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Bblue
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Raleigh. NC, USA
Oct 1999 time: 00:13
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BugID: #0151, Air_Goto_Command
Submitter: Misotu, misotu@birdmail.com
Version: Both AX and AC4
Category: Movement
Status: Confirmed
Priority: 4
Description: When moving using the goto command, some air units stop if they encounter a friendly city even though they have sufficient movement points remaining to execute the goto command in full. This is true of missiles (all types inc planet buster), copters, gravships and locusts of Chiron.
Needlejets stop in friendly cities if they are damaged. If health is 100%, they don't stop.
This is pretty frustrating since, once missiles have a range of 20+ squares it's really hard to predict whether the goto command will cause them to try to pass through a friendly city. Means all missiles have to be moved by hand, unless you're not bothered how many turns they take to reach their destination.
[This message has been edited by Bblue (edited January 18, 2000).]
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Bblue
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Raleigh. NC, USA
Oct 1999 time: 00:13
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BugID: #0154, Sea_Terraform
Submitter: Misotu, misotu@birdmail.com
Version: AX and AC4
Category: Rules
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.hom...AC/ABL0154b.zip
Save after:
Description: Terraforming ocean squares to ocean shelf over large areas causes other ocean shelf squares to become ocean squares, apparently randomly. Not sure if this is a bug or by design, but I've not noticed the same on land.
Also, sea terraforming seems to work differently to land, in the sense that every ocean square seems to need terraforming individually - ie raising the level of one square doesn't seem to raise adjacent squares. Seems illogical.
About the save: The save game should come up in the right area of the map. You'll see ocean squares next to Tau Collective, Eta Crossroads, Pennant Shoals. All of these had formerly been terraformed to ocean shelf with fungus.
You should be able to repeat the bug using this file. There are plenty of sea
formers around, if you use these to terraform these three ocean squares, you
will find that other squares in this area will change from ocean shelf to ocean. Every game I've played has had this problem somewhere (SMAC and SMAX) if I've raised large areas of ocean.
[This message has been edited by Bblue (edited January 24, 2000).]
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Bblue
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Raleigh. NC, USA
Oct 1999 time: 00:13
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BugID: #0157, Build_Scenario
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: Alien Crossfire
Category: Tutorial
Status: Pending
Priority: 4
Save before: N/A
Save after:
Description: The 'build' scenario 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 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.
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Bblue
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Raleigh. NC, USA
Oct 1999 time: 00:13
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BugID: #0161, PB_Flechette
Submitter: Wombat,
Version: Alien Crossfire
Category: Rules
Status: Confirmed
Priority: 2
Save before:
Save after:
Description: I was Planetbusted 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.
[This message has been edited by Bblue (edited January 21, 2000).]
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zsozso
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of Chiron
Oct 1999 time: 00:13
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BugID: #0174, Minimum_Hurry_Cost
Submitter: Oleg Leschov, oleglesh@chat.ru
zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Base
Status: Request
Priority: 5
Save before: N/A
Save after: N/A
Description: 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.
Zsozso: I would call Oleg's version, the "Cheapest hurry", and would suggest the addition of yet another option, which I would call "Economic hurry". Let's define the energy cost of the minerals in the hurry:
COST = hurry_price / minerals_to_completion
Then cheapest_hurry = hurry_price - mineral_output * COST as Oleg suggested.
While economic_hurry = cheapest_hurry + 10 * COST also makes sense, if you plan to hurry again another item next turn. When you already have at least 10 minerals, then the COST is lower, therefore paying it at the end of the previous production is much cheaper then hurrying somehting from zero (or less than 10) minerals next turn. So, I would suggest 4 options instead of the current 2:
- Full payment (exists now)
- Custom partial payment (exists now)
- Cheapest completion (Oleg's suggestion, or cheapest_hurry)
- Economic completion (paying 10 extra minerals for next turn)
Of course, the last one only makes sense and possible if the mineral production of the base is over 10.
I typically use cheapest hurry for SPs (minimum mineral cost 4 which is high), but economic hurry for base facilities when I have enough energy for hurry again next turn.
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