posted 08-10-99 07:28 PM ET
Transcribed from the Support and Troubleshooting forum. Items to note:1) Very little whining and/or socializing
This shoots JKMs (and all the "vets") arguments to shreds
2) posting to the list stopped after v4.0 came out
Probably because v4.0 was so limited in scope. Why bother reporting what you know will never be fixed?
3) no response from FurXs to this list - EVER
Unless you count the JKM article and the interview by Tim "No Bugs" Train
Here's the list as it stood in early July (in two parts):
>>>> Alkis
There were many debates as to how many bugs are still left in the game after patch3 so I had this idea to list them down. I think this list can help us come to a conclusion.
Whoever finds one that is not listed (please read the list first!) he can just pick the next number and give a short description; something like a tittle, one or two lines long. This way we can actually see how many bugs/cheats are there and also which things have to be fixed. It will be helpfull to Firaxis as well because they can read it very easily. If there is something they don't know already, they can ask the player to explain a little more.
Oh yes, if you find a mistake, ie something that is not really a bug/cheat please point it out.
Bugs/Cheats/Things to be fixed.
1. AI terraforms the volcano.
2. Infinite range missile/PB.
3. AI completes SP without a warning (sometimes).
4. Calling the council makes the game crush in MP.
5. Sea borders.
6. Mindworm's cycle increased when you order patrol with way-points.
7. Paradrop cheat.
8. AI uses a stored up production.
9. AI corners the global market with ridiculous funds.
10. When you try to lower terrain to sink an enemy base the AI asks for an incredible amount of money.
11. Golden age doesn't work properly (the +2 growth)
12. Bug when you upgrade your needlejets to a higher reactor type (they run out of fuel).
13. Probe teams attack a faction even if it has the HS algorithm.
14. Workshop not user friendly.
15. Misleading display when you look at other factions' research.
16. Urgent message bug.
17. Auto-formers just move around (more than sometimes).
18. Factions' leaders sometimes declare war even on magnanimous mood.
19. Omniscient AI
20. AI sometimes builds bases with no usefull squares (ocean, surrounded by ocean).
21. Social engineering cheat (you change it for one turn, then back again)
22. Dierdre does not behave like a pacifistic leader (I heard from others the same about Morgan)
23. There is no option to separate factions' starting locations. CMNs have to devote some time to do it manually.
24. Scenario Editor turned on (suddenly) in PBEM games.
25. About the Editor, it's not user friendly to say the least.
26. Interceptors scramble even when damaged, even when the unit they try to protect is stronger.
27. AI builds bases on fungus.
28. AI builds bunkers before discovering the needed technology.
>>>> VictorK
29. Energy calculation bug - you get free "stockpile energy" bonus when production in a base is completed, if its build queue is empty.
See my other post. IMO the most inexcusable bug of all. It is something that should have been done right from the very beginning, if the programmers were competent enough.
>>>> Darkstar
Oh, LOTS of known bugs missed. However, here's a few more...
30. AI builds bases on LAVA MOUTH of Volcano.
31. AI raises and lowers land without the prerequisite tech.
32. AI missiles have unlimited range. - Supposed to be fixed completely in version 4.
33. AI can design AAA transports, Human can't.
34. AI can design Clean Missile (Conv. and Planet Busters). Human can't.
Some of your bugs Alkis I don't think are bugs. Just stupid decisions made too often. (AI uses probes on Faction with HSA.) Would be nice if changed though...
>>>> tfs99
Some more ...
35. <Esc> acts like <Enter> on numerous dialog boxes with cancel option
36. Doesn't offer the same location to save a PBEM game as where it was loaded from
37. Can't set more than 4 waypoints (3?)
38. Setting 4 waypoints ==> WPs hosed unit goes off to strange location
39. Sometimes game will center on unobservable AI unit movement
40. (Obscure) Tries to open directories with .SAV extension as a .SAV file
41. Black triangles drawn on map
42. Up and down arrow buttons in Build Selection screen cause movement by too many rows
43. Can't "attack" neutral (alien) non-combat pieces and capture them (ala artifacts). Treats them like mindworms instead!
