Author
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Topic: Die, Evil Missile Bug!
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Natguy |
posted 07-21-99 01:15 AM ET
Yay! I am here to proclaim to the SMAC world, although they probably already know, that that evil and horrendous problem known collectively as the "Missile Bug" has finally been bansihed from the game. That Planetbuster that destroyed my capital and another large city, as well as two SPs (grumble grumble...no ODPs yet...grumble grumble) was shot from a small Spartan base that was within the missile's range.Yay! It is gone! Although actually shouldn't there be a tech or SP that allows you to fire a missile anywhere? I mean, we can do that now... And I think that when you fire a PB it should ask for confirmation before attacking.
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Plato90s
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posted 07-21-99 10:30 AM ET
No, it hasn't.I'm playing a game right now, started AFTER the ver 4.0 patch was installed. I'm still getting peppered by Hive missles that I can see being produced in cities as far as 37 squares away from the targetted cities. |
Natguy
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posted 07-21-99 10:32 AM ET
Thank you for shattering my comfortable illusion of reality. |
Series II
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posted 07-21-99 12:16 PM ET
Space elevator should allow you to shoot missles anywhere on the map. Would be an easy change to Firaxis. |
Timexwatch
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posted 07-21-99 02:24 PM ET
I've had no problems. No Yang-missle assaults or Spartan Missle bombardments. All the missle follow the rules in my games.... |
Todd Hawks
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posted 07-22-99 12:15 PM ET
And automated missiles no longer hit bases far away. |
Beta1
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posted 07-22-99 04:14 PM ET
So if automated missiles no longer have infinite range but plato is getting shot anyway can we assume that infact there were two seperate bugs and that the AI was just cheating all along? |
Series II
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posted 07-22-99 04:51 PM ET
If anyone has the infinite missle bug happen can you turn on the senerio editor on from a saved version. You should be able to see EXACTLY where the missles are coming from and I believe tat you will see them come. It would absolutly verify weather or not the bug exists. |
Natguy
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posted 07-22-99 05:41 PM ET
Plato, are you sure that they aren't coming from a closer city? Maybe they're beingproduced in the cities you see and moved closer to attack you. |
Krushala
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posted 07-22-99 07:00 PM ET
Like series said. Save the game after you are hit. I usually save every turn in the later stages of the game too. Compare these 2 saves to find where it came from. If they have carriers they can use them to send missles. Although I have never seen the ai build a carrier. |
Plato90s
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posted 07-23-99 09:10 AM ET
My apologies. The missle bug has been fixed in ver4.0.I have SMAC on multiple computers at home, and I forgot the install the ver4 update on the one i was currently using. |
Natguy
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posted 07-23-99 10:59 AM ET
And seeing how I'm about to build the Self-Aware Colony, we shall se if that bug is fixed as well! |
Series II
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posted 07-23-99 12:14 PM ET
Plato, do you play 2 games at the same time? I have SMAC on 2 computeres also. |
Natguy
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posted 07-26-99 09:13 AM ET
Well, the Self-Aware Colony is fixed too. I could have told you about the Space Elevator. But the very turn I bought it I won, so it wasn't built yet. |
Series II
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posted 07-26-99 01:03 PM ET
What was the space elevator bug? I am about there in my current game. I can check to see if it is fixed (if I find out how it was broke). |
Natguy
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posted 07-26-99 01:41 PM ET
DFrom what I heard (and the README) it didn't double a base's production when building orbital improvements. |
Plato90s
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posted 07-26-99 01:46 PM ET
The Space Elevator bug was that you are suppose to receive a 50% bonus in building orbital improvements. The SMAC programmers decided to double the mineral output of the city instead of halfing the cost of orbital stations. The result was massive eco-damage at every base that tried to build orbital improvements after the Space Elevator was built. Cities you carefully balanced to produce 0 eco-damage suddenly became pollution central.Ver 3.0 eliminated this extra pollution. |
Hydro
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posted 07-26-99 10:34 PM ET
Sorry, but the missle bug is not fixed (or, at least, there is now a different bug). How do I know? After installing V4.0 I was playing my Lovely Deirdre on transcend. Lal and Morgan declared war (the fools). As I was gobbling up Morgan cities I actually saw a missle move. This was the first time ever, so it had my undivided attention. More importantly, it stopped at the end of the AI turn 2 hexes from a sea base recently captured from Morgan over open water, and remained there throughout my entire turn. A hovering missle! I could have had an interceptor kill it, but I was too interested in seeing what would happen next. The next turn a recently captured PK sea base got whacked by a missle, which was probably the same one since Lal only had one at the time. If anyone is interested I have the save. It is worth it for the entertainment value alone. Hydro |
Plato90s
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posted 07-27-99 12:05 AM ET
The hovering missle is not a new bug. It's an existing bug, which has its roots in Civ2 [not the actual code, just the sloppy programming habits]. If you ever look around, AI faction needlejets don't crash at the end of the turn the way your needlejets do. No AI aircraft ever runs out of fuel. But at least the missles actually have to fly around now, which gives you the chance to intercept them. |
MajiK6pt5
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posted 07-27-99 12:15 AM ET
actually, I saw several AI needlejets crash before...i think at least i know i saw Ai choppers get damaged |
mcostant
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posted 07-27-99 03:21 AM ET
To Plato90 - As MajiK*, me too saw few needljets crashing. So it must be the usual kind of bug, that doesn't work the same in all the circumstance  (noticed with SMAC version 3.0 and 4.0). |
master k
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posted 07-27-99 04:10 AM ET
strange,in my actual game, i can see both actions: playing morgan and being at war wih the hive, the hive penetrators are able to attack after one round outside a homebasebase and the next turn they can fly to a base. and miriam is wasting tons of aircrafts, which run out of fuel just one field before they reach their bases. furthermore: the is trying to build a pb, so i send missiles over missiles untill finally all defenders in that city are destroyed (just 2 turns before he is finishing the pb) and he has to change production. but he apparently never has to pay for the change of production, because it takes one turn to complete the defender (ok, thats normal) but after that he switches again to pb and what happens: he needs again only 2 turns to compltet the pb. so half of my cities are busy by building missiles. master k |
master k
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posted 07-27-99 04:11 AM ET
hm, forgot something, it should read: furthermore: the HIVE is trying to build a pb |
Colon
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posted 07-27-99 11:28 AM ET
I never played any version below 4.0, (updated my program after I installed it) but I must there are quite a number of bugs and faults. I noticed how difficult it is for the AI to actually finish a PlanetBuster, they start building but change production after a while while I didn't even came close to attacking the base that produces them. That missile bug is there as well. Strange actually, it's copied straight from Civ2. And then those AI needlejets that get a longer range, straight out of civ2. Not to mention the masses of fortresses, eh bunkers the AI builds without placing units in them. And numerous other things that I've just forgot. |