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Darkstar posted 05-26-99 06:57 AM ET   Click Here to See the Profile for Darkstar   Click Here to Email Darkstar  
Greetings. Just finished another fun game of SMAC, and thought I would list the newest bugs I found in the US version 3.

Bug 1 - Hit spacebar to get a Chopper to waste rest of its turn in its current space. The Chopper unit went into AUTORETURN instead.

Bug 2 - Had two formers drilling to aquifier, and settled colony pod on the same tile. BOTH formers stopped DRILLING. Deeply disappointed, and wanting the new river, I rush ordered the new city to build colony pod. Had the Formers do nothing (spacebar) until the city turned into a colony pod. When the 2 formers were once again commanded to drill to Aquafier, they picked up where they had left off in work done.

Bug 3 - Conquest victory achieved. Had one AI Faction that was a NON-SUBMISSIVE ally at win time. What the? Would you like a Save to see this?

-Darkstar

Eris posted 05-28-99 11:39 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
I don't think #2 constitutes a bug. You can't terraform a base square, and you turned the square into a base square. Aborting terraforming seems to fit this rule. Picking up again where they started seems to be logical.

Here's one, while I'm here, though.

If I right-click on a specialist, pick a new specialist type, and hit okay, it doesn't change the specialist type. In fact, so far the only successful way I've found to change the specialist type is to double-click on the specialist, then double-click on the new type.

Mergle posted 06-01-99 04:20 AM ET     Click Here to See the Profile for Mergle    
1) Turn off "air units auto-return" option

2) this makes sense, as Eris noted. What makes less sense if that if you'd moved them elsewhere and continued drilling, they would still have had turns accumulated!

3) Check the manual - pact brothers (up to 3 non-surrendered) can jointly win a conquest victory with you if you have coop victory enabled (the default).

Darkstar posted 06-02-99 03:24 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Mergle - On #1 - I'll try and remember that in the future. But if I tell something to skip its turn, I don't mean ONE Move. That isn't how it works for ships or rovers, for instance. So its non-intuitive/inconsistant behavior.

On #2 - That was why I was reporting it as a bug. The formers had built up a "construction" count, but having not CONTINUED to constantly terraform, they shouldn't have been able to carry that work done over. I DISLIKE them stopping when a city gets settled on top of them, but I will have to experiment more to find out if that is consistant overall...

On 3) My problem is that there is something that gets tripped that enables this. If I conquer all but two or three factions on a tiny map and are pacted with them, I have to BREAK PACT and kill them to win. (actual game of mine.) So what TECH gives cooperative military victory? I want to know what the trip-wire/enabler tech is, or consistant behavior throughout. Its one or the other.

Hail Eris! Mergle understood my point about 2. Maybe I should have better detailed it. Thanks for replying... Yeah... Specialist have always driven me nuts swapping as well... But I hadn't pinned it down to double clicking. Good catch...

-Darkstar

MichaeltheGreat posted 06-04-99 12:00 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
On #2, the terrain tile, not the terraformer, has turns accumulated - it's the same as Civ and CivII. The big difference is that the number of turns is not terrain dependent, as in the Civs, (with the exception of road building) but you have a counter built into the terrain tile to increment turns spent towards an improvement.

This makes sense from a design standpoint - say a terraformer unit is killed one turn before completion - the unit is killed, not the prior work on the land.

cousLee posted 06-04-99 05:38 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
But it don't work that way. The terraforming "credit" is attched to the former. You can "credit-up" formers, then take them to a new base, and instant complete boreholes, rivers, whatever. works best when stacking formers. Yes, It's a bug.
MichaeltheGreat posted 06-04-99 09:11 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
cous - that's Weird! I just had a game where a former was about to finish drilling to aquifer, got greased by a mind worm, and when I built a new replacement former, it got there and finished up the drilling in one turn - it must be one way under some conditions, and the other way under different conditions, so real buggy. I've had the type of behavior I described in my previous posts at least a couple of dozen times.

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