Difference between revisions of "Bug list/Nevill"

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m (Ported retooling strictness ‘3’ to bug tracker)
m (AI bugs:: Pirate sea formers already ported to: Bug:Aquatic factions ignore Adv. Ecological Engineering)
 
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*[http://www.civgaming.net/forums/showthread.php?t=7439 Automated Sea Formers Build Sensors]
 
*[http://www.civgaming.net/forums/showthread.php?t=7439 Automated Sea Formers Build Sensors]
 
There are a lot more automation bugs (building a road through Volcano, etc)
 
There are a lot more automation bugs (building a road through Volcano, etc)
*[http://www.civgaming.net/forums/showthread.php?t=7754 Pirate_Sea_Formers #0097]. Related to the above bug.
+
*<del>[http://www.civgaming.net/forums/showthread.php?t=7754 Pirate_Sea_Formers #0097]. Related to the above bug.</de>
 
*[http://www.civgaming.net/forums/showthread.php?t=7622 Former continues planting forest on forest square]
 
*[http://www.civgaming.net/forums/showthread.php?t=7622 Former continues planting forest on forest square]
 
*[http://www.civgaming.net/forums/showthread.php?t=7555 Does the AI ever attack Locusts with ground units?]
 
*[http://www.civgaming.net/forums/showthread.php?t=7555 Does the AI ever attack Locusts with ground units?]
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*[http://www.civgaming.net/forums/showthread.php?t=7400 Condensors violate nutrient restriction bug]. Needs discussion.
 
*[http://www.civgaming.net/forums/showthread.php?t=7400 Condensors violate nutrient restriction bug]. Needs discussion.
 
*[http://www.civgaming.net/forums/showthread.php?t=7401 Invisible Mag Tube Bug]
 
*[http://www.civgaming.net/forums/showthread.php?t=7401 Invisible Mag Tube Bug]
*[http://www.civgaming.net/forums/showthread.php?t=7453 You captured what, commander?]. Fairly insignificant, IMO.
+
*<strike>[http://www.civgaming.net/forums/showthread.php?t=7453 You captured what, commander?]. Fairly insignificant, IMO.</strike>
 
*If a needlejet starts the turn outside of a base (1 turn of fuel remaining), it doesn't move at all during the turn, a base/airbase/carrier appears underneath it during the turn, and one of the hold (h or shift-h) or sentry (l or shift-l) commands is given to the needlejet, then the needlejet will not refuel and will only have 1 turn of fuel when it leaves the base/airbase/carrier on a later turn. Needlejets that haven't moved only refuel if they use the skip turn (spacebar) command.
 
*If a needlejet starts the turn outside of a base (1 turn of fuel remaining), it doesn't move at all during the turn, a base/airbase/carrier appears underneath it during the turn, and one of the hold (h or shift-h) or sentry (l or shift-l) commands is given to the needlejet, then the needlejet will not refuel and will only have 1 turn of fuel when it leaves the base/airbase/carrier on a later turn. Needlejets that haven't moved only refuel if they use the skip turn (spacebar) command.
 
*[http://www.civgaming.net/forums/showthread.php?t=7482 Specialists in base smaller than size 5]
 
*[http://www.civgaming.net/forums/showthread.php?t=7482 Specialists in base smaller than size 5]
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*[http://www.civgaming.net/forums/showthread.php?t=7751 Probe_Succumbing_To_Mind_Control #0077]
 
*[http://www.civgaming.net/forums/showthread.php?t=7751 Probe_Succumbing_To_Mind_Control #0077]
 
*[http://www.civgaming.net/forums/showthread.php?t=7745 Humanoid_Aliens #0051]
 
*[http://www.civgaming.net/forums/showthread.php?t=7745 Humanoid_Aliens #0051]
*[http://www.civgaming.net/forums/showthread.php?t=7740 Automatic_Unit_Design_Upon_Reactor_Discovery #0037]. Duplicate.
+
*<strike>[http://www.civgaming.net/forums/showthread.php?t=7740 Automatic_Unit_Design_Upon_Reactor_Discovery #0037]. Duplicate.</strike>
 
