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Author Topic:   PATCH 5.0: "Just the bugs, mam..."
yin26 posted 08-17-99 10:34 PM ET   Click Here to See the Profile for yin26   Click Here to Email yin26  
Well, the "Dispelling the Arrogance" thread has become a much-needed venting room for disappointed SMAC owners, but the actual process of finding and proving the existence of bugs is being overwhelemed by pent up frustrations. Please continue long discussions about those issues in that thread.

This thread will be just be about the bugs, the whole bugs and nothing but the bugs...Sorry to you guys who already posted some bugs in the other thread, but could you repost them here? Thanks.

I should also briefly outline what counts as a bug:

1) First, please make sure you are using SMAC 4.0, for obvious reasons (thanks to Darkstar for the reminder).

2) Do NOT list any enhancements here. An enhancement is something you think could have been done in a better way but wasn't. Those things are for a Wish List.

3) Do NOT guess. Many people simply think they see a bug without actually testing it. There have been some cases where people simply didn't understand something and wrongly thought it was a bug. So let's help each other find the real issues.

4) Whenever possible, we will be sending saved games to FIRAXIS showing the bug. This will be of huge help to them in fixing the problem, if they are so inclined. Saved games should be sent to me at:

[email protected]

Make sure the title reflects the bug in question, and also please send a detailed description of the bug, what triggers it, where to look to find it, etc.

5) But just don't send me the detailed info. Please share it with us as well so we can all understand and be involved. For example, don't just say: "The energy bug." Please be specific so we can look for it on our machines as well and hopefully all verify it.

My personal reason for doing this is not to say SMAC is a horrible game. However, two things can't be denied: 1) There still are major (and many minor) bugs in SMAC even after 4.0, and FIRAXIS thinks there is no need for a 5.0. 2) Certain members of the FIRAXIS staff have become rather complacent about bugs and customer relations, going so far in one case to display a degree of ignorance, arrogance and disrespect for the gaming community because we want as close to a bug free game as we can get. Anybody (Jeff) who thinks like that, especially when he is the Quality Assurance director of the company, should be sent a nice fat e-mail with legitimate bugs and, where possible, saved games documenting the problems that still need fixing. He thinks his work on SMAC is over. We beg to differ.

Any don't worry, his boss and anybody else we can think of at FIRAXIS will receive a copy as well...just so nobody else there can claim there are no significant bugs left in SMAC 4.0

One last thing: Is anybody out there good with the editor? As was suggested to me by a secret agent from Australia, it might be much easier to document some bugs if we created situations in the editor that clearly show the problem. This missle range issue would be an example. Is anybody up for that?

Yin

AnnC posted 08-18-99 02:29 AM ET     Click Here to See the Profile for AnnC    
Multi-player bug:

If you go into the Design Workshop and retire a design, then all units of that design disappear for *all* human players.

No need to submit a save file - this bug is easy to reproduce. Just create a hotseat game with at least two players, build a few scout patrols for each player, and then have one player retire the scout patrol design. Presto magico - all scouts have disappeared.

AnnC posted 08-18-99 02:57 AM ET     Click Here to See the Profile for AnnC    
To clarify: one player should 'retire' the scout patrol design after upgrading all of his/her scouts to a new design.
akathisia posted 08-18-99 09:13 AM ET     Click Here to See the Profile for akathisia  Click Here to Email akathisia     
Disappearing base/unit bug:

Human-controlled and AI-controlled bases and units "disappear" from the screen at random intervals during the game. The entire structure disappears showing only the underlying terrain. They can still be accessed, moved, attacked, etc. providing you remember where they are located. (According to Darkstar this is related to the graphic engine not displaying map overlays as often as it did in prior patches. In view cursor mode by going over the tile, it will be repainted.)
Difficult to get a save file but multiple players have reported this occurring.

akathisia-with a lot of help from darkstar

tfs99 posted 08-18-99 05:31 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
I'll transcribe the other bugs later. Meanwhile, some new ones:

#3 Naval units lose an extra movement point when popping pods. This is very annoying and no .SAV is required. Happens all the time.

#4 Random base facilities appear on bases from time to time and sometimes disappear again in MP IP. I kid you not! I have a base in a game I am playing where a Perimeter Defense AND a Network Node have appeared and stayed and another base where a PD appeared and disappeared.

#5 The game auto-upgrades production to "new" designs, even when you do not want it! I want to build a 0-1-1 Probe Team in a city and each turn it keeps changing it back to 0-1-2 Probe Team (10 mins more!).

SMAX n ... Ted S.

White_Cat posted 08-18-99 05:37 PM ET     Click Here to See the Profile for White_Cat  Click Here to Email White_Cat     
> #3 Naval units lose an extra movement point when popping pods. This is very annoying and
> no .SAV is required. Happens all the time.

How do you know this isn't by design?