>>>> Zonker
44. Orbital Defense Pods don't always work when they say they do.
45. Battle odds are calculated incorrectly for mind worms attacking anything with a fusion reactor or better.
And two I'm not sure about:
(46.) Mind worms in the early game are sometimes too weak (attack with strength of 1, instead of 3).
(47.) Sea psi battles are always 1:1, instead of 3:2.
On the other hand, I think #3 might not be a bug, but just the computer choosing to hurry production on a SP, and #10 might be a design choice.
>>>> Thue
ad 45. I think you get cheated by the fact that better reactor doesn't help against mind worms. There is however a bug with singularity reactor when the hitpoints decrease with 4 instead of 3 at a time.
ad 47. Intentional.
-------
48. Space elevator doesn't work.
49. AI can be goated into war infinetly many times by just demanding stuff, even when you are far superiour. I never have reputation below noble
50. Bulk matter transmitter doesn't work as adverticed. You should update the help file.
51. The odds calculated before a battle does not represent your actual chance of winning. In reality you allmost never lose a battle estimated to 4-1.(you should lose 1 in 5 times)
52. The odds sometimes are very large numbers. For an imperfect estimation you should round it off.
53. Smarter auto-defence figthers that don't fly of in a random direction.
54. Stopping text in blurbs (like when you discover something) from constantly resizeing(when scrooling), making it a pain to read.
55. If you have probeteam tech but not doctrine:mobility you can use the autocreated probeteam design to create units using the speeder chassis.
>>>> dkl
56. "Secrets of (anything)" discoveries all present the "Secrets of the Human Mind" monument all over again.
57. Setting a former to Autoimprove often makes it go sit in one place and do nothing for as many turns as you are willing to leave it alone. I guess some of them are shy?
58. Setting a former to autoremove fungus often sends it running across the continent/seven seas when there's plenty of fungus right nearby.
59. Manual BADLY needs an index.
>>>> VictorK
ad 51. I think the odds shown before a battle are not meant to represent the chance of winning the battle; they only represent the relative strengths of the two units. If the two units have equal hit points, the odds represents the chance of inflicting damage in each round of battle. Or taking hit points into account, you might interpret it this way: if the odds is 4-1, you can expect to win the battle, and take a damage of 1/4 of your unit's remaining hit points.
-----
60. Formers can drill to aquifer in adjacent squares (similar to the borehole bug in previous versions).
61. Soil enrichers and condensers do not work as advertised (they give 50% nutrient bonus instead of +1); should update the help file.
>>>> smod
62. Self-Aware colony ha no effect on your maintenance payments.
63. One of my Needlejets just winked out of exitence on its first turn out of base! it jus, and #10 might be a design choice.
>>>> Thue
ad 45. I think you get cheated by the fact that better reactor doesn't help against mind worms. There is however a bug with singularity reactor when the hitpoints decrease with 4 instead of 3 at a time.
ad 47. Intentional.
-------
48. Space elevator doesn't work.
49. AI can be goated into war infinetly many times by just demanding stuff, even when you are far superiour. I never have reputation below noble
50. Bulk matter transmitter doesn't work as adverticed. You should update the help file.
51. The odds calculated before a battle does not represent your actual chance of winning. In reality you allmost never lose a battle estimated to 4-1.(you should lose 1 in 5 times)
52. The odds sometimes are very large numbers. For an imperfect estimation you should round it off.
53. Smarter auto-defence figthers that don't fly of in a random direction.
54. Stopping text in blurbs (like when you discover something) from constantly resizeing(when scrooling), making it ants.
With the Scenario Editor you can place neutral pieces like artifacts, colony pods, supply crawlers and such. I did this as part of a scenario I was building so that players could stumble onto the "goodies", capture them, and put them to use.
I assumed that all non-combatants could be captured like artifacts can. But it turns out that they can only be captured as if they were mindworms. Otherwise you just attack and destroy them.
A minor problem, I know, but one that would be fun to have corrected. As it stands, you can only create artifact "goodies" or you can pre-assign goodies to the closest faction, but that means only they can find and capture them.
>>>> VictorK
ad 62. Self-aware colony does halve your maintenance payments as advertised; the effect is just not shown in the F3 report screen.
-----
66. Alien artifacts within a base are not always captured when the last defender of the base falls (as mentioned in p.107 of manual). Sometimes it reappears in a far-away square and falls into control of a third faction.
