I have found a bug. This bug occurs when you start a game on a customized random map and then start using the scenario editor. Once you start applying terrain to the map in the scenario editor, the terrain selection interface freezes and you cannot select any other terrain type or any other menu selection.
I have found a bug. This bug occurs when you start a game on a customized random map and then start using the scenario editor. Once you start applying terrain to the map in the scenario editor, the terrain selection interface freezes and you cannot select any other terrain type or any other menu selection.
Wow, you've been BUSY! Thank you, yitzi.
(I just came back to SMAC/X after a lengthy hiatus. I had no idea there was so much work being done on a patch.)
Could someone quickly summarize the intent of Yitzi's patch-work? Specifically, which of the following would best describe it:
(1) Limited to correcting obvious errors, crashes, etc. that remained in the last official patch
(2) Attempts to rework/rebalance various problematic aspects of the game have been added
(3) Attempts to improve the AI in certain areas have been added
(4) Some combination of the above
I'd also be curious if anyone's made use of my new tech icons but that's a different discussion :)
No clue about the new tech icons; I haven't touched them, though I don't think .exe coding is needed to use them...
I found a bug in the code. This bug involves the faction energy bonus (abbreviated FACTENERGY) in the script file and the associated code for it in the game. For some reason it is not showing up in the faction budget screen (pop up screen that appears when you press F3).
This faction rule works as it should in game in both kyrub's SMAX patch and your most recent patch version. However, it does not show up in the faction budget screen in either version. I have tested it with this faction file.I found a bug in the code. This bug involves the faction energy bonus (abbreviated FACTENERGY) in the script file and the associated code for it in the game. For some reason it is not showing up in the faction budget screen (pop up screen that appears when you press F3).
A few questions:
-Does this bug occur in Kyrub's patch?
-Do you still get the relevant energy interest/penalty, and it just isn't displayed, or does it not work at all?
-Can you provide the faction file of the faction you tested it with?
This faction rule works as it should in game in both kyrub's SMAX patch and your most recent patch version. However, it does not show up in the faction budget screen in either version. I have tested it with this faction file.I found a bug in the code. This bug involves the faction energy bonus (abbreviated FACTENERGY) in the script file and the associated code for it in the game. For some reason it is not showing up in the faction budget screen (pop up screen that appears when you press F3).
A few questions:
-Does this bug occur in Kyrub's patch?
-Do you still get the relevant energy interest/penalty, and it just isn't displayed, or does it not work at all?
-Can you provide the faction file of the faction you tested it with?
Ok, thanks, but won't that also switch their locations in the unit workshop? Or is that what the assembly changes you described deal with?
I have found another minor bug that I can fix. This involves the weapon attack graphics. For some reason the attack graphics for the missile launcher appear as an energy weapon and the attack graphics for the Gatling Laser appear as though they are for a projectile weapon.
Ok, thanks, but won't that also switch their locations in the unit workshop? Or is that what the assembly changes you described deal with?
First, you are correct that these changes will cause the weapons to swap places in the unit workshop. In addition, these changes to the assembly fix the graphics placement without having to swap the weapon caviar files in the game folder. Lastly, the swapping of the missile launcher and gatling laser should have a neglibile effect on gameplay while still fixing the attack graphic bug that I described above.
Ok, thanks, but won't that also switch their locations in the unit workshop? Or is that what the assembly changes you described deal with?
First, you are correct that these changes will cause the weapons to swap places in the unit workshop. In addition, these changes to the assembly fix the graphics placement without having to swap the weapon caviar files in the game folder. Lastly, the swapping of the missile launcher and gatling laser should have a neglibile effect on gameplay while still fixing the attack graphic bug that I described above.
Swapping their positions in the unit editor will indeed have negligible effect on gameplay, but so does the attack graphics bug; you're essentially trading one display bug for another, and the position-in-workshop one seems to be a bigger bug to me. So I don't think this change is worth doing; if, however, you can find how to just fix the actual attack graphics with no detrimental side effects, I'd include it.
However, if you look at the order of the weapons in the flavor.txt file that is in the game folder, you can see that the gatling laser is placed after the missile launcher in the sequence of weapons. This leads me to believe that they had intended the gatling laser to be placed after the missile launcher for the purposes of graphics and gameplay.
However, if you look at the order of the weapons in the flavor.txt file that is in the game folder, you can see that the gatling laser is placed after the missile launcher in the sequence of weapons. This leads me to believe that they had intended the gatling laser to be placed after the missile launcher for the purposes of graphics and gameplay.
And then they changed their minds, probably because they realized that having the gatling laser be 5 attack, and the missile launcher 6, worked better than the other way around.
I think I have found another bug. This bug involves the map that appears when you select a unit and tell it to go to a specific destination. When the screen is first up you see a different map then the world map but if you click on Sort:Dist, Sort:Size, or Sort:Name then the alternate map is replaced by the standard world map and does not appear again unless reopen the window. A fast way to see this bug is by pressing G during the game and then follow the instructions above. If you need a before and after screenshot for the bugged screen, I will gladly supply them.
I am currently trying to find out exactly what is causing the map to disappear. Also, does anyone know the general underlying reason for why the road attack combat rule is bugged?
Yuck. Another bug involving the exact same map. Here is a screen shot illustrating how the map does not cover the faction diplomacy landscape while you are trading bases. Note: I do believe the this map's proper development name was the political map because it shows a faction's territory.
I have a hypothesis as to why the political map disappears and is replaced with the regular world map when you select sort dist, sort size etc. I think it has to do with the fact that the game either refreshes the screen after you press any of those buttons it freezes the map-cursor interface before you press those buttons. The reason it could be either of those options is because you are unable to move the cursor around the map before you select any of those options but afterwards you can move the cursor around the map.