FyreTalon posted 08-18-99 06:33 PM ET     Click Here to See the Profile for FyreTalon  Click Here to Email FyreTalon     
I have emailed a copy of the save game containing this bug to [email protected].
In this game, Deidre is talkign like Miriam! We were Pact Brothers, and then all of a sudden out of the blue she called me up and said somethign about the lord not liking me or some **** like that. Now every time I call her she says bible stuff just like Miriam normally would. Also, she is currently at war with Miriam. Weird stuff.
DilithiumDad posted 08-19-99 11:15 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
I actually agree with Fireaxis. With Patch 4.0, this is the least buggy game I have ever played. (Slow load time is annoying, though).

I think the lost movement point is by design. It makes sea pod popping very dangerous! (but it's also very rewarding!)

One major bug in multiplayer with Time Warp option and Blind Research off--all players get to choose their research except the poor Gaians, who don't even get to set a priority but instead get a batload of random research.

DilithiumDad posted 08-19-99 11:16 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Oh, and I have never seen the other bugs that were mentioned --but I have only played two PBEM's (lots of multiplayer games with my son via serial link cable, though).
Darkstar posted 08-19-99 12:31 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
re: Lost Point Popping Pods
Does a rover or a hover vehicle lose a move point when popping a pod? If they do, it's consistant, and therefore PROBABLY not a bug. People might disagree whether you should lose the point, but consistancy is guide about this sort of thing.

-Darkstar

FyreTalon posted 08-19-99 02:45 PM ET     Click Here to See the Profile for FyreTalon  Click Here to Email FyreTalon     
I am not sure whether these are bugs are not, if they are, tell me and I will send saved game copies of them to yin. 1) I am the Hive, and I am using Police State and Planned. The thign is, I am not receiving any penalties for these choices... just bonuses. When i choose hese choices, the negative impacts they are suppose dto have (-2 efficiency) do not happen!!!! Is this supposed to happen with the hive or what? This is the first tiem I've played them( I usually play Uop or Morgan), so I don't know. And 2) I keep getting these messages that enemy formers have altered the rainfall patterns near my bases, but no formers are visible!!! What's going on?
Darkstar posted 08-19-99 02:53 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
re: Yang Immunity
Yang's faction, The Hive, is immune to efficency. This means that they don't suffer any ill-effects from what the efficency setting SHOULD be on them. This is a change that was made in SMAC Version 3, and was only listed in the Readme.

re: Enemy Terraforming
The enemy has been altering land. It might be due to raising/lowering, it might be due to other things. The closest base that would notice these effects does seem to be in error, as its been said its always the latest base built.

-Darkstar

Mcerion posted 08-19-99 10:59 PM ET     Click Here to See the Profile for Mcerion  Click Here to Email Mcerion     
This is a new game using v4.0 enhancement playing as the University.

Many of Yang's needlejets do not need to refuel. If you look at Yang's needlejets over the Uranium Flats, you will see only some of them will fly back to base for refueling. Some will attack and not crash from lack of fuel. Still others attempt to return to base, but fall far short of making it and still don't crash due to lack of fuel.


Packard Bell S615
233mhz Intel pentium mmx
96mb ram
Intergraph Intense 3d voodoo v2073 driver
glide 2.48
AWE64G version 4.38
windows 95 4.0 build 1212 b
dos 7.10
directx 6.1 (4.06.02.0436)
SpaceOrb joystick 4.81
Microsoft Intellipoint Mouse

Mcerion posted 08-19-99 11:00 PM ET     Click Here to See the Profile for Mcerion  Click Here to Email Mcerion     
I'm sorry, I forgot to mention that e-mailed a saved game reflecting this bug to Yin26.
Becky posted 08-20-99 07:31 PM ET     Click Here to See the Profile for Becky    
Fyretalon's problem with Deidre spouting off about religion is I suspect not a bug, as this happens if you've randomized the faction leaders social goals in the game rules.

The main problem I have with patch 4 which ought to be fixed is the time it takes to load games now, far longer than in the previous versions.

jsorense posted 08-20-99 07:44 PM ET     Click Here to See the Profile for jsorense  Click Here to Email jsorense     
Becky,
Welcome, we don't get too many women around these parts any more. Actually, we never had too many women posting here.
FyreTalon posted 08-21-99 01:28 PM ET     Click Here to See the Profile for FyreTalon  Click Here to Email FyreTalon     
Hmm, maybe, but I believe i was playign with standard rules. Also, if I had been playing with those custom rules set, would she change personalities mid-game?
icosahedron posted 08-23-99 02:23 PM ET     Click Here to See the Profile for icosahedron    
I would bet that tfs99 and AnnC bugs are related.