>>>> Perryn
I don't know if you've heard me whine about this before, but:
67. Music doesn't play under V3.0, but it did from V1.0.
68. Crashes from fault in sound.dll
>>>> Rackam
69. Planet buster wont destroy an empty base. After all, it's there to blow it to hell, not capture it.
>>>> TheScientist
70. Bases can't reach a population above 127, they turn into negative! (This is very problematic, because every city can have a pop of 184, max is 266)
71. If you negotiate with a AI-player during your partner's turn in a non-simultan multiplayer game, and your partner ends his/her turn, you can't exit the diplomacy screen
72. Sometimes the AI offers you the same tech twice, even if you got it already the first time
>>>> Arjuna
73. Here's a doozy in 3.0 version. Apparently when they made the human hive immune to efficiency loss due to social engineering they also made Hive immune ot efficiency gain! It really stinks to be stuck with 0 efficiency for the whole game.
>>>> TheScientist
I have a suggestion for an enchantment:
(74.) Add a scripting language for scenarios and formers (so that I can fit auto-terraforming to my strategy)
-----
ad 73: You can have positive rates. "Immune" means, that the RESULT can't be lower than 0, not that each negative modifier is set to 0. If the Hive chooses, for example, a green police state, the two efficency bonus from "green" will be eliminatet by the -2 from "police state". If you now add "knowledge", it should be +1.
ad 70: I have to correct myself: Normal cities can only reach a pop of 123 (without supply crawlers). A city with a pop of 184 has to be in the jungle.
>>>> carlos
75. Top arrow of scrollbar of F4 screen is shifted to the left compared to the scrollbar.
76. Humane Genome Project doesn't always work correctly. I had cities (with the hive, transcend, ironman, UK version) that didn't have at least one talent.
77. In an ironman game the load option in the menu has desapeared (intentionally?) but the combination Ctrl+L still works.
78. AI production of planet busters can easily be sabotaged by attacking with a missile, this way it's possible to prevent the enemy factions of ever building a PB (as long as you're Governor or have infiltrators everywhere). This is more a cheat. It should be changed for Transcend at least.
>>>> TheScientist
79. If the last single player game was ironman, a multiplayer game will be ironman, too (at least in network). If one player saves the game, (s)he will be dropped.
80. In multi-player, the "auto-design units" option can't be properly turned off (the computer designed my units, although I disabled it).
81. The computer also ignores this setting and designs units in single-player, when a new reactor is discovered.
82. Some units (especially PBs) can't sometimes be selected in the workshop and edited/deleted/upgraded.
83. The "Yes to All" button doesn't work.
84. In German translation, some buttons have been divided into two seperate ones!
>>>> Fizban666
This may be because of my low end system but....
85> Sometimes the sound echos when you kill a mind worm
86> When you tell a unit to auto explore while it is in a base it wont leave.
87> On various occasions you can see the terrian under a unit through a unit.
88> (suggestion) A non combat unit souldn't get the negative mod. while being attacked by mindworms.
89> I can hear the videos but i can not see them(see posted note)
90> Units on auto explore keep going around in circles.
91> When telling a unit to go somewhere it will avoid fungus at all cost even if the fastest way is strait through it.
92> Computer opponents call a vandetta you first time you talk to them even if you haven't done anything wrong. (miriam mainly)
Oh yeah and onopped.
80. In multi-player, the "auto-design units" option can't be properly turned off (the computer designed my units, although I disabled it).
81. The computer also ignores this setting and designs units in single-player, when a new reactor is discovered.
82. Some units (especially PBs) can't sometimes be selected in the workshop and edited/deleted/upgraded.
83. The "Yes to All" button doesn't work.
84. In German translation, some buttons have been divided into two seperate ones!
>>>> Fizban666
This may be because of my low end system but....
85> Sometimes the sound echos when you kill a mind worm
86> When you tell a unit to auto explore while it is in a base it wont leave.
87> On various occasions you can see the terrian under a unit through a unit.
88> (suggestion) A non combat unit souldn't get the negative mod. while being attacked by mindworms.
89> I can hear the videos but i can not see them(see posted note)
90> Units on auto explore keep going around in circles.
91> When telling a unit to go somewhere it will avoid fungus at all cost even if the fastest way is strait through it.