*<strike>[http://www.civgaming.net/forums/showthread.php?t=7735 MP_Probe_City #0012]. Duplicate.</strike>
 
*<strike>[http://www.civgaming.net/forums/showthread.php?t=7735 MP_Probe_City #0012]. Duplicate.</strike>
 
*[http://www.civgaming.net/forums/showthread.php?t=7733 Power_Surge #0010]
 
*[http://www.civgaming.net/forums/showthread.php?t=7733 Power_Surge #0010]
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#0120, Datalinks_Impact - Datalinks update
 
#0120, Datalinks_Impact - Datalinks update
 
#0128, Tectonic_Payload - needs discussion
 
#0128, Tectonic_Payload - needs discussion
#0129, Self_Aware_Colony - mentioned
+
#<strike>0129, Self_Aware_Colony - mentioned</strike>
 
#0130, Friendly_Alert
 
#0130, Friendly_Alert
#0135, TECHSTEAL - needs confirmation
+
#<strike>0135, TECHSTEAL - needs confirmation</strike>
 
#0138, Brood_Pit - needs discussion
 
#0138, Brood_Pit - needs discussion
 
#0154, Sea_Terraform  - needs discussion
 
#0154, Sea_Terraform  - needs discussion
 
#0155, GoTo_Xenoempathy
 
#0155, GoTo_Xenoempathy
#0156, Nanoreplicator_Info - Datalinks update
+
#<strike>0156, Nanoreplicator_Info - Datalinks update</strike>
 
#0159, Out_of_Fuel_Transfer
 
#0159, Out_of_Fuel_Transfer
 
#0166, Transend_Interlude - to the interludes
 
#0166, Transend_Interlude - to the interludes
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#0175, Marine_Control_Random_Movement
 
#0175, Marine_Control_Random_Movement
 
#0176, Base_Grid - needs confirmation
 
#0176, Base_Grid - needs confirmation
#0177, MP_Pact_Probe - needs confirmation
+
#<strike>0177, MP_Pact_Probe - needs confirmation</strike>
 
#0179, Pirate_Free_Ability - needs confirmation
 
#0179, Pirate_Free_Ability - needs confirmation
 
#0180, AutoFormer_Move - needs confirmation (were magtubes involved?)
 
#0180, AutoFormer_Move - needs confirmation (were magtubes involved?)
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**Should probably be merged with [http://www.civgaming.net/forums/showthread.php?t=7616 other alphax.txt issues]. See also [http://www.civgaming.net/forums/showthread.php?t=7618 *Attack along roads" alpha/x bonus] (was it really fixed? opinions split on this one).
 
**Should probably be merged with [http://www.civgaming.net/forums/showthread.php?t=7616 other alphax.txt issues]. See also [http://www.civgaming.net/forums/showthread.php?t=7618 *Attack along roads" alpha/x bonus] (was it really fixed? opinions split on this one).
 
*[http://www.civgaming.net/forums/showthread.php?t=7481 Rush building more than once per turn]
 
*[http://www.civgaming.net/forums/showthread.php?t=7481 Rush building more than once per turn]
*[http://www.civgaming.net/forums/showthread.php?t=7456 Suggested "Downgrades"]
+
*<strike>[http://www.civgaming.net/forums/showthread.php?t=7456 Suggested "Downgrades"]</strike>
 
*[http://www.civgaming.net/forums/showthread.php?t=7485 Perimeter Defense Ineffective Against Natives]
 
*[http://www.civgaming.net/forums/showthread.php?t=7485 Perimeter Defense Ineffective Against Natives]
 
**I do not consider this a bug. Rather, I consider Tachyon Field adding defense against Natives a bug. Needs discussion.
 
**I do not consider this a bug. Rather, I consider Tachyon Field adding defense against Natives a bug. Needs discussion.
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*<s>Even if there is a message telling me that my citizens became immune to the effects of Nerve Staple, the next Stapling (in the same turn!) will still quell the riots. While it is questionable if such an immunity should be permanent, the current behavior sounds broken to me. -> mechanic not broken (first two staple attempts 100% chance, next six 50% chance, after 8 staple attempts 0% chance)</s>
 
