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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0040, Music_Off
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Play with CD in the drive.
In audio/video preferences, turn off music, speech.
Enjoy silence for some time.
Now exit game, start it again. You will notice sound is back. However, look at
preferences - it is still off there. A bug...
You may get the same effect not restarting the game - just wait some SP to be completed,
see the movie. When you finish viewing, sound is back again, despite what preferences
says. Perhaps the movie playing is the only reason for bug, since restarting cause intro
movie playing. And, the actual movie playing is not neccessary, just a try to do it.
[This message has been edited by zsozso (edited January 10, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0048, Facility_Transfer
Submitter: zsozso, zsolt@simbiosys.ca
Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: Base
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0048b.zip
Save after: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0048a.zip
http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0003a.zip
Description: Sometimes when taking over a base of Yang or University, their default base
enhancement (perimeter defense/network node) gets transferred to my HQ, i.e. it
disappears from the conquered base and appears in my HQ which did not have such
facility and was not even building it. Does not happen always, maybe only when I am
taking over their HQ ?
Note on save files (ABL0048b,ABL0048a): The 'before' save (ABL0048b,MY.2190)
shows Gaia's Landing with no Network Node, currently building The Empath Guild SP
(91/240, 17 turns left to complete), and a Gaian worm standing beside
University Base. The 'after' save (ABL0048a,MY.2191) shows next turn, after
the Gaian worm has taken over University base - which does not have Network
Node anymore, on the other hand a Network Node appeared in Gaia's Landing,
which is still building The Empath Guild SP (100/240, 16 turns left).
Save file from Bblue (ABL0003a.zip): This save has
a custom faction that gets free Geosyn. Survey Pods as a freebie I think it
should load alright since the Faction info (other then graphics) are saved
with the save file, you may need to open this one to make sure it can be
opened without the custom faction file (game should choose some default
graphics). Believers HQ New Jerusalam has a Geosyn. Survey Pod while my
citys Anvil of Man and The Voice of God don't.
[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: #0049, Reserach_Points
Submitter: aceplayer, aceplayer@earthlink.net
Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
Category: Rules
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: year 2206 I had 9 years to go to tech breakthrough, but got it by year 2208. I didnt build
any more labs. The weird thing is that F2 said I was getting 21.6 a year, but I actually got
112 in 2207 and 54 in 2208. The 21.6 number was correct - I verified that.
I have posted screen snapshots of the bug here
http://www.geocities.com/TimesSquar...ug_pic_2205.zip
This bug occurred in a PBEM game, but I dont know if that's relevent.
It hard to read so these are the numbers:
game year,years needed,years left,cost,accumulated,tech per turn
2206,66,9,1187,1039,18
2207,55,2,1187,1151,21.6
2208,61,60,1304,18,21.6
[This message has been edited by zsozso (edited January 08, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0050, Mind_Worm_Popup
Submitter: zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Movement
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Mind worms popup on squares where I just walked through, e.g. I have 2 worms on
fungus square, move one 3 fungus squares in a straight line, then try to follow with the
other one on same path, but suddenly it bumps into a wild worm!
I mean, it is OK, that mind worms can be hiding and pop up in any fungus square, BUT
shouldn't on a square I just walked through! It does not make any sense...
It is obviously programmed in a lazy way, that every time you try to step on a fungus
square, there is some random chance for a wild mind worm to be found. However, the
program should check if the same player has already moved a unit through this square in
the same turn and disable this random event for those squares.
[This message has been edited by zsozso (edited January 08, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0051, Humanoid_Aliens
Submitter: Aaron Lawrence, njescort@aol.com
Gnome, jareth@gate.net
Tau Ceti, larsheg@sensewave.com
Version: Alien Crossfire
Category: Diplomacy
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0051b.zip
Save after: N/A
Description: Sometimes the alien factions will in dialogue make reference to being
human! If I see them do it again I'll write down the exact quotes & conditions.
Gnome: Some part of this bug has been fixed by patch v2! I tested it using the
patched version and now the aliens ask you in their own patterns of
speech to abandon Green economics.
Tau Ceti: 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..."
Save: 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."
[This message has been edited by zsozso (edited January 15, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0052, Pact_Units
Submitter: Vi Vicdi, gderrick@dashlink.com
Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: Rules
Status: Demonstrated
Priority: 3
Save before: N/A (not available)
Save after: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0052a.zip
Description: If an AI pact sibling of another AI declares vendetta on that AI within 1 turn, none of the
1st AI's units get moved out of the 2nd AI's bases!
Now the declaration of war came in-between turns, not at my behest through the
diplomacy screen, so if you test it via diplomacy and find no bugs, you're looking in the
wrong place. I don't know if getting an AI to vendetta a pacted AI from the diplomacy
screen exhibits this bug or not.
While I was waiting for my turn, a message appeared on the bottom of the screen that
said, "Sister Miriam sends word that she has declared Vendetta on the Pirates!" or
something like that. When my turn rolled around, oops!, there were her needlejets, parked
in his bases!
I have a save file if needed.
Save file from Bblue: The UoP went from Pact brothers to Vendetta during my turn due to a little
diplomacy. but the UoP units were not removed from Definance Freehold.
[This message has been edited by zsozso (edited January 11, 2000).]
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