92> Computer opponents call a vandetta you first time you talk to them even if you haven't done anything wrong. (miriam mainly)
Oh yeah and one more thing. Some additional town names in the hopefully upcoming patch. I'm tired of seeing the same names pop up.
>>>> 1212
In note to the efficency with the HIve. Would IT BE FAIR TO GIVE THEM EFFICENCY. NO!!!!!!!!!!!!!
-2 economy. oh yeah like thats a problem. I think this was implimented on purpose.
>>>> Arjuna
I did some playing around with the hive and see how it works now. Oh well, so much for the super-faction
93. In the Audio/visual preferences, accessed from the "Start" button (forget what it's called) the sliders for sound effects/music volume are all out of whack.
>>>> Igor
ad76. On the huge map on Transcend with 0 effic you can have only 12 (not sure) bases without problems with bereaucracy and, as result, with Drones. If you have more than 12 bases, Talent-Drone=Worker. If you have >24 bases, Talent-Drone-Drone=Drone. Human Genome always works, but Drones are random generated, and could be in any base, if amount of bases was overrun.
94. Automated sffenders.
Question: Is the commerce income included with the gross in the econ scan? If not we have a seriious bug on our hands.
>>>> Mergle
The commerce thing confused me too, at first. The point is, say you have 50 commerce, with a 50% labs/50%energy soc. setting. Then your *income* will only increase by 25 from commerce. Hence the apparent disparity.
>>>> VictorK
Re: #95 the upgrade bug was in earlier versions, but fixed in v3.
As to whether you should buy the game or not, I would have said yes, despite all the bugs and flaws, before I discovered bug #96. But now I am inclined to say no, unless they fix this. I have been playing mostly exclusively at Transcend (supposedly the hardest level), and I'm disgusted to realize that a bug has been giving me a significant advantage at that level.
------
99. If you station a unit in a pact brother's base, from the base screen you can switch home base of your unit to that base, so that it doesn't require support (your pact brother's base doesn't have to pay for it either). It is clearly not intended, since the normal Ctrl-H command doesn't work in this case.
100. You can't normally build farms on volcanoes, but you can do this with the Ctrl-Shift-S/Ctrl-Shift-M command.
>>>> Pat79
101) An aqua-probe team, upon completing it's mission, will be returned to the nearest city even if nearest city has no access to water. Probe team is now stuck.
>>>> Darkstar
re: 95 - Upgrade bug. It is NOT fixed in version 3. Indeed, sometimes I go into the Unit Workshop to build something with a new Component, and having yet to ever DESIGN something, let alone upgrade a prototype to something else Newer, and its already prototype complete.
>>>> adw
Completed first game with quick start features out of v1.0e box. Upgraded to v3.0 during play.
os - win 95 4.00.950 B
computer - Pentium Pro, 128M RAM
102 - Fungus behaves like forest (as advertised). But, there is an advance (maybe centauri psi) that let's you build improvements in fungus. However these improvements do not modify the resources for that square. (Nor does fungus let you have the nutrients/energy/minerals bonuses.)
103 - Units appear to move to the base that produced them rather than their home base with the action return to home base command.
>>>> DanceR
Unit Workshop Bugs.
-I play with auto prune off, but it's getting really annoying when...
104. Auto Design units keeps suggesting new units based on retired designs. Once you retire a design, the auto-design is suppose to base it off existing types.
105. Auto Design should not suggest units you have already upgraded. example 13-1-*2 copter gets upgrade to same w/ clean. Next discovery occurs, same copter appears and again requires upgrade to clean. Repeat every discovery. Even if you find a new tech, it suggests units not involving that tech.
106. Cannot upgrade/modify transports. Some ship types (even cruisers) when upgraded default to land units.
107. If you enter workshop from Queue menu, units removed via RETIRE or Upgrade from a workshop is not reflected in the list when you exit workshop. You need to close Queue window and re-open to see pruned list.
MONSTER BUG!!!!! Annoys the living hell out of me..
108. You have overridden a Governor and told it to build a SP. (Base governer setting is cannot build projects) If another faction builds it first and Governor is active, he will select something from the build list remaining and dump all production into that item. SP should never be re-configured to another project or building type without asking the player. I have many time been 2 turns away from completing a SP when the AI finishes before me and my 30 turns of building gets me a wonderful "perimeter defense".