*<s>Even if there is a message telling me that my citizens became immune to the effects of Nerve Staple, the next Stapling (in the same turn!) will still quell the riots. While it is questionable if such an immunity should be permanent, the current behavior sounds broken to me. -> mechanic not broken (first two staple attempts 100% chance, next six 50% chance, after 8 staple attempts 0% chance)</s>
 
*Restrictions for food production are automatically lifted for a tile that has a Condenser. (link)
 
*Restrictions for food production are automatically lifted for a tile that has a Condenser. (link)
*Self-Aware Colony acts as if you had one additional Police unit at every base. What isn't written is that the said 'unit' counts towards your limit of units which you could use for police duties.
+
*<strike>Self-Aware Colony acts as if you had one additional Police unit at every base. What isn't written is that the said 'unit' counts towards your limit of units which you could use for police duties.</strike>
 
*The energy you collect from fungal squares is unaffected by your ECONOMY rating, rivers or having a Merchant's exchange at a base.
 
*The energy you collect from fungal squares is unaffected by your ECONOMY rating, rivers or having a Merchant's exchange at a base.
 
*Echelon mirrors outside anyone's territory does not seem to work.
 
*Echelon mirrors outside anyone's territory does not seem to work.
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#0015, MP_Unit_Transfer, BustaMike - engine limitation
 
#0015, MP_Unit_Transfer, BustaMike - engine limitation
 
#0016, Tech_Gift_Choices - engine limitation
 
#0016, Tech_Gift_Choices - engine limitation
#0017, Hunter_Seeker_Movie - datalinks update
+
#<strike>0017, Hunter_Seeker_Movie - datalinks update</strike>
 
#0019, Punishment_Sphere_Psych, Helium Pond - not a bug
 
#0019, Punishment_Sphere_Psych, Helium Pond - not a bug
 
#0021, Reputation - discuss
 
#0021, Reputation - discuss
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#0029, Instant_Demon_Boil - fixed
 
#0029, Instant_Demon_Boil - fixed
 
#0031, Hasty_Spore_Launcher - fixed
 
#0031, Hasty_Spore_Launcher - fixed
#0032, Sea_Lurker_Fungus - fixed
+
#<strike>0032, Sea_Lurker_Fungus - fixed</strike>
 
#0041, Hurry_Foreign_Base - mod suggestion
 
#0041, Hurry_Foreign_Base - mod suggestion
 
#0046, Square_Sharing - mentioned
 
#0046, Square_Sharing - mentioned
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#0057, Unit_List_Limit - mentioned
 
#0057, Unit_List_Limit - mentioned
 
#0060, Spartan_Upgrade - discuss
 
#0060, Spartan_Upgrade - discuss
#0061, Antigrav - mod suggestion
+
#<strike>0061, Antigrav - mod suggestion</strike>
 
#0062, Alien_Special_Abilities - needs confirmation
 
#0062, Alien_Special_Abilities - needs confirmation
 
#0065, AI_ECM_AAA - mod suggestion
 
#0065, AI_ECM_AAA - mod suggestion
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#0163, Spore_Rover_Multi - not confirmed
 
#0163, Spore_Rover_Multi - not confirmed
 
#0164, SE_Browse_Income_Report  - mentioned?
 
#0164, SE_Browse_Income_Report  - mentioned?
#0165, Mass_Scrap_Shutout  - mentioned?
+
#<del>0165, Mass_Scrap_Shutout  - mentioned?</del>
 
#0169, Free_Commlink  - mentioned?
 
#0169, Free_Commlink  - mentioned?
 
#0173, One_Alien - not a bug
 
#0173, One_Alien - not a bug

Latest revision as of 08:47, 29 April 2013

This is Nevill's annotated bug list version 2. Bugs from here will be ported onto the wiki's bug pages and included on the general bug list page. Primary source is: http://apolyton.net/showthread.php/7650-Official-SMACX-v2-bug-list.-READ-ONLY-PLEASE!