AnnC: "If you go into the Design Workshop and retire a design, then all units of
that design disappear for *all* human players."

tfs99: "Random base facilities appear on bases from time to time and sometimes
disappear again in MP IP."

tfs99 specifically mentions the perimeter defense and network node. These are default facilities for Hive and UoP, respectively. It seems that the MP engine may be confusing the various human players under some circumstances, leading to both bugs.

- icosahedron
PS: The infinite-range Yang PB bug is still the worst one in the game. I never let Yang last long enough to do it to me anymore, but it is a pain because this often means I can't pursue my most natural strategy in my haste to kick Yang off Planet. Extremely irritating.

Aredhran posted 08-24-99 06:08 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Clarification on the "lost movement point when popping sea pods" bug.

You lose 1 point *if and only if* the pod turns out to be infested by native life forms. Otherwise, the behavior is normal. Is this a bug, is this by design ? I don't know.

Aredhran

JAMstillAM posted 08-24-99 02:05 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
The "lost MP" is clearly a design feature. Undocumented perhaps, but internally consistent and reasonably explainable. e.g. evasive maneuvers, etc.

It is not consistent with the land pod popping, but then different gameplay design rules apply there, as well. e.g. Land units with >1 MPs can make multiple attacks, while Naval units can't.

JAMiAM

Singularity posted 08-24-99 07:35 PM ET     Click Here to See the Profile for Singularity    
The lost movement point is a big one that I noticed. It's actually cost me some units before.
Aredhran posted 08-26-99 04:21 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
I now have a .SAV that proves the Infinite Range PBEM bug (which is still in that damned game after 3 patches ! Un****ingbelievable !)

Yang built a fission PB (range 15), and hit one of my cities 23 squares away (and he *did* have other cities within range - just none that had a Special Project )

Yin, I sent it to you already, but if you need it again, feel free to ask.

Aredhran

yin26 posted 08-26-99 04:49 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
Aredhran,

I have it...but I'm away from a SMACable computer for a while, so I wondered if others have confirmed it yet. If that bug is STILL there, well, it's pretty sad. But let's confirm it first.

Aredhran posted 08-26-99 07:56 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Ted experienced it with conventional missiles (his message to me said "this is old news"), and cousLee confirmed it as well.

Aredhran

Wolf Dreamer posted 08-28-99 08:58 PM ET     Click Here to See the Profile for Wolf Dreamer  Click Here to Email Wolf Dreamer     
Trading bases now causes all units, with the exception of those on police duty, to disappear. They don't transfer to other bases like before, they just vanish. I traded a base with my pack sister Deidre and I lost several military units located at other bases, a colony pod I had in a transport, and several terraformers which were being supported by the base I traded. My other bases could have easily supported them. Deidre also lost a few units which were supported by the base she traded to me.

I'll send the savegame to whoever wants it, if you need it to confirm this. You can probably do it with your own savegames just as easily though.

Has anyone else had this problem?

Darkstar posted 09-01-99 04:11 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
This may have been mentioned somewhere above, but if so, I missed it.

Scenario Editor Bug: Noah's Flood
After loading any map into the scenario editor, RAISING or LOWERING terrain causes the world seas to flood by 1000 meters, drowning the land.

I discovered this while trying to create a 3 vs 3 team map for the SMAC Team League play at ACOL. If you want MY beginning maps that I discovered this on, email me Yin, and I will send you the map. (Custom size, 42 x 80, but this should be repeatible with ANY maps from the noise we have heard already about Editing maps.)

-Darkstar

RedFred posted 09-01-99 04:47 PM ET     Click Here to See the Profile for RedFred    
My feeling is that Firaxis won't do anything more so I am not sending saved games. The comments below are just for other players' interest.

A mutual enemy took over my pact sibling's city. One of my units was stationed inside and remained inside and under my control after the takeover.

If I get the Cloning Vats, there seems to be an updating bug. Cities will zoom up to the maximum size in one turn after staying the same size for several turns ( max size: restricted by hab complex/ hab dome/ available food) This only happens to cities that I have shut down growth temporarily to prevent more drones. When I turn the transcendi back to workers on food tiles to resume growth, then and only then, this bug occurs.

I don't understand the return to base function for air units. Sometimes they will return to the nearest base and end their turn. Sometimes they will return to base and not end their turns. Still other times they will not return to a base automatically. Most annoying so far has been a air colony pod. Turn #1 I get it over half way to the target destination. Turn #2 it flies around for a while on its own and returns control to me with 4 movement points left. No home or allied base is within 4 movement points. No place to build within 4 movement points.

Darkstar posted 09-01-99 10:30 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Follow up to Scenario Editor: Flooding.

This only occurs on maps that were blanked to all ocean via the Edit Map command. And it only occurs ONCE (saving a flooded map, loading it, and raising/lowering land does not cause another flood).

Still highly aggravating when creating maps for multiplayer matches!

