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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0122, PBEM_Probe
Submitter: jimmytrick, michaelfour@lexcominc.net
MoSe, masque@tiscalinet.it
Darkstar, darkstar@hiwaay.net
Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
Category: MultiPlayer
Status: Pending
Priority: 2
Save before: N/A (not available)
Save after:
Description: In SMAC play by e-mail games the person doing the probing gets the dialog box message
where the decision is made to declared vendetta or let off with stern warning, not the
person being probed. This allows an easy cheat. I do not believe that this was changed
with Crossfire. Could you address this in a patch?
Genaciv: maybe NOT having the decision being made by the person who probes, but instead...
LETTING the VICTIM know what action was taken.. or alteast that a probe team had
committed SOMETHING. And then from there, the VICTIM, during HIS/HER turn can
decide what to do.. also, in single player, you can frame other people, right? Can this be
done in multiplayer? I doubt it, but am still pretty new to PBEM... If that were the case, my
idea would work great, cuz the VICTIM might think it were another faction that probed
him. Let me know if you get what I'm trying to say... maybe we could suggest this to
Firaxis, but I suspect it would be too much work to incorporate... hopefully they can
handle it better in CIV III...
MoSe: PBEM probe action bug?
Well, I guess we should think of a viable alternative handling of it, to propose it to FurXs.
You know, of course, the way it behaves now looks unresonable. But how can it be done?
Think that in PBEM the players can't interact *during* one's turn.
You can't *receive* immediate feedback *during* your turn.
But sometimes the game options would greatly differe whether you get to a state of
vendetta *immediately*, while you're still playing the end of your turn, or you'll have to
wait till your next turn to see the effects of your actions recorde in you diplomatic status.
Tkae the "demand withdrawal" issue. If you'll have to wait till the invader's turn to take
his units out or to get angry at you, your units movement in the zone will ne hindered, while
if the game reacts immediately on behalf of the other player, you can play *now* with the
opponent's units removed.
Same for probing. You perform NOW an action which could lead to vendetta. Your
subsequent actions in THIS turn will be different whether you find you in that vendetta or
not. So, this is to be decided NOW, immediatley after the probing action. It's goofy to ask
the offender how the offended would react. But what can we expect?
You'd have to save your turn halfway that interaction (now impossible), send it to the
porbed for just that reponse, and then continue it?
Of course, FurXs idea was that you should have know in advance what the probed action
would have been. But since you might not get spotted, asking him in advance would mean
unnecessarily reveal your intentions, so we decidet to adopt a default action, which
wonder why is always vendetta .
The ideal would be if you could be online with the probed, while you keep your turn open,
on hold. But that can't be reasonably expected.
The stupid thing, is that the probed doesn't even get a warning in his turn, this lack of
report could be easily fixed. Otherwise, which alternative do you propose when you get
spotted in probing a human player?
Darkstar: Simple answer: New State of Uncertain.
This is a temporary state in which the pacted/peaceful units get unfriendly. They exercise
their ZOC against the aggressor (or framed victim), do not permit the land to be worked,
protect against air drops, yadda yadda blah. This state would last until the *player* of their
faction get's to decide to declare war or not.
This would also cover the situation when a Pact-mate goes to war, rather then your side
automatically going into war with the offending faction, you and he go to Uncertain State.
Then, when your turn rolls around, you are presented with the choice of honoring your
Pact, or breaking it (as in single play).
It would require a touch up to the code, but it fits into the consistancy and spirit of the
game, as established by it's current MP IP and SP implementation.
That simple. A new temporary state that is resolved once the player of the faction get's his
turn. Thier are plenty of RL examples where allies and/or friendly powers acted more
cautiously and not at all like an ally or friendly power while their Leader decided what
OFFICIAL state of relations to go to.
Note that the state of "Uncertain" can only last until the player (who needs to decide) get's
their turn. They have to decide during their turn. No stalling and ending of their turn.
[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: #0125, Drone_crash
Submitter: fuzzy,
Version: Alien Crossfire
Category: Crash
Status: Pending
Priority: 1
Save before: N/A (not available)
Save after:
Description: I'm looking for confirmation on this. I'm playing the Morganites vs Spartans, Believers,
Hive, Pirates, Usurpers and Caretakers on Ironman (my first mistake, as you'll see) and I
had a city in drone riots for two turns consecutively. Now here's the bug: The game
produces a divide by zero error when processing the city in riot.
Could this be because the game is calculating the percentage chance of the city being
taken by the (non-existant) Drone faction?