Contents

Confirmed bugs

Combat bugs:

Also there are other issues with scrambling.


Pending bugs

Combat bugs:

Units in Rocky Terrain get artillery defense bonus. Should be merged with Land-based artillery gets +50% defensive bonus against naval units

Needs discussion.

Needs saves to illustrate. Also saves that can reproduce duels between friendlies and a 'duel' with the unit fighting himself would be nice. Related to Arty duel between 2 units of the same faction and Spore_Launcher_Cross_Fire #0020.

Needs discussion.

Movement bugs:

Text updates.

AI bugs:

There are a lot more automation bugs (building a road through Volcano, etc)

Other bugs:

  • Sea colony pods can not be added to coastal bases. Land and aerial colony pods cannot be added to sea bases. Air units can't build sea bases. Possibly should be merged with (1). Needs save illustrating all possible cases.

Join base command: land unit/sea base, sea unit/land base bugs

  • You can build sea bases in trenches.

Establishing bases in ocean and ocean trenches bug

  • Non-combat air units are considered land units for all purposes.

Air Non-Combat Units Bug

Add description!

  1. 0092, Air_Patrol
  2. 0079, Interludes
  3. 0103, Monolith_Terraform - automation problem
  4. 0104, HSAHunter-Seeker Algorithm_AI - AI problem
  5. 0107, High_Tech_Gifts
  6. 0108, Sex_Change - minor
  7. 0110, Loan_payment
  8. 0111, Combat_Transport
  9. 0119, Borehole_base
  10. 0120, Datalinks_Impact - Datalinks update
  11. 0128, Tectonic_Payload - needs discussion
  12. 0129, Self_Aware_Colony - mentioned
  13. 0130, Friendly_Alert
  14. 0135, TECHSTEAL - needs confirmation
  15. 0138, Brood_Pit - needs discussion
  16. 0154, Sea_Terraform - needs discussion
  17. 0155, GoTo_Xenoempathy
  18. 0156, Nanoreplicator_Info - Datalinks update
  19. 0159, Out_of_Fuel_Transfer
  20. 0166, Transend_Interlude - to the interludes
  21. 0168, Transfer_Upgrade - related to gifts?
  22. 0171, Pact_Payoff (negative energy) - needs confirmation
  23. 0175, Marine_Control_Random_Movement
  24. 0176, Base_Grid - needs confirmation
  25. 0177, MP_Pact_Probe - needs confirmation
  26. 0179, Pirate_Free_Ability - needs confirmation
  27. 0180, AutoFormer_Move - needs confirmation (were magtubes involved?)
  28. 0183, Disembark_Inactive
  29. 0185, Allied_Base_Transport_Loading - mentioned?
  30. 0189, Sold_Command_Nexus - needs confirmation

We might need another post that should consist of bugs that are difficult to replicate or fix. Or those 'issues' that are not really bugs. If one of these is indeed a bug and is not hardcoded in a way that is impossible to fix, please let me know - I'll move it to pending bugs.

Interface bugs

  1. 0030, Urgent_Message
  2. 0033, Preference_Sliders
  3. 0034, Edge_Scroll
  4. 0035, Terrain_Survey
  5. 0036, Zoom_to_Base
  6. 0039, Psi_Gate
  7. 0040, Music_Off
  8. 0043, Slow_Alien_Graphics
  9. 0063, Hall_of_Fame
  10. 0064, Res_Pulse_Naming
  11. 0066, Former_Attack
  12. 0069, Battle_Sound
  13. 0071, Pirate_Ma
  14. 0081, MP_Stop_Built
  15. 0083, Custom_Faction_Text
  16. 0096, Finish_Map
  17. 0101, Unrelated_Units
  18. 0105, Mixed_Faction_Colors
  19. 0131, Fake_Drones
  20. 0112, Land_tile_usage
  21. 0113, Delete_From_Queue
  22. 0114, PBEMPlay By Email_save
  23. 0118, Scenario_flood
  24. 0121, Maritime_Control_Center
  25. 0122, PBEM_Probe - mentioned?
  26. 0125, Drone_crash
  27. 0133, Crawler_Crash - needs confirmation
  28. 0137, Elevation_editing
  29. 0140, Elevation_Change_Display
  30. 0149, PBEM_save_and_exit
  31. 0152 F4_Base_Screen
  32. 0162, Improve_Finish_Map
  33. 0170, F7_Screen (important!)
  34. 0106, Upgrading_Gifts - related to Nexus
  35. 0184, Self_Eradication - mentioned?
  36. 0186, Time_Warp - mentioned? year does not change