-Darkstar

Rex Little posted 09-02-99 12:26 PM ET     Click Here to See the Profile for Rex Little    
RedFred: Based on what I've observed, an air unit won't end its turn after returning to base if it has more than a certain number of movement points left. Exactly how many I'm not sure; it may depend on how many it started with. Also, if there are enemy units adjacent to the base it won't end its turn (this is good, because you can use the remaining movement to attack the enemy without leaving the base). And if it encounters an enemy while returning to base, it stops and returns control to the player.
MikeH II posted 09-03-99 07:42 AM ET     Click Here to See the Profile for MikeH II  Click Here to Email MikeH II     
The number of bugs reported in this thread is much smaller than any of the previous bug lists, these seem to be 3 main ones now. Multiplayer confusion with upgrades and retiring designs, graphical update glitch and of course the perrennial infinite missile range bug. That really isn't too bad IMHO. Good work to bug reporters and Firaxis I say.
tfs99 posted 09-16-99 06:56 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
Actually there are some in another thread that I have not copied over to this one. Some of those are pretty significant, the biggest being the Maintenance Discount bug for Thinker and Transcend.

Here is a new one I learned about yesterday:

In MP IP games, Supply Crawlers are disbanded at 1/2 minerals to complete Secret Projects. Yuk!

I was hurrying my Maritime Control Center when I noticed that each crawler was only bringing the turn count down by a turn a piece.

Oh well, this is too bad, yet another bug that would have been found if FurXs (R) had bothered to do any serious MP testing.

SMAX n ... Ted S.

Darkstar posted 09-17-99 06:14 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
I'd just like to point out to our esteemed friend, tfs99, that Firaxis probably did lots of MP "testing" from the time there was MP in place in the code. They probably just didn't watch the exact numbers as closely as you did.

Not defending anyone, but pointing out that there is a difference between OBSERVING, and playing (aka play testing). I know if it was me, I'd played it until I was sick of it as a developer. I'd want to use all the cool new features that just got coded in (especially by me), which obviously would be needed to test in SP or MP. And MP is just so much more fun...

-Darkstar
(All work and no play makes Darkstar a dull crazy person about to go insane...)

Darkstar posted 09-17-99 06:17 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
And Mike, I think the lack of bugs posted is due to a lack of interest in informing Firaxis of them.

After all, while the Alkis Easy to Read list isn't all bugs, it's certainly got a few, and I don't RECALL those being reported here. Were they fixed? Probably not. Testing for a bit of them would be a good thing, but we just don't seem to have any interest... in bugs or the game itself. Well, except for a rare few...

-Darkstar

Addict posted 09-17-99 07:37 PM ET     Click Here to See the Profile for Addict    
There are in fact quite a few bugs that have not been addressed, as Darkstar suggests. It is just that most have gotten tired of being told it is our machines on which we have most likely have run hundreds of other games.

As for one bug I've not seen mentioned anywhere and has been a great annoyance on several occasions, and can't be attributed to my machine. In multiplayer, if you have a pact with another human player, don't know if the same thing happens with a computer player, try moving a probe team through one of that player's cities. You are given a dialog that gives two actions, to keep moving or to preform some probe action on the city. If you choose keep moving, it instead infiltrates that factions data links, even if you have already done so.

JAMstillAM posted 09-17-99 08:35 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Addict,

That must be your machine, buddy!

But seriously, I think that you're confusing two different things! When you are pacted with another faction, you already have infiltrator status with that faction. So, you don't gain it by moving a probe team through your pactmate's base and choosing the option "keep moving."

This is an example of something that is not a bug, but due to a misunderstanding, can be perpetuated as one. Careful now, because you're dealing with...

JAMiAM
The Firaxian Psychophant, and a veteran of SMAC (pbem) MP.

itdoesntfit posted 09-18-99 10:38 AM ET     Click Here to See the Profile for itdoesntfit  Click Here to Email itdoesntfit     
Since I don't want to accuse anyone, yet, if you play an ip game, and you hold the concil meeting, how come my game instantly crashes? Is that a bug?
Biddles posted 09-21-99 08:51 AM ET     Click Here to See the Profile for Biddles  Click Here to Email Biddles     
This isn't really a bug it's more of someone not thinking when they made the last patch:
In that little map that you see when you retire or win, the spartan color (black) is the same color as the ocean.
White_Cat posted 09-22-99 05:15 PM ET     Click Here to See the Profile for White_Cat  Click Here to Email White_Cat     
"In MP IP games, Supply Crawlers are disbanded at 1/2 minerals to complete Secret Projects. Yuk!"

If you disband _any_ unit in a base, it will contribute 1/2 its minerals to construction, no matter what is being built. To get the full value of supply crawlers, choose "Add mineral value to Secret Project" (or something like that) when you move the crawler into the city building the SP.

Perhaps you meant to say this, instead of "disbanding" the crawler?

tfs99 posted 09-22-99 06:22 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
Actually Whitey, in IP MP SMAC the dialog does not pop-up upon moving the crawler into the base building the SP.

