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zsozso
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of Chiron
Oct 1999 time: 00:13
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This is the official list of bugs, not yet fixed in SMACX v2 patch.
Please, do not post to this list directly!!!
If you have a bug still not listed, then post it in the other thread, named SMACX bug reporting thread.
Many thanks to Aredhran and Bblue for helping to complete the records!
Now, the only missing/incomplete fields are the Status and save files. So those, who submitted bugs and have save files demonstrating it, please verify them with the v2 patch from www.firaxis.com and if it still occurs, then email the save to zsolt@simbiosys.ca with the corresponding BugID and a short description what to look for in the file (e.g. if the bug is related to a particular base, then indicate the faction and name of the base, if it is a unit, then give the location coordinates of the unit on the map). If the bug has been fixed by the v2 patch, then please notify me in email or on the bug report thread.
Thank you very much!
The possible Status values and their meaning:
Pending - default, not yet assigned
OneTime - happened only once, no save or confirmation available
Confirmed - no save available, but several players have seen and confirmed it
Demonstrated - save file(s) is(are) given to demonstrate the bug
Fixed - the bug no longer occurs with patch v2
Categories:
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
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
Special Projects
Priorities:
1 - crash, freeze
2 - major problem, spoils game (e.g. probe bug in PBEM)
3 - important ability/feature unusable/incorrect in certain circumstances
4 - minor, cosmetic problems or bugs with known workaround
5 - enhancement requests (minor ones listed only!)
For easy and fast reference, here is the list of BugIDs with submitter:
Meaning of special leading signs:
- This is no longer a bug, has been fixed by patch v2
+ This is not bug, but a minor enhancement request
#0001, Air_Drop, Aredhran
#0002, Marine_Detahcment, DaveVegas
#0003, Free_Ability_Fungisidal_Tanks, Bblue
#0004, Unit_Change, BustaMike
#0005, Alien_Friends, BustaMike
#0006, Unit_Location_Knowledge, BustaMike
#0007, Battle_Odds, khearn
#0008, Disappearing_Units, Civ-wrecked
- #0009, Artillery_Damage, Civ-wrecked
#0010, Power_Surge, BustaMike
#0011, Infinite_Jet_Fuel, Tau Ceti
#0012, MP_Probe_City, BustaMike
#0013, Tech_Trade_Crash, Tau Ceti
#0014, Ship_Duel_Altitude, Tau Ceti
#0015, MP_Unit_Transfer, BustaMike
+ #0016, Tech_Gift_Choices, BustaMike
#0017, Hunter_Seeker_Movie, Helium Pond
#0018, Plural_Faction_Anouncement, Helium Pond
#0019, Punishment_Sphere_Psych, Helium Pond
#0020, Spore_Launcher_Cross_Fire, R A Spottiswood
#0021, Reputation, AoA
+ #0022, AI_Defender_Retool, NukedOut
#0023, Progenitor_Talk, Hvordan
#0024, Custom_Size_Hang, ProvostB
#0025, Air_Defense_Crash, Frisch
#0026, Multiple_Vendetta, R A Spottiswood
#0027, Research_Limits, Dreifels
