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Travathian
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Chandler, AZ, USA
May 1999 time: 21:13
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After building the Command Nexus, I had run out of money one turn and the next turn I didn't have enough money to support the Command Center in one of my cities, it sold it. It was still there and still in effect, but I made the 30-40 energy for it being sold. And NO I hadnt built one previously cause I have never built them in just about any game, lol.
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Mistweave
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Austin, TX, USA
Feb 2000 time: 05:13
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I have confirmation (and possibly relevant debugging info) for bugs #11 and #151. These are both 'Confirmed', so I'm posting mostly to help the debuggers find the problem.
In my first SMACXv2 game, I had a large continent to myself, and I had built a ton of conventional missiles for defense, all placed on alert to nail any incoming transports. Early in one turn, a pod-popping rover on a nearby island uncovered two worms, but I 'W' waited the rover 'till later. Later in the turn, two missiles in an inland base (just barely in range of the worms) activate, swoop over, and run into a coastal base. This ends their moves (bug #151), even though they both had enough moves left to hit the worm.
I intended to send the two missiles home again, but forgot to do so. In the meantime, the rover kills one of the worms, and its turn ends. In the enemy-move phase, the remaining worm eats the rover.
In my next turn, missile #1 wakes up, screams over and nails the worm. Then, missile #2 wakes up, screams over, and has no target. Even though it has expended most of its moves (it had 5-6 out of 20), it turns around and heads back for home. At the end of the turn, it is still 10 squares from any base, out of fuel, but doesn't crash (bug #11). Next turn, it arrives at the coastal base & stops (bug #151 again), then returns to its original home the next turn.
As an aside, using 'on-alert' missiles for defense can produce amusing situations. Later in the same game, when I was staring across a narrow stretch of water at the DataJack Empire, Rose made the mistake of declating a vendetta. I had about 10 bases in range, each with 2-3 missiles on alert. They were all early in the move order, and started systematically wiping out her entire army. Cleared 5 cities, several random infantry units, and two transports she'd sent out. LOL
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Mistweave
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Austin, TX, USA
Feb 2000 time: 05:13
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I have confirmation (and possibly relevant debugging info) for bugs #11 and #151. These are both 'Confirmed', so I'm posting mostly to help the debuggers find the problem.
In my first SMACXv2 game, I had a large continent to myself, and I had built a ton of conventional missiles for defense, all placed on alert to nail any incoming transports. Early in one turn, a pod-popping rover on a nearby island uncovered two worms, but I 'W' waited the rover 'till later. Later in the turn, two missiles in an inland base (just barely in range of the worms) activate, swoop over, and run into a coastal base. This ends their moves (bug #151), even though they both had enough moves left to hit the worm.
I intended to send the two missiles home again, but forgot to do so. In the meantime, the rover kills one of the worms, and its turn ends. In the enemy-move phase, the remaining worm eats the rover.
In my next turn, missile #1 wakes up, screams over and nails the worm. Then, missile #2 wakes up, screams over, and has no target. Even though it has expended most of its moves (it had 5-6 out of 20), it turns around and heads back for home. At the end of the turn, it is still 10 squares from any base, out of fuel, but doesn't crash (bug #11). Next turn, it arrives at the coastal base & stops (bug #151 again), then returns to its original home the next turn.
As an aside, using 'on-alert' missiles for defense can produce amusing situations. Later in the same game, when I was staring across a narrow stretch of water at the DataJack Empire, Rose made the mistake of declating a vendetta. I had about 10 bases in range, each with 2-3 missiles on alert. They were all early in the move order, and started systematically wiping out her entire army. Cleared 5 cities, several random infantry units, and two transports she'd sent out. LOL
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Mistweave
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Austin, TX, USA
Feb 2000 time: 05:13
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Heh. I was surprised that this one wasn't in the list somewhere, but a search for "probe" didn't turn up anything.
BugID: #191 Probe_Foil_Returns_to_Lake, Mistweave
Submitter: jeff@quilici.com
Version: Alien Crossfire v2
Category: Rules or Movement
Status: Demonstrated
Priority: 3
Save before: http://www.quilici.com/smac/bug191.SAV
Save after: same as above
Description: Open SAV file - the active unit is a probe foil outside a Usurper base. Probe it (for whatever), reloading if the team is captured. On a success, the probe foil will be sent to the nearest base (Dawn of Planet), which is on an inland lake of about 6 squares, and has no access to the open ocean where the foil is now. This is difficult to explain (the boat had to 'teleport' to the inland lake - there is no way to get a sea unit there from the outside), plus it makes the probe unit completely useless for future ops, unless I terraform a channel to the sea. It also means that I have no incentive to probe the Usurpers until I can found a base closer than the one on the lake. The supplied SAV file also has a second probe foil in the same base - the result of a previous probe attempt.
Another 'feature' can be seen in the SAV, though I'm not sure it's really a bug. When I captured Dawn of Planet from Cha Dawn, his surplus pop wound up in a _sea_ pod on the inland lake. He could only get a couple squares away before hitting shore and plunking down a base. And the Idiot decides to start building _more_ sea pods in that base...
[This message has been edited by Mistweave (edited February 15, 2000).]
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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Regarding this reported problem from BustaMike:
BugID: #0136, Crash_after_rules_select
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: Alien Crossfire
Category: Crash
Status: Pending
Priority: 1
Save before: N/A (not available)
Save after:
Description: 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.
**************************************
I am encountering exactly this problem, over and over again, but only with new hotseat/PBEM games. Every time I get to the rule screen, it crashes.
I reinstalled the whole kit yesterday, and it worked but ... I forgot that you have to reinstall terran.exe from patch 4 for SMAC in order to get SMAC to work (sigh). So after my reinstall, SMAC was crashing.
Once I reinstalled v4 terran.exe, SMAC worked but my new PBEM games are once again crashing the program at the rules screen. Don't know if the two facts are connected, but this is tedious in the *extreme*. Simply don't have the time to reinstall everything just to set up a new game.
- Mis
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Sem
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Chicago, IL
Mar 2000 time: 05:13
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Further details on airplane attacks. I've had computer crashes with air units at all playable resolutions. I've had computer crashes when I attack any type of unit, air, land, or sea. I've had computer crashes when enemy planes attack my cities. In fact, I've never played a complete game to 2500 because of these crashes. I've tried all the recommended fixes from Firaxis, none have worked. I've loaded, downloaded, and unloaded smac and smacx so many times I've lost count. Currently, its off my computer. I'd enjoy loading it again, but only if Firaxis fixes the games. A second thing I'd like fixed is the city display shown from "F4." Once you visit a city from that screen, the game should send you back to the same spot on the screen instead of the top of the list. One more point on crashes, a few times the game crashed when I attempted to save the games.
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Goonie
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For some reason it tells me that my CPU is too slow, and that my CPU speed is 0. In reality it is 1.4Ghz. This is for SMAX only.
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