Author Topic: Faction Special Rules bugs?  (Read 1059 times)

0 Members and 1 Guest are viewing this topic.

Offline Dio

Faction Special Rules bugs?
« on: November 25, 2014, 04:58:34 PM »
I has trying a variety of different rule combinations and noticed a few odd bugs in the way special faction rules are applied.

1. When you use MORALE, + or - and MORALE, 0 togther, you have to place MORALE, 0 first; otherwise the game acts as though the MORALE, + or - rule does not exist and only applies the MORALE, 0 bonus.

Second, when a faction has more than one specified Free starting Tech that includes Doctrine:Mobility or Nano Miniaturization, you only get the upgraded starting unit if the other tech is lower in the Technology list inside of Alpha/x. For example, I gave the Spartans the Free techs Applied Physics and Doctrine: Mobility. The Spartans started with a scout patrol instead of starting with a scout rover. I then the faction with Centauri: Ecology and they started with the Scout Rover as expected.
« Last Edit: November 25, 2014, 05:23:30 PM by Dio »

Offline Yitzi

Re: Faction Special Rules bugs?
« Reply #1 on: November 25, 2014, 05:30:50 PM »
I has trying a variety of different rule combinations and noticed a few odd bugs in the way special faction rules are applied.

1. When you use MORALE, + or - and MORALE, 0 togther, you have to place MORALE, 0 first; otherwise the game acts as though the MORALE, + or - rule does not exist and only applies the MORALE, 0 bonus.

This is probably because it sees "MORALE?  I already have a MORALE effect.  Jump to the next special rule."  But if "MORALE, 0" (which isn't a normal MORALE effect) is first, then that doesn't happen.

Quote
Second, when a faction has more than one specified Free starting Tech that includes Doctrine:Mobility or Nano Miniaturization, you only get the upgraded starting unit if the other tech is lower in the Technology list inside of Alpha/x. For example, I gave the Spartans the Free techs Applied Physics and Doctrine: Mobility. The Spartans started with a scout patrol instead of starting with a scout rover. I then the faction with Centauri: Ecology and they started with the Scout Rover as expected.

Presumably this is a holdover from when each faction started with only one tech.  It should be changeable (if you want to replace one of your two nominated bugfixes with this, you can.)

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

And when the hourglass has run out, the hourglass of temporality, when the noise of secular life has grown silent and its restless or ineffectual activism has come to an end, when everything around you is still, as it is in eternity, then eternity asks you and every individual in these millions and millions about only one thing: whether you have lived in despair or not.
~Soren Kierkegaard 'The Sickness Unto Death', Datalinks

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 47 - 1280KB. (show)
Queries used: 43.

[Show Queries]