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Author Topic:   Bugs from last night...
Shining1 posted 03-29-99 07:37 PM ET   Click Here to See the Profile for Shining1   Click Here to Email Shining1  
What a night. Found:
* Game crashed immediately when trying to give a Morgan Colony pod to UoP in the senario editor.
* Received Borehole Analyst interlude story during second turn of game (twice). Neither time was I anywhere near the Borehole cluster.
* Pod 'effects' kept jumping across to my first real (i.e factory produced, not given by pods or start of game) scout patrol when pods were triggered by other patrols - happened for free recon rover and for mindworms infestation.
* Librarian level games keep starting one faction at random without a inital colony pod - this is not fair, and doesn't always happen to the most isolated faction either.
* Cannot get COMMFREQ ability in faction editing to work, no matter which parameter I use, or without a parameter.
* Am persevering with weapon editing but getting the wrong graphic for weapons bugs me. Please address this.
Shining1 posted 03-30-99 06:11 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Two more crashes last night.
* First, UoP ironman game lost when trying to 'switch off' a former from building a condensor. It's the 'Page fault at Terran.. etc... at Kernel 322 etc ... .DLL' I'll write the whole thing out by hand next time I get it (beta tester style) .

*Second, exactly the same crash when viewing the monument (activating the monument screen myself, not from a popup event).

Also noticed some other things:
* Free prototypes has not been fixed. Making a whole batch of new prototypes and then building any one of them turns them ALL into prototype complete units. This can be repeated throughout the game.

* Unit design workshop is a bit of a mess. Renaming a unit, accepting that name, clicking 'APPLY' and then designing a few extra units means they ALL get that name, even though this doesn't appear on the design workshop screen. You have to either name EVERY unit, or else do workshop/done between every design.

* Build unit menu doesn't get updated for obsolete units and name changes. Also cannot access workshop from build queue menu, which is when 90% of the time I want to use it.

Chris Clark posted 03-30-99 11:12 PM ET     Click Here to See the Profile for Chris Clark  Click Here to Email Chris Clark     
Prototypes arn't for exact units, but unit advances. You have to prototype every type of armor, weapon, and chasis exactly once. IF a bunch of your newly designed units all say they need to be prototyped, but they all share a chaos gun (as the reason they need to be prototyped) building one chaos gun will prototype them all
-Chris
marine posted 03-31-99 02:13 AM ET     Click Here to See the Profile for marine  Click Here to Email marine     
So does that mean you only need to put, say, the Chaos Gun on ONE (cheap) unit, whereafter if can be implemented on any chassis, at no prototype cost? Seems a bit strange -- ordinarily, the entire weaponssystem would be prototyped (at least in our world!).
Mergle posted 03-31-99 03:05 AM ET     Click Here to See the Profile for Mergle    
Exactly. Note that, of course, the bonus morale for the prototype will then apply to this less useful unit. I rather like this feature - it means you have a real feeling of tech progree with this slightly odd prototypes lying around.
micje posted 03-31-99 04:30 AM ET     Click Here to See the Profile for micje  Click Here to Email micje     
I always build a chaos/tachyon/whatever infantry when a new tech becomes available. In a city with skunkworks. I think the prototype system as it is now is not very balanced.

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