Perhaps I should have made myself clearer in my original post. The fact that the option is not presented led me to use the disband to get minerals from crawlers. I was mistaken in thinking that the same mineral value would be given for the crawler by disbanding.

SO the problem is that SMAC does not recognize the crawler moving into the base in MP IP.

So it really is a bug! But thanks for sharing.

SMAX n ... Ted S.

LenS posted 09-22-99 06:36 PM ET     Click Here to See the Profile for LenS  Click Here to Email LenS     
Instead of trying to disband the crawler,
trying hitting the O key which should activate the dialog asking if you want to apply the crawler to the SP or to create a trade route (the donating a mineral, food or energy thing).
Y posted 09-22-99 07:51 PM ET     Click Here to See the Profile for Y  Click Here to Email Y     
There's a strange good bug. You can change the AI's governor settings through F4. It is good because you can starve the base by changing all the workers into doctors, empathi, or transcendi. Works well when it is making a SP. HAHAHAHAHAHAHAHA!
JAMstillAM posted 09-22-99 10:10 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Y,

In v4.0, that was fixed. Have you installed v4.0, yet?

JAMiAM

tfs99 posted 09-23-99 12:12 AM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
Actualy the governor settings problem was fixed but you can still fiddle with the workers and doctors on the F4 screen even with v4.0.

SMAX n ... Ted S.

tfs99 posted 09-23-99 03:35 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
Thanks for the suggestion LenS. You CAN use 'O' to access the menu for Supply Crawlers in bases.

This workaround reduces the crawler bug to merely annoying, as long as you know to press 'O'

SMAX n ... Ted S.

Darkstar posted 09-27-99 01:10 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
A few more for you...

* Player does not gain Fungus bonus when attacking or defending in a Rocky/Fungus Tile.

* Player gains fungus attack bonus against opponent native life that are controlled by any faction. (I *believe* this is a bug, but unsure if this changes after building the Secret Project that makes all of owning units treat fungus like alien controlled native units.)

* Had a truce with Opponent Engine (Gaians). A few turns into the truce, Opp Eng moved rovers unto two monoliths with additional infantry apparently headed to monoliths for morale boost. Monoliths were directly beside my city and on land claimed by my faction. Contacted Gaians to remove all troops violating my territory. Gaians withdrew all military units EXCEPT the rovers on the monoliths.

-Darkstar

BusterMan posted 09-27-99 04:17 PM ET     Click Here to See the Profile for BusterMan  Click Here to Email BusterMan     
Will you morons shutup about patches already and let those poor people at firaxis work on more important stuff like Civ3? C'mon, four's enough
White_Cat posted 09-27-99 08:16 PM ET     Click Here to See the Profile for White_Cat  Click Here to Email White_Cat     
> Player does not gain Fungus bonus when attacking or defending in a Rocky/Fungus Tile.

The bonuses for Rocky and Fungus are the same, I think. This means that the game doesn't make them cumulative, and only uses one of them. If they are the same, it's probably a design decision.

yin26 posted 09-27-99 08:25 PM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
Hey BusterMan,

Any particular reason you have to go out of your way to come here and insult people? Was this thread a pop-up in your browser or something? Trust me, if we wanted to bother Firaxis we could. This is just a "for the record" thread that most likely will never be sent now that SMACX is being released next month.

Feel better?

BusterMan posted 09-28-99 04:05 PM ET     Click Here to See the Profile for BusterMan  Click Here to Email BusterMan     
I used the over angry word moron because i was mad at something else, but SMACx should include fixes BUT no more patches should be made unless SMACx somehow is screwed up
Darkstar posted 09-28-99 04:58 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
White Cat, the bonus's for fungus and rocky are both +50%. They should probably be additive, like everything else. Meaning a 1-3-1 infantry in a rocky/fungus square attacked by a rover should 1.5 armor value for the rocky, and 1.5 armor value for the fungus. After all, if fungus is worth +50% everywhere else, it's worth it on rocky. That would make a rocky/fungus a better place to defend from. The Opponent Engine already chooses this tiles, so might as well have the rules and whatnot supported throughout.

And I don't recall there is being anything noted in the manual about it, so either the code should do it, or the manual should mention it.

BusterMan, IRM's suck for people that like large to huge maps for a little room to enjoy the game. That ruins their fun. Some of the others aren't as major as others, but...

Since Tim Train said they fixed no bugs in SMACAX, these problems should still be present in your new expansion. I presume you'll want IT fixed. And, of course, the NEW bugs added specific to SMACAX.

-Darkstar

RedFred posted 09-28-99 07:42 PM ET     Click Here to See the Profile for RedFred    
...and of course, if you use the pop-up screen option to calc odds before battle there is still something wrong with that calculation when you battle native units. Can't always tell though, because with my 16" screen some of the info can get lost at the bottom of the screen.