#0028, Invincible_Base, swisscheese4
- #0029, Instant_Demon_Boil, Urban Ranger
#0030, Urgent_Message, R A Spottiswood
- #0031, Hasty_Spore_Launcher, R A Spottiswood
#0032, Sea_Lurker_Fungus, R A Spottiswood
#0033, Preference_Sliders, Oleg Leschov
#0034, Edge_Scroll, Oleg Leschov
#0035, Terrain_Survey, Oleg Leschov
#0036, Zoom_to_Base, Oleg Leschov
#0037, Automatic_Unit_Design, Oleg Leschov
#0038, Abandon_Shore_Base, Oleg Leschov
#0039, Psi_Gate, Oleg Leschov
#0040, Music_Off, Oleg Leschov
+ #0041, Hurry_Foreign_Base, Oleg Leschov
+ #0042, Alpha_txt_list_sizes, Oleg Leschov
#0043, Slow_Alien_Graphics, Fugi the Great
#0044, Spore_Launcher_bonuses, Urban Ranger
#0045, Units_Bouncing_Back, Urban Ranger
#0046, Square_Sharing, zsozso
#0047, Independent_Support, zsozso
#0048, Facility_Transfer, zsozso
#0049, Reserach_Points, aceplayer
#0050, Mind_Worm_Popup, zsozso
#0051, Humanoid_Aliens, Aaron Lawrence
#0052, Pact_Units, Vi Vicdi
#0053, Boreholes, R A Spottiswood
#0054, Vendetta_Info, R A Spottiswood
#0055, Attitude_Save, R A Spottiswood
#0056, Interlude_Mixup, R A Spottiswood
#0057, Unit_List_Limit, Mouse
#0058, Reactor_Upgrade, zsozso
#0059, Copter_Landing, zsozso
#0060, Spartan_Upgrade, NoviceCEO
#0061, Antigrav, NoviceCEO
#0062, Alien_Special_Abilities, Cotroneo
#0063, Hall_of_fame, Bblue
#0064, Res_Pulse_Naming, Bblue
+ #0065, AI_ECM_AAA, Bblue
#0066, Former_Attack, SailorUranus
+ #0067, Custom_Graphics, SailorUranus
#0068, Anouncement_Graphics, Bblue
#0069, Probe_Battle_Sound, Bblue
#0070, Volcano_Terraform, Bblue
+ #0071, Pirate_Map, Lord Blackmoor
#0072, Tidal_Harness, Bblue
#0073, Merchant_Fungus, Fistandantilus
#0074, Fungus_Battle, Fistandantilus
+ #0075, Base_Facility_SE, lynchk
#0076, Sea_Perimiter, lynchk
#0077, Mind_Control, dante^
#0078, Water_Level_MP, buster
+ #0079, Interludes, lev
+ #0080, Air_Force_AI, NoviceCEO
#0081, MP_Stop_Built, gnome
#0082, Air_Bombing, hroman21
#0083, Custom_Faction_Text, Bblue
#0084, Base_Destroy, Bblue
#0085, Free_Ability, Bblue
#0086, Confirm_Odds, RetoS
#0087, Specialists, RetoS
+ #0088, CD, Rick
+ #0089, Balancing, markyj
+ #0090, Auto_Forest, markyj
+ #0091, Guard_Unit, markyj
+ #0092, Air_Patrol, markyj
#0093, Sea_Sensor, Bblue
+ #0094, Sea_Sensor_Ability, markyj
#0095, Remove_Project, markyj
#0096, Finish_Map, RetoS
#0097, Pirate_Sea_Formers, Bblue
#0098, Population_Bonus, Stormhound
#0099, ICD_crash, DarkAvenger
#0100, Obsolete_Prototyping, RedFred
#0101, Unrelated_Units, RedFred
#0102, Probe_Self_Fight, LightEning
#0103, Monolith_Terraform, Fugi the Great
#0104, HSA_AI, Fugi the Great
#0105, Mixed_Faction_Colors, Dreifels
#0106, Upgrading_Gifts, Kinjiru
#0107, High_Tech_Gifts, Kinjiru
#0108, Sex_Change, Stumbling Drunk
#0109, IP_host_corrupt, Genaciv
#0110, Loan_payment, Darkstar
#0111, Combat_Transport, Darkstar
#0112, Land_tile_usage, Darkstar
#0113, Delete_From_Queue, Ronin
#0114, PBEM_save, tfs99
#0115, Vanishing_Probe, cousLee
#0116, Accelerated_Formers, tfs99
#0117, Population_loss, jimmytrick
#0118, Scenario_flood, Darkstar
