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karu-san
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Matsuyama, Japan
Dec 2000 time: 05:13
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Hello!
It's me, with another strange question that people will probably misunderstand as my own incompetence despite all my sincerity and evidence to the contrary. Oh, well, it's worth a shot since it's been giving me nothing but a pain in the a$$. And besides, what are all you experts and veterans out there good for if you can't help poor pitiful me sort through the quandaries that are plaguing my need for closure 
Anyway, here's the deal:
I mind-control a peacekeeper base with 7 (seven) needlejets, three missile and four resonance laser. Forthwith I use the captured needlejets to attack a nearby peacekeeper base. The turn ends with six of the seven needljets in the air, but it is the first movement turn for all of them (I AM SURE OF THIS! HE**, I CAPTURED THE BASE ON THAT TURN!), so they should all return to base anyway. Incidentally, on the F6 screen (the units list) i now have all of ONE needlejet of each new type listed, even though, right there in front of my quizzical little nose, are three of one type and four of the other. I did not have any missile or resonance jets before the capture.
Well, I pass this off as just another one of those small F-screen glitches but I cannot do the same when, after the turn ends and the next begins, I find that three of my needlejets are just plain GONE! Vanished! I have all animations enabled but I saw no out-of-fuel crashing or battles, and I even ran the editor with omniscient to verify that none of the planes were attacked (even though there are no enemy planes visible). They weren't. None of the planes were out of fuel, since I also verified by going back a turn that as soon as I had captured the base, all the planes had 24/24 fuel.
Furthermore, the supporting base had exactly enough minerals to support all seven of the planes. Yes, a rushed probe team was produced the next turn, but I don't believe that is relevant.
What is really non-kosher is that only three of the planes in the stack vanished, leaving the other three intact. Two missile and one resonance, if I recall.
Anyway, for all you doubters of genuine Karu-san-variety phenomenon, I made a save of the game at the end of the turn before the jets vanish, so if anyone really thinks I'm just pulling this out of me arse, there it is, right there on the save (inform a computer illiterate if there's a better way send it besides email or putting it on a home page). I've already used two separate computers to verify the disappearance. The gauntlet lies thrown to anyone who can explain this occurence.
And yes, despite the bombast, I would love it someone deflated me by pointing out the ever-present, altogether ridiculously obvious solution. However, as my save will verify, all of the above observations are true to the best of my empirical abilities.
Edit: It has occurred to me that perhaps people just wrinkle their noses at such oddities and move on, rather than try to explain them (even if it involves the loss of three lovely little needlejets at time when my army is, well, spartan). While this might be the case, I still ask you to suffer this post on the chance that someone can clear this up. Thanks!
[This message has been edited by karu-san (edited February 27, 2001).]
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karu-san
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Matsuyama, Japan
Dec 2000 time: 05:13
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Thanks everybody!
And Northswordsman, it's heartening to know that somone else has experienced this too.
Just to clarify Og's question, the supporting base had no minerals before the disappearance (exactly enought to support the jets) and three extra minerals after (accounting for the lost jets). So no, mineral production didn't decrease across the turn-change. Temporary movements across my base radius of enemy units shouldn't disrupt production,even if there had been any (there weren't). It is theoretically possible that enemy units moved into mineral squares, disrupted production and were then destroyed by other enemy units. However, I used the editor to verify that this didn't happen either.
still befuddled but grateful for the commiseration,
K-san
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Rastapopoulos
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Berlin,Germany
Feb 2001 time: 06:13
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Actually, reading your post reminds me of one sad occasion in an MP game, whence a freshly mind-controlled foil that had formerly been owned by Marr decided to disappear the next turn. Marr at the time was played by the AI and I discussed the matter with my fellow human player and he conceded that we reload the turn (we were playing in Hotseat mode) only to find that the behaviour was reproducable.
IMO, this and the evidence above strongly suggests we are looking at yet another outrageous bug in SMAC that causes mind-controlled units to disappear, even though it doesn't seem to happen very often and the circumstances that lead to the event (if any) are still unknown.
The only good thing I can find about this is it somewhat balances the enormous power of probe teams by adding some sort of random risc factor. But of course this thing has never been intended to happen by anyone at Firaxis. If you ask me, they have very, very good game designers but lousy programmers.
What happens, I imagine, is something like this: all units ever produced in a given game are probably stored in some sort of internal list, which also states, among other things, who they belong to and probably some sort of tag is assigned to a unit when it's destroyed, so it can disappear from the game, but it still is registered for the purpose of showing it on some F-screen. Now when you probe a unit, the program has to change all kinds of properties in this list, namely who the unit belongs to and at this point it messes up and assigns the tag for being destroyed to these units. Something like this. Also explains all other kinds of messy behaviour in conjunction with unit-lists. I have seen so many lies in those F-screens, units assigned to the wrong factions, units in my Command Nexus I've never owned nor even designed and the like. As I said: lousy code 
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May the fungus be with you...
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