...and I still occasionally get the bug where some AI faction will try to contact me (the same screen comes up several times in rapid sucession) but then the options box (talk/ignore transmission) doesn't follow.

...and I could write volumes about the design workshop, but my main complaint is that obsolete units gifted to me by pact buddies reappear in the active build queue. The computer will then ask me something idiotic like, "would you like to upgrade those 13-1-9 interceptors to the new 6-1-8 interceptors for 60 energy credits?" Nope, I don't think so!

There is still no shortage of bugs but I agree with the idea that people are getting tired of posting them.

yin26 posted 09-28-99 10:52 PM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
BusterMan,

What was making you angry? Wait, maybe it's better we don't know...

By the way, I'm almost certain NOT to buy SMACX, so I'll have to live through you guys on that one. I hope you guys don't mind me bothering people for details, though...

Darkstar posted 09-29-99 01:31 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Aw. How nice. Yin26 is boycotting SMACAX. But won't your wife get it for you for Christmas? I mean, late October release date... they should have a few copies left in the bargain bins at Christmas...

Or would she have to order it special? I know you don't have a BestBuy or CompUSA handy in your neighborhood...

-Darkstar

RedFred posted 09-29-99 01:50 PM ET     Click Here to See the Profile for RedFred    
...the AI can still terraform the lava dome. Last game I played it added a road and a sensor to the volcano top...
korn469 posted 09-29-99 03:38 PM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
i haven't been very active lately because of college and work but here is what i think. that smac is completely playable and no show stoppers really reamain, though there are some bugs that truly down grade the playability of the game, and those are the bugs that need to be fixed. so if we were going to send in this list it should contain the most important bugs. the less we send, the more likely they will get fixed, also it shows that we are not nit picking and whining and that we just truly want a great firaxis product so here is the top bugs and why i think that these bugs are the ones that need to be fixed.

1. The infinite missle range bug

Firaxis already promised us that they fixed it in each of the last two patches, however it's still there, (though not as bad) and i think they should finally squash this bug. and short of not allowing the AI to use missles there is no work around

2. The thinker/transcend maintenance cost bug

At transcend you get a 66%, and thinker you get a 33% discount on maintenance this effects game play and there is no work around available for it.

3. In a multi-player game, if you go into the Design Workshop and retire a design, then all units of that design disappear for *all* human players.

This bug effects multiplayer game play and there is no work around for this bug.

4. Artillary units do not damage units when they are outside of a base or a bunker. However, they do work properly against units inside of a base or bunker.

This bug hurts game play by making artillary units, which are already under used, into completely worthless units. There is no work around for this bug

5. If you try to station a probe team in a pact brother's base in multi-player your probe team is destroyed when you click on continue moving

This bug interfers with gameplay in multi-player and makes it hard to help defend your pact brothers against probe teams and there is no work around for this bug.

six through ten aren't nearly as important

6. airdrop cheat

you can drop a unit with the drop pod special ability multiple times a turn by using the right click menu and selecting airdrop here

7. support cheat

you can move a unit to a pact brother's base and select support from here, and then neither you nor your pact brother have to pay support for the unit

8. missing diplomacy feature in mp

in a multiplayer game you can't ask the AI to call off a vendetta against another faction

9. Trading bases now causes all units, with the exception of those on police duty, to disappear. They don't transfer to other bases like before, they just vanish. I traded a base with my pack sister Deidre and I lost several military units located at other bases, a colony pod I had in a transport, and several terraformers which were being supported by the base I traded. My other bases could have easily supported them. Deidre also lost a few units which were supported by the base she traded to me.

annoying and if you trade a base there is no work around

10. Scenario Editor Bug: Noah's Flood
After loading any map into the scenario editor, RAISING or LOWERING terrain causes the world seas to flood by 1000 meters, drowning the land

once again annoying and there is no work around

korn469

korn469 posted 09-29-99 03:46 PM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
so is the list still getting mailed to firaxis?

just wondering

korn469

JAMstillAM posted 09-30-99 12:25 AM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
korn469,

On number 5, regarding the stationing of probes in your pact brother's base. That is not correct. I have stationed probes in my pact brother's bases before. Both human and AI players. A foil probe in a human player's sea base, and an ordinary probe team in a submissive AI pact-brother's base.

JAMiAM

korn469 posted 09-30-99 03:31 AM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
jam

i lost about five probes in one game because of it and i am nearly positive it was with version 4.0 but there is a slim chance it could have been in version 3.0, i'll have to check it again but like i said i am nearly positive it happened under 4.0 but i know it happened

korn469

mcostant posted 09-30-99 05:55 AM ET     Click Here to See the Profile for mcostant    
More like a "cheat" than a bug, anyway:
11. Instant Demon Boil Worm
(Verified in v 3.0 and 4.0 english)
If you grow (or capture) a Mindworm, Islee of Deep or Locust of Chiron, and try to put it in a (P)atrol path setting three waypoint, your unit become instantly a Demon Boil.
You may work around this "hidden feature" not using patrol with native unit (but I suppose you can't stop someone using it in multiplayer game. Unstoppable Gaian's Army?).