#0119, Borehole_base, Darkstar
#0120, Datalinks_Impact, Darkstar
#0121, Maritime_Control_Center, Aredhran
#0122, PBEM_Probe, jimmytrick
#0123, Bonus_Stockpile, zsozso
#0124, Empaths, gunf1ghter
#0125, Drone_crash, fuzzy
#0126, Alien_Artifact, Darkstar
+ #0127, Diplomatic_Victory, AoA
#0128, Tectonic_Payload, SoHappy
#0129, Self_Aware_Colony, Fistleaf
#0130, Friendly_Alert, gnome
#0131, Fake_Drones, zsozso
#0132, Patrolling_unit, BustaMike
#0133, Crawler_Crash, Vi Vicdi
#0134, Amphibious_Probe, Aredhran
#0135, TECHSTEAL, Bblue
#0136, Crash_after_rules_select, BustaMike
#0137, Elevation_editing, BustaMike
#0138, Brood_Pit, Fistleaf
#0139, 1x1_Island_Start, Bblue
#0140, Elevation_Change_Display, Kinjiru
#0141, Bomber_Air_Defense, Vi Vicdi
#0142, Amphibious_Helper, Vi Vicdi
#0143, Punishment_Sphere_F2_Calculation, korn469
#0144, Adaptive_Doctrine, Gnome
#0145, Pact_production, Gnome
#0146, New_Tech_Window, Gnome
+ #0147, SE_News, Gnome
+ #0148, Bunker_Terraform_Preference, Gnome
#0149, PBEM_save_and_exit, Paul
#0150, City_Trading, Bblue
#0151, Air_Goto_Command, Misotu
+ #0152, F4_Base_Screen, Misotu
#0153, Mswheel/Terranx_crash, Misotu
#0154, Sea_Terraform, Misotu
#0155, GoTo_Xenoempathy, Misotu
#0156, Nanoreplicator_Info, Misotu
#0157, Build_Scenario, BustaMike
#0158, Single_Alien, Wombat
#0159, Out_of_Fuel_Transfer, Theben
#0160, Sea_Units_Res_Armor, Theben
#0161, PB_Flechette, Wombat
+ #0162, Improve_Finish_Map, Warpage
#0163, Spore_Rover_Multi, Lord Maxwell
#0164, SE_Browse_Income_Report, Vi Vicdi
#0165, Mass_Scrap_Shutout, Vi Vicdi
#0166, Transend_Interlude, Bblue
#0167, Naval_Probes, Bblue
#0168, Transfer_Upgrade, Theben
#0169, Free_Commlink, Bblue
#0170, F7_Screen, Bblue
#0171, Pact_Payoff, Korn469
+ #0172, Multiple_PBEM, Paul
#0173, One_Alien, BustaMike
+ #0174, Minimum_Hurry_Cost, Oleg Leschov
#0175, Marine_Control_Random_Movement, RedFred
#0176, Base_Grid, Korn469
#0177, MP_Pact_Probe, Korn469
+ #0178, MP_Base_Trade, Korn469
#0179, Pirate_Free_Ability, Patriqvium
#0180, AutoFormer_Move, overcome
#0181, Lose_population, overcome
#0182, Inactive_Former, overcome
#0183, Disembark_Inactive, overcome
#0184, Self_Eradication, Ken Coleman
#0185, Allied_Base_Transport_Loading, Bblue
#0186, Time_Warp, Bblue
#0187, Missing_Probe_Capture, BustaMike
#0188, ShareTech, overcome
#0189, Sold_Command_Nexus, Travathian
#0190, TerranX_Crash, Fistleaf
[This message has been edited by zsozso (edited February 14, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0007, Battle_Odds
Submitter: khearn, khearn@legato.com
BustaMike, wordtoyourmother@hotmail.com
Civ-wrecked, zozo@peopleweb.com
Jasonian, jay1256@crosswinds.net
Version: Both AX and AC4
Category: Combat
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: I play with the
option where you get told the odds before each battle. In SMAC, the odds seems pretty
accurate. I won about half os the battles where I was told the odds were even, and I could
count on winning most of the battles when the odds where mildly in my favor (4:3, or
similar).