I also noticed that their is coding for labels of buttons or selections such as zoom, auto off, and cancel destination. I think these where going to be features but they decided to cut them out by having the assembly language jump over them.
Aso, it appears as though their might be a skipped over section for a list that tells you which bases have unlinked net nodes. Also, this very large procedure controls the appearance and functioning of the following features: Psi gate usage, automatic unit goto destination, and is indirectly associated through another procedure with the trade faction bases diplomacy option.
I think I have found another bug. This bug involves the map that appears when you select a unit and tell it to go to a specific destination. When the screen is first up you see a different map then the world map but if you click on Sort:Dist, Sort:Size, or Sort:Name then the alternate map is replaced by the standard world map and does not appear again unless reopen the window. A fast way to see this bug is by pressing G during the game and then follow the instructions above. If you need a before and after screenshot for the bugged screen, I will gladly supply them.
I have both discovered and fixed another bug with the destination map that pops up when select the autofoward unit option for a base. Essentially the bug occured because you could move the cursor around the minimap which would cause the base dots to move from their appropriate spots.
In order to fix the bug you will need to change the jl terranx_. 004D7B27 at address 004D63A6 to jl terranx_. 004D7B37
Any idea if it happens with Kyrub's patch? If it doesn't, I can almost certainly track it down, but otherwise it's too minor and too much trouble to track down to be a substantial priority.
Would anyone would be interested if I made a chart that showed each label and its associated assembly language constant?
After some testing, here is what I have discovered about probe teams. Second, their base morale is always discplined and they are uneffected by normal morale bonuses.
Also, when you discover a techonology that increases base probe team morale, it also increases the morale of existing probe teams you control by one. Conversely, if you somehow lose a tech (I.E. using the scenario editor) that gives a probe team morale bonus then all existing probe teams morale is also decreased by one.
Do you know where these labels for a "battle map" at addresses 0046F9A3, 0046FB3B, and 00470E49 would appear in-game? Also, nearby is a label for "Surveillance Map" at addresses 0046F9B1, 0046FB49, and 00470E57. Lastly, in the procedure that starts at address 00470A90 their are labels for "Data Readout" at address 00470C0F, "Battle Plan" at address 00470C36 and "Planetary Scan" at address 00470C49.
If you want the label on the map window to change from "Planetary Scan" to either Battle Map or Surveillance map you will need to change jnz terranx_.00470EB9 at address 00470DD3 to je terranx_.00470EB9. Then you will need to change call terranx_.0046FB80 at address 00470DDB to call terranx_.0046FB20. Lastly, please note that this change will effect all the windows that this map appears in and the labels change when you adjust the window size. Also, this procedure is called from the procedure that controls the unit support display inside the base windows.
Does anyone have any idea where the labels Battle Report, Mission Status, Viewing, and Moving might appear in the game? They are in the same procedure as the labels for Surface-to-Air Duel, Air-to-Air Duel, Bombardment and Artillery Duel. This procedure starts at address 004B4A20.
First that does not happen and I have been unable to figure out where it might have appeared. Also, do you think this is a bug? It says bomb $basename but then is followed by the no orders label. This can be triggered by selecting bombing run to while having no movement points left. Here is a screenshot.Does anyone have any idea where the labels Battle Report, Mission Status, Viewing, and Moving might appear in the game? They are in the same procedure as the labels for Surface-to-Air Duel, Air-to-Air Duel, Bombardment and Artillery Duel. This procedure starts at address 004B4A20.
Battle Report likely pops up after a battle happened ingame, and the popup option is enabled of course.
So I'm fairly new to Alpha Centauri. I was wondering what these patches change and how to go about installing them? Would you recommend it for a new player?
Hey Yitzi, thanks for your great work and please keep it up.
I seem to have encountered a bug. Using your patch (at least versions 2.4c and 2.4), my planet busters are bugged. They do the usual (fx, crater/terrain modification) but they don't actually destroy anything! Bases and units are left behind unharmed (except units that are caused to drown, those die as appropriate, but nothing happens to those in the base), which is quite frustrating.
Tested a bit and it happens regardless of reactor, whether a unit or a base is targetted, or whether I or an AI uses the PB.
Oddly, if I hit a base without a Pressure Dome, causing it to submerge, the defenders and base will survive and will miraculously have a Pressure Dome added...! I've read about this happening to save bases in other situations as well, what's up with that?
Since it's essentially a broken feature, odd that it hasn't been noticed before (?), though I guess the people that use the patch happen not to use PBs. Took me a while to encounter it (and boy what a surprise). Or perhaps it only occurs on my end? Can anyone verify? My PBs work with vanilla alphax.txt and terranx.exe.
It'd be nice if you could release a hotfix, so I could vaporize my enemies into oblivion!
Also another thing I encountered, which is probably a vanilla thing: you can't target an empty (no defenders) base with a PB, the game responds takes that as if you're trying to capture the base with a missile, not blow it up to hell. Maybe it's worth fixing while you're at it.
I have GOG SMAX and Windows 7.
The manual DOES say the difference between the two is that TTC doesn't incur diplomatic issues, so that difference should be intended, I'm just piqued by the lack of drone difference.
Will this patch release have the minor bugfixes I found?
On another note... do you guys think the Total Thought Control probe team action ought to result in Captured Base Drones? It does, and that seems quite... unintuitive, but might make sense mechanically/balance-wise. Captured bases could be less (or no) of a chore if TTC added no drones.
Yes, that is all the bugs we both agreed on to fix. Also, is it possible to enable probe teams to select a specific technology to steal from a faction? This would be very similiar to how you can select specific facilities to sabotage.