I would also mention, not as a bug but at last as a strange design choice i never read in manual:
When Mindworms and/or Locusts appear in adjoining squares (after fungal blooming), if you attack and defeat unit in a square, unit in neighbouring grow (i.e. from pre-boil to boil and so on) one step up after any succesfully destroyed unit. Can you assure me about this as a documented design choice?

Darkstar posted 09-30-99 02:17 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
re: Probe problems
korn, I believe the problem only manifests in a MP game where its a HUMAN player's base, not an Opponent Engine's. At least, from the chatter I have heard. Let's get someone to run a check under 4 using Hot Seat.

The last time Yin did a list, he PRIORITIZED it. We just sent to him email, or posted our list of bugs.

Small bugs (like the Mindworm on Patrol) should be listed here, and in the general list, but at the bottom of the list as bugs of opportunity. The reason is that if they are in the code, checking for or fixing the more complex ones like IRM, they might be in the same code that has the errant problem. We don't know how they built their code, but I know from my professional experience that I'd rather have a full list of bugs, so I can smash them all at once. This would be their 5th enhancement. Many of these bugs SOUND like they should be a quick fix, and every little thing corrected is a better game for all players. After all, odds are that its the SAME way in SMACAX... Tim Train said they didn't kill any bugs in it while doing it because Firaxis did not know of any to be squashed.

I believe that Firaxis said they were going to do a patch so non AX players could play against AX players. So that means they are going into the code, anyways. But the window of opportunity will be closing soon, I bet...

-Darkstar

JAMstillAM posted 10-01-99 02:07 AM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
korn469,

Hmmn, that's weird. Both of the MP games that I have stationed my probes in pact brother's bases were started as version 3 games. I believe that all of the players involved in each the games have upgraded to version 4, since we began. I will keep an eye on the games and see if there's anything that I can spot, which may look fishy, as I will undoubtedly be moving my probes into/through my pact brothers bases in both of these games.

Just clutching at straws here, but did the player owned the base(s) that you moved into, have the HSA? Of course, if they did, they wouldn't need your help in protecting the bases from probe intrusion.

JAMiAM

korn469 posted 10-01-99 02:18 PM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
Jam

nope i had the HSA so unless it started working against me it wasn't an issue. maybe this will help shed some light, it was morgan and he had surrendered to me, and i was trying to protect the tech i gave him from nell smith's evil clutches...

i would move a probe team into his base and then the box would come up saying do a probe action or continue moving, i would always select continue moving and then my probe team would disappear, since i gave all my tech to morgan i kept on trying to station probe teams in his base and the probe teams kept on disappearing, so i finally gave up and eventually nell nerve gased and killed him (after stealing tech from him)

i have only played a few multiplayer game since then and i haven't tried to station bases with probes so i haven't encountered it again but it was there, and i do remember now, it was a version 3.0 game

any ideas?

korn469

BusterMan posted 10-01-99 04:30 PM ET     Click Here to See the Profile for BusterMan  Click Here to Email BusterMan     
Whats IRM?
Darkstar posted 10-01-99 06:36 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Infinite
Range
Missile

-Darkstar

micje posted 10-02-99 01:48 AM ET     Click Here to See the Profile for micje  Click Here to Email micje     
Hi everyone,

I'm back too. With: 2 more bugs!!!

Probe foils used to get relocated to landlocked bases. That's fixed now, but they do get relocated to bases adjacent to one-tile oceans. I don't think this bug needs a savegame as proof: it's a logical oversight of the designers.

Solution: Probe foils shouldn't get relocated to the closest city, but to the closest city they can reach over water. This also solves the strange situation where ships spying near 'Cuba' get relocated to the 'Pacific' (assuming no 'Panama Canal' exists) when they could have gone to 'Canada'. (Is this sufficiently clear?)

This one's very annoying: when choosing what base facility to build, double-click on a box near the right edge. You'll now have selected the box to the right of the box you intended. When you clicked on the rightmost box on the screen, you'll select the leftmost box on the next row. Probably resolution-dependent (I'm playing 1024x768).

JAMstillAM posted 10-02-99 02:17 AM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
korn469,

I don't know for sure, but it may have been specific to version 3. Like I said, I've been operating under version 4 (though the games were started under v3) so it may be something that has since been fixed.

Nell's my pact sister in one of my pbems, and has the HSA, as well as some spare probes running around. I'll ask her to send a probe into one of my bases, to see if the problem still exists under version 4. It may be a few days until I can get back with you on it.

