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Author Topic:   Bugs I have found with 3.0:
ChumpnBump posted 03-30-99 08:10 AM ET   Click Here to See the Profile for ChumpnBump   Click Here to Email ChumpnBump  
I am using 3.0 patch and I have multiple bugs to report:

1. Throughout my Thinker game, playing as the Hive, I have gotten message about my swollen buraeucracy due to expanding from time to time. However, each time they report me with an egrigiously incorrect number of bases. For example, when I clearly dominated the entire planet with 100+ (estimating) bases, it said I had 11 bases (I will send anyone the saved file to see it if they like - just reply to this).

2. Former problems - also in game describe above. I got sick of manually controlling every former so I automated them all (shift-A) even though I knew the AI was poor. For some reason, they enjoy fungus hunting - clearing out all they remaining fungus. A former would travel halfway across the map to get to fungus to remove. Clearly the former AI needs better priorities.

3. Former problems again - I noticed that the Unversity's formers started to build a useless road on the very bottom of the screen (south pole if you will), all the way across of the world. This is clearly useless and wastes their resources.

4. After a while, bases all have default name of "Hive 62" after game has used all the base names for the Hive. Why 62? And could the numbers at least change (01, 02, 03, etc.) so I don't have to do it manually?

5. Universal queue replace feature - this would be a nice feature to have. In the late game I don't use the autobuild feature because of the number of useless units it designs with special abilities that I don't need. For this reason, I find myself constantly having to change every one of my cities' production queues manually (say from foils to battleships). Could a feature be implemented to universally queue replace anytime in the game? This would save TONS of time.

6. Upgrading formers - why can't I upgrade to formers with better special abilities (ex: from fungicidal formers to super fungicidal formers)? This makes sense to do so doesn't it? Why does the computer not recognize that super formers are better than regular formers?

Thanks for reading - I love the game despite these flaws.

Evk posted 03-30-99 01:06 PM ET     Click Here to See the Profile for Evk  Click Here to Email Evk     
My again. Keep in mind I don't know a whole lot about this game, so I'm just guessing.

1.) This means it's a bug. I can't imagine that would be a feature ("Hey! Let's have it say he's only got evelven cities!" "Good one!")
2.) Autoformers are really unbeliveably stupid. The most annoying thing they can do is build a mag-tube on two adjacent squares and then zip around them, never moving off the squares, untill you scream. At least fungus removal makes SOME sense.
3.) Again - really stupid autoformers.
4.) I think Hive 62 is the 62nt base overall. that is, the numbering starts from the first base you build - not the first base it runs out of names for.
5.) Yes. It sure would.
6.) Is it just me or does anyone else get a kick out of having "Trance Formers"?

Dim Cat posted 03-30-99 11:09 PM ET     Click Here to See the Profile for Dim Cat    
Comment on #5. I play a game, discover whatever is needed, I get Super Formers as a side-effect. Now I have 35 regular formers running, and definitely want to upgrade them. I go to workshop, chose them and say "upgrade". No way! "We don't have a superior design". Well, I try it five or six times (all in vain), then I design a copy of Super Former WITHOUT speeder chassis. Well, now AI recognizes this as a SUPERIOR prototype to formers, and allow me to upgrade my formers. Since when moving two squares per turn is inferior to moving one square per turn?
Bannor posted 03-31-99 01:58 AM ET     Click Here to See the Profile for Bannor  Click Here to Email Bannor     
The upgrade function only looks at units of the same chasis type otherwise it would allow all kinds of weird upgrades like plasma sentinel to singularity penetrator. I mean think about it if you change the chasis its not really the same unit anymore so how could you call it an upgrade?
ChumpnBump posted 04-01-99 12:33 AM ET     Click Here to See the Profile for ChumpnBump  Click Here to Email ChumpnBump     
Bannor: I agree - in late game I usually just build hover formers since infantry and hover tank somehow cost the same. But one should be able to put on a fungicide tank anytime, maintaining the current chasis. One can upgrade from normal plasma garrison to ECM plasma garrison.
Dim Cat posted 04-01-99 02:07 AM ET     Click Here to See the Profile for Dim Cat    
Well, it makes a bit of sense (even though I think that ground chassis with higher movement points may be well considered improvement over infantry). But then, I don't understand why AI renders my formers obsolete in this case? In other words, it agrees that they are obsolete, but at the same time asserts that there is no superior model. Weird.
RandomAction posted 04-01-99 04:57 AM ET     Click Here to See the Profile for RandomAction  Click Here to Email RandomAction     
Instead of just an upgrade option what's
needed is a convert or retrain option.
This would allow any unit to be converted
to any other unit. Outlandish conversions
say scout to needlejet would be prohibitvely
expensive. What do you think, is it realistic.

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