't seen this kind of "scroll" elsewhere 
When scrolling, every line of text still visible must remain constant. Obviously, but this is not so there.
BugID: Always_Recenter_Active_Unit
Version: Both AX and AC4
Catagory: UI.
Priority: 5
Status: pending
Don't recenter screen on active unit every time when exiting base screen
or anything else. Just do it only when 'center' command issued.
I like how it behave in civ2.
BugID: Minimum_Hurry_Cost
Version: Both AX and AC4
Category: Base.
Priority: 5
Status: pending
Concerning hurrying of production.
You may just pay whole cost, if you have it. This guarantees that in the beginning of the next turn that thing will be completed. But if the base does produce any minerals for next turn and if we suppose that there will not be drone riots then is is absolutely unneccessary to pay a whole cost. Even more -- if it's not a drone riot then paying whole cost is just a waste of money.
So what do I do: I am paying (C/A)*(A-B) credits where B is mineral production of base, A is cost in minerals to complete a thing, C is a cost in credits to complete thing; C/A is a cost of one mineral, A-B is mineral cost without mineral production per turn.
That is, suggestion --- make an additional option to hurry production -- calculate minimum amount of credits required to complete a thing in N turns with current minerals production.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|