With SMACX, the odds seem way off. I lose almost every time if the odds are even, and
when the odds are close, I still lose most of the time. I haven't kept statistics on this, and
I realise that we often remember the losses and not the wins in cases like this, but I'm
pretty sure the odds are way off now. If I see that I'm favored 32:25, it's very likely I'll still
lose now.
Has something changed with how the odds are calculated, or with how the battles are
fought?
If need be, I can get a game to the point where I'm about to fight a battle where the odds
are in my favor and save it, then play it out 10 or 20 times to confirm it.
BustaMike: I noticed that also. If a unit is engaged in psi combat the odds are not calculated properly.
It said my green chaos rover had 4 to 1 odds to beat a demon boil. This is ridiculous and
when the actual battle ensued my rover was crushed. I think it uses attack strenght
instead of psi and moral strength like it should.
Civ-wrecked: I observed the same thing as khearn. The odds seems to be fairly accurate with planes
though but it's way off with ground troops. I probably get 50/50 chance only when the
odds says I have 3 to 2 chance of winning. I've been wondering if the transcend level has
some kind of bonuses for the AI factions which the odds does not take into account ?
Reloading and repeating the same attack doesn't seem to change the outcome in a pure
random fashion either. To experiment, I kept trying to attack the same unit with a 50/50
chance of winning and I lost over 20 times straight. The pure probability for such event to
happen is less than one in a million. Even if I had merely 25% of winning each time then
the odds of losing 20 battles straight would be around 3 in 1000.
For PSI attack, I think it is a known bug that the odds takes into account the reactor type
while the actual battle outcome does not. It would be vastly unfair for the poor worms if it
does. Before the reactors mess up the odds for PSI, it seems reasonably accurate though.
Jasonian: 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.
[This message has been edited by zsozso (edited January 11, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0011, Infinite_Jet_Fuel
Submitter: Tau Ceti, larsheg@sensewave.com
Bblue, Gsshell@aol.com
Version: Both AX and AC4
Category: Movement
Status: Demonstrated
Priority: 3
Save before: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0011b.zip
Save after: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0011a.zip
Description: AI Needlejet units do not run out of fuel. I once surrounded a stack of Spartan
needlejets with my own, expecting them to crash at the end of the turn. However, they
remained airborne and undamaged. This is not a huge problem, as they will return to base
if they can, but I still think the rules should apply.
Bblue: The before save shows Miram's plane in flight east of The Word of God, the
after shows the same planes still in flight, not crashed, the turn after this
they fly toward home
Note: What seems to trigger this is when the AI planes can't reach the
'target' they were assigned to goto; as in a base in Tau Ceti's example. In
my Saves a 'flight' of 8(?) planes attempt to attack a former, a intercepter
flys out over the the former and beats the first attacking plane, the
remainder of the 'flight' moves next to the terraformer and the newly
repositioned intercepter and stop (they can't attack the former due to thier
being an air unit on top of it) The following turn they seem to still have
full movement and fly on to attack other things (in this case my crawlers
which were well out of range of thier original base!)
Mistweave: 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.
[This message has been edited by zsozso (edited February 14, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0026, Multiple_Vendetta
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Alien Crossfire
Category: AI | Diplomacy
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: I feel kind of embarrassed mentioning such a minor bug after people talk about game
crashes, but it is a bug so I'll mention it. In two games as the Data Angels and with a
Green Economy, every time I conquer one of the Caretakers' bases, they declare
Vendetta on me, the Vendetta message being an objection to my Green economy. But
they already ARE at Vendetta with me. Also, the very first time I conquered a Caretaker
base, H'minee called me up and we arranged a Truce, but when I exited from the base
screen she declared Vendetta on me again. I also noticed that my reputation dropped to
Scrupulous, apparently because of this. I certainly had not done anything up to that point
that could reduce my reputation.
[This message has been edited by zsozso (edited January 10, 2000).]
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