109. SP next turn bug.. If you build a base, turn off governer and tell it to build a SP, the same time as another base. When first base is done, it will ask you change to a new project. Just ignore it.
Production will continue until you see a project you want to use, convert to that project and complete it the very next turn.
>>>> VictorK
ad 102: Intended. Enhancements in a fungus square are useful for improving resources output in adjacent squares, not the fungus square itself.
>>>> Bashi Bazouk
110. The yellow event text on the map is erased after Pop up warning menus have been dealt with. Giving you only moments to read sometimes critical information. (like the first energy crash I noticed. 11,000 to 2500...what the..)
111. With all possible victory conditions selected in the starting prefs and each victory condition completed in the game, no victory is ever given. No option to corner the energy market or get elected supreme leader. Every faction destroyed or surrenders no victory screen given. Built the ascent to transcendence with the same effect. (this has happend with only one game...but after many, many hours this was quite anoying.)
>>>> JarJarStinx
Re: #3. AI completes SP without warning.
I thought this was a bug, too, but after further thought, it's not. Consider this:
The AI has completed enough of an SP to fall just short of the point where a warning message is sent. In other words, 2 or more rounds until it's finished the SP. The AI then changes its social engineering so that it's industry rating is improved to the point where it can complete the SP next turn. That's not really cheating. It seems reasonable to me. You just have to be prepared for this possibility....
>>>> ZRand007
112. AI players attack about 95% of the time on the turn after a peace treaty was signed after a cease fire. Wouldn't it be less damaging to their rep to betray during a cease fire?
113. Urgent message boxes don't work correctly.( Repeats the message several times, but never gives you the message!)
>>>> smod
114. If you upgrade a class of air unit in the Workshop screen while a plane is out of a base its remaining moves go down to 1 even if it is on its first turn out.
115. The famous movement near border bug.
Other factions often spend AGES turning the same unit round in circles near to your border or inside if Pact. this can last for quite a while if the unit is on mag-tubes.
The same thing happens if you give go orders to your own units: the green line you get when you click the go order goes to the right place, but then the unit starts moving in a triangle when it reaches the border.
Surely the AI could check if it has a unit caught in a loop...
>>>> drako
116. Secrets Bug - If u get a secret tech from an alien artifact, u do not get the bonus tech despite the fact that u are the first to discover it.
117. Surrender Bug - If u get the last faction to surrender through diplomacy (ie threthen a faction with friendship treaty to submissive pact brother), conquest victory not achieved.
118. Home Bug - U can home your units in pact brother cities using the right click menu & thus dont pay support for the unit.
>>>> cousLee
why this list is just too short! (S>A>:save available)
119. Pact faction probe bug. (prober gets to pick own punishment if caught) S>A>
120. AI jets that don't run out of fuel.S>A>
121. AI mineral cheat. (AI carrys over more than 10 minerals, MUCH more)S>A>
122. (related to 104,105,others) Workshop/unit design. The problem, is the game auto-designs units when you discover a new reactor. turning off auto design is ignored on this unit component.
123. PBEM reload screw-up. not a bug, a screw-up. When you reload a PBEM game, you get a warning "if you continue, notification will be sent to the other players". This is fine, but WHERE IS the cancel option? IF(?) you continue!? only option is "ok".
124. Graphics bug. unit icon disappears, but the unit is still there. (talking about my own unit)S>A>
RE#30: Humans can also build on the volcano cap.
RE#56: It gives proper credit at the end of the sentance on the pyramid badge for secrets. otherwise, you would have to have 3 seperate badges, or only for the first (S of human brain)
RE#59: What, you want them to patch a book???
RE#60: Drill to aquifer can not be started next to a river. you can start a river in adjacent tiles, but when the second former completes the job, it re-routes the first river. You can get 2 rivers, if started on neighboring slopes, but IMHO you should be able to.
RE#114: Upgrading to a new reactor gives you the extra movement points. Since the jet have already used up it's allotment, it only has the 2 new movements point available. Not enough to make it to a base (most of the time). This can be avoided by not upgrading in the design workshop. IMHO, the upgrade all units in the workshop should only be available at the start of your turn, or removed alltogether. I also think you should only be able to upgrade units when their in one of your bases.