JAMiAM

yin26 posted 10-02-99 07:22 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
I think the prudent thing to do here is try to verify all these things in SMACX...though Jeff said basically SMACX is running ver 4. If these things check out with SMACX also, then we'll start a prioritization process and make it easier for them to address things.

However, since I'm not going to buy SMACX (just not motivated to), perhaps Darkstar or somebody else who's active in this thread should oversee the prioritizing of version 5? I'd be glad to help, but not owning SMACX will take away some of the fun, you know. Maybe I can just pop in every once in a while on that project...

Y posted 10-02-99 11:03 AM ET     Click Here to See the Profile for Y  Click Here to Email Y     
Oh, and there's another one:

The Feeble-minded AI in negotitations
The ai does not trust you for a one-turn war 500 years ago. And you can extort obscene numbers of energy credits. I did that with the UoP, asking for energy from Morgan and saying "i will otherwise cancel our pact.".
Poof! He gives 1000 credits, which leaves him with one.

korn469 posted 10-02-99 01:39 PM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
yin

good idea as always

jam

i'm grasping at straws here but ask nell if she still has the save game between us, she might, and if she does you could see for yourself, if not it may HAVE been my system (if jeff morris keeps on saying it, i guess he has to be right once)

but if we do find bugs in SMACX we do need to prioritize them, though still seending the full list, like we should say to firaxis you must fix these bugs because they truly effects gameplay, and besides those bugs you must fix here's the rest of the bugs we have encountered

korn469

micje posted 10-02-99 07:31 PM ET     Click Here to See the Profile for micje  Click Here to Email micje     
I found another bug. Actually, I discovered it in March or April. I reported it to Firaxis, and they'd "look into it". Well, they didn't fix it.

I've put a zipped savegame on my homepage to show the problem:

http://huizen.nhkanaal.nl/~micje/Morgan.zip

Go to Morgan Studios. There is a Golden Age in that city. The total psych production is 14. Go to the psych menu, and you'll see that this converts 3 drones into talents. Now convert 2 workers to specialists (entertainers). This raises the psych output to 21. However, it still converts only 3 drones to talents, instead of (potentially) 5. This makes psych and Golden Ages even more underpowered than they already are.

Another point, which is not a bug, but definitely an unwanted feature. Since all specialists are by definition "content" (meaning they don't count as talents) and there are only 20 squares around a base, this means that it is IMPOSSIBLE to have a 41+ base with a Golden Age.

Since a size 40 base will have at least 20 specialists + a lot of psych facilities, it's very difficult NOT to have Golden Age in such a city. All this is very unnatural, I think. Why can't specialists be happy? Or even UNHAPPY???

Darkstar posted 10-04-99 01:07 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Yin, at this time, I do not intend on buying SMACAX. Although I may get it as a Christmas Gift. However, if that changes, (like, it's bundled with something I want), then sure. Although, rather than use your 5 to -20, I think I would just rate them critical, major, and minor. Minor bugs are things we COULD live with, or are rather arcane to set up/trigger (even if nasty when they happen), even if they are embarassing to the developers.

I recently began playing a SMAC again. And in doing so, I've ran across a few MORE bugs I haven't reported/seen reported. One for which I have the details handy:

Bug Type: Minor - AI bug: Opponent Engine can build a base on Borehole Cluster in version 4. The base tile acts like any other (2-1-1) from that time on. Player CANNOT build on Borehole Cluster. Highly Annoying as a Borehole is a borehole , and part of the landmark bonus gets ruined by this. Then have to commit atrocity and raze the base, or use slow way to starve/relocate. Both BAD when Secret Projects in such a captured base.

Saved game available where Opp Eng Morgan built base on Borehole Cluster (terrain tile is flat and moist).

-Darkstar

SailorUranus posted 10-04-99 02:04 PM ET     Click Here to See the Profile for SailorUranus  Click Here to Email SailorUranus     
There is a way to terraform the top of the volcano, just automate the formers to road-farm-solar (CTRL+Shift+S) or road-farm-mine (CTRL+Shift+M).

Here's a bug that I haven't seen in the list so far, I call it the "Can't Receive Message" bug. This is when, immediately after conquering an enemy city, a pop-up appear say there is an urgent message from the enemy faction leader. Press OK, and get the same pop-up message again. This will happen about four more times. Afterwards, the enemy faction leader, in a pop-up, will say something along the lines of doing Planet a favor by conquering your faction.

How to recreate this: Conquer any enemy city that has at least one one enemy unit in an adjacent square. (That unit must belong to the same faction whose city you just conquered, but it doesn't matter what kind of unit it is.) The faction you're attacking should probably be REALLY pissed at you (i.e. UoP vs. Believers, or a war resulting from a botched probe action, atrocity, etc.) but far from becoming submissive. This bug will eventually happen.

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