Nehemiah Scudder: I have had this happen whilst playing as drones... usually when sending waves of probe
teams at computer cities to incite drone riots/destroy morale improvements. I haven't
bothered to send in a sav though, maybe I should since I probably have a few amongst the
mass of saves on my hdd.
fuzzy: Update- I started another game with the same settings (except this time I enabled the
autosave) and forced the situation by allowing a city to riot. Sure enough, the game
crashed. This time, I have the .sav file if anyone wants it. And indeed some of my libraries
may be differnet, as I have all kinds of **** on my computer, some of which has installed
updated various libraries. BTW: the game did not display a divide by zero, but rather I
recieved the error when I ran a debug program.
[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: #0130, Friendly_Alert
Submitter: gnome, gn0me1@hotmail.com
Version: Both AX and AC4
Category: Movement
Status: Demonstrated
Priority: 3
Save before: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0130b.zip
Save after: N/A
Description: When placing an air unit on "alert" status, it flies out to intercept
friendly transports and air units, not just enemies. This causes the
problem of crusing a transport past your territory, all the "alert" planes
within range (and some out of range) will fly out towards the transport and
fly back. Similar to an air unit left in the air, all its "alert" cousins
will fly out there to meet it... this causes (a) game slowdown, with all
that useless moving around of planes, and (b) less effective air defense,
because next turn a real enemy could attack your base, and your plane could
be on its way back from chasing one of your own. This affects both SMAC
patch 4 and SMACX...
Saved game: Move the Chaos Tactical from University Base to just south of Mendelev
College and end the turn. If you keep hitting wait (skipping all the
other units that need to move) the Chaos Tactical on alert at Mendelev
College will fly out to intercept the Chaos Tactical from University
Base.
Alternatively, end the turn without moving the Chaos Tactical. Instead,
after the turn ends move the Destroyer Transport from Climactic Research
to the east, somewhere south of Mendelev College. When its turn comes
around, the Chaos Tactical on alert at Mendelev College will fly out to
intercept the transport.
Obviously this is useless and leaves the base vulnerable to attack by a
genuine opponent. It seems to me that the air units on alert simply
can't tell the difference between a friend or foe.
[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: #0131, Fake_Drones
Submitter: zsozso, zsolt@simbiosys.ca
Aredhran, aredhran@swiftmove.com
Fistandantilus, tencati@iol.it
Helium Pond, jesseclark@mindspring.com
Version: Alien Crossfire
Category: UI
Status: Demonstrated
Priority: 4
Save before: N/A (not available)
Save after: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0131a.zip
http://CR190515-A.hnsn1.on.wave.hom...C/ABL0131a2.zip
http://CR190515-A.hnsn1.on.wave.hom...C/ABL0131a3.zip
http://CR190515-A.hnsn1.on.wave.hom...C/ABL0131a4.zip
Description: Some bases (population 4-7) display red drone pictures
on the base screen, even though the base has Punishment Sphere facility.
However, those drones never riot, and the psych display mode above shows
no drones at all. So, these are just fake drone-looking workers...
Aredhran (save ABL0131a.zip): I was playing my first SMACX game with the Pirates, and kept having drone
problems (or so it seemed). Captured bases with all anti-drone base
facilities (rec commons, holo theatre, research hospital, and so on, 20%
Psych), a police unit (with a +2 police rating) still showed some drones in
the main city display. The turning point was near the end of my game where I captured Alpha Prime,
which was a size 13 city. I elected to build a Punishment Sphere in there,
but upon completion the base screen still showed 8 "normal" citizens and 5
drones ! Curious, I thought, and ended the turn anyway. The base did not
riot ! The Base's Psych display shows the correct citizens, as does the F4
screen. Only the base's population display is incorrect.
Fistandantilus (save ABL0131a2.zip): Still present in SMACX v.2, I run in it in pratically every game I play
In the save the bug appears in Misericordia, Mu Crescent, Nu square and other bases
[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: #0135, TECHSTEAL
Submitter: Bblue, gsshell@aol.com
Version: Alien Crossfire
Category: Rules
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0135b.zip
Save after: N/A
Description: The TECHSTEAL ability does not work. (This is the 'capture a base; steal a
tech' ability of the Cyborgs)
Note about the save: to complete the bug, all you
need to do is walk a unit into Data DeCentral, the Angels have 4 techs the
Cyborgs don't and you don't get a 'freebe' when you take the city.
Jeffrey Morris, FIRAXIS: We've found out what was going on with this. It turns out that the new alphax.txt
was the exact same size as the alphaxt.txt file on the CD, and thus didn't make it into the
patch (file compare 'okayed' it). A change however was made. If you open up alphax.txt and
go to the #BONUSNAMES section, you'll see TECHSTEAL is on a line with a total of 9
elements (separated by a comma). To fix the problem, put TECHSTEAL on a line by itself,
ending the line it WAS on with a comma. Voila, TECHSTEAL now works.
Note by zsozso: Priority lowered to 4 due to the known work-around.
[This message has been edited by zsozso (edited January 11, 2000).]
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