RE#66: I have a save file on that bug also.
>>>> smod
Re: Re: 114
sorry to re-thrash: it went like this:
turn 1.: plane goes to attack. end turn.
turn 2.: get new reactor / weapon /whatever.
upgrade all planes. carry on playing. get to plane waiting outside enemy city which hasn't yet moved this turn: it has one move left.
I agree with the previous poster about how it would be fairer... perhaps... if you couldn't get round the whole-turn upgrade by using the workshop... although it's something i do all the time and i would miss it if it wasnt there
>>>> cousLee
I see. My experience was:
Turn 1: flew out and attacked (emptying the base) then upgrade the needlejet to a new reactor type, and used the 1 move pnt to move the same attacker into the base after capture.
Turn 2: fresh and ready to go on a first run.
Obviously a related bug. And a cheat IMHO.
>>>> Rackam
Watch out for this one boys and girls.
125. If 'edit unit' is selected in the scenario editor and no unit is inside the curser, the game hangs.
re#116: I've been testing this one and you do get an extra tech but not until your next turn if a 'secret' tech is discovered with artifact/UT. If blind is off, you get the tech you were researching. If blind is on, the tech is in one of the areas you were researching.
>>>> Defiler
126. Formers set to "Auto-Improve Home Base" will eventually get stuck in an infinite movement loop when using mag-tubes.. It's possible that the loop ends eventually, but it was still going after 20 minutes on my P3-560. This only seems to occur when there are large numbers of Formers working on the same area.
127. Formers built on the "Gunpod" chassis (I forget the correct name) are totally useless, when they ought to be the most capable type available. All they will do is fly back and forth between your bases. They seem to think that they can run out of fuel, even though that chassis type doesn't need to refuel.
>>>> Psimanic
128. The battle odds are SERIOUSLY wrong. On many occasions, I have experimented with a battle, only to find that I will ALWAYS without exception lose the first round. I'm not sure why, and it only happens a few times, but the odds were something like 4.5 to 3 in my favour.
129. Why can't I find a way to stop the workshop from designing lots of new units when I discover a new reactor, it's very annoying.
130. Why does the computer never offer peace if its the very last city on the map, and its surrounded by 8 sinularity hover-tanks, and contains no defenders. I carried on a game for 20 years when the computer had one city only, and the Morganites would not recievce transmissions ( I know, I'm nitpicking! )
>>>> kcmagee
131: When an undefended Hive base is attacked by mindworms, the pop is reduced and one improvement is destroyed (as usual), but the improvement which is destroyed is often the perimiter defense. As the presence of the perimiter is due to the fact that the base is underground and not because of an actual defense, this doesn't seem like it should be possible.
re 56: Not really a bug. Read the text carefully; It should list when you discovered "other secrets".
>>>> jklame
132: Capturing the enemy capitol does not prevent them from cornering the global energy market after 20 turns. 20 turns passed and Morgan had no capitol but he won an economic victory anyway.
133: FUNGNUTRIENT, FUNGENERGY, and FUNGMINERALS settings in the faction.txt files will add at most 1 resource to a fungus square. Perhaps this is intentional but I see no reason why "FUNGMINERALS, 2" shouldn't work (for instance).
Re 120: I just wanted to confirm that AI jets do not run out of fuel. I verified this by surrounding an AI needlejet with 8 of my own. It didn't (couldn't) attack me but it didn't run out of fuel either. I held it in place for a few turns and then it flew home when I finally gave it a way out.
>>>> jklame
The following were reported to me by VYWood@cs.com (who is apparently unable to obtain a password to this forum). I'm just playing the messenger here.
134. Singularity Inductor does not reduce your Eco damage like it is supposed to.
135. Some infantry units appear shrunk on the screen.
In addition, the following suggestions were made.
**Another base facility besides CC that improves efficiency.
**Conventional missles need to have their price reduced because you can build a singularity needlejet for the same price.
Note: I disagree with both of these. I don't see the need for the first and I think that it is reasonable that superior technology allows you to build better weapons for the same price. (Sorry about that)
>>>> VictorK
re 134: Singularity Inductor certainly does reduce your eco-damage like it is supposed to... Of course, since it also boosts mineral production, you'll probably have a net increase in eco-damage overall.