Mod requests

  • [Mod PB targeting empty square like tectonic and fungal missiles]
    • It seems that the healing bonus in fungus squares that was supposed to be granted to non-natives by Pholus Mutagen is granted by Xenoempathy Dome instead. Not a big deal, but it makes the former even less useful.
  • Have citizens' sex be determined by even/odd (i.e. modulus 2) rather than strict random order. All the citizens in Lost Eden are boys for this reason rather than having them change randomly when they become a specialist etc.
  • More unit icons, similar to how one can use row 6 multiple times (I know scient has said later on this, but having it for the record is good).
  1. 0127, Diplomatic_Victory
  2. 0145, Pact_production
  3. 0146, New_Tech_Window - datalinks text might need rewriting
  4. 0147, SESocial Engineering_News
  5. 0148, Bunker_Terraform_Preference
  6. 0167, Naval_Probes
  7. 0172, Multiple_PBEM
  8. 0174, Minimum_Hurry_Cost (!!!)
  9. 0178, MP_Base_Trade

To discuss

  • Even if there is a message telling me that my citizens became immune to the effects of Nerve Staple, the next Stapling (in the same turn!) will still quell the riots. While it is questionable if such an immunity should be permanent, the current behavior sounds broken to me. -> mechanic not broken (first two staple attempts 100% chance, next six 50% chance, after 8 staple attempts 0% chance)
  • Restrictions for food production are automatically lifted for a tile that has a Condenser. (link)
  • Self-Aware Colony acts as if you had one additional Police unit at every base. What isn't written is that the said 'unit' counts towards your limit of units which you could use for police duties.
  • The energy you collect from fungal squares is unaffected by your ECONOMY rating, rivers or having a Merchant's exchange at a base.
  • Echelon mirrors outside anyone's territory does not seem to work.
  • Air Superiority needlejets in a base prevent air drops within 2 squares of the base. Air Superiority choppers in a base do NOT prevent air drops.
  • Bunkers add 50% to defense and the bonus doesn't stack with those provided by forest of fungus. However, it stacks with a bonus provided by a rocky tile.
  • A borehole on the west coast increases moisture levels to the east. A borehole anywhere else decreases moisture in the surrounding area.

Leftovers from the previous buglist. I have only bug names and some comments to remember what these were. If anyone has a clue what these are about (esp. when there is nothing save the name), feel free to comment.

  • Independent Support. I wonder what indep. crawlers do. Captured worms are independent until a certain point that I have not figured out, then each captured mindworm is assigned to a nearest base.
  • Fungus battle bonus - should it stack with rocky/bunker?
  • On Sea - Perimeter Defense, or Naval Yard for protection? How does Tachyon Field protect on sea?
  • Only one player gets notification about major event in MP.
  • 'Probe Team Terrain Conditions'. Probably cost-related.
  • Fungus Square Attack And Defense - bug? This appears to be the only situation where a unit on land does not get a huge defensive bonus against artillery! Weird, but I don't think it contradicts the manual or datalinks.
  • Note when a ship uses ranged fire to attack an enemy noncombatant ship, like a transport, it is treated as an artillery bombardment. I just tried this and the defending transport got an "open ground" +50% artillery defense bonus! This sounds like a new bug.

2.162 #0191 Probe Foil Returns To Lake

These probably won't appear in the bug list:

  1. 0001, Air_Drop, Aredhran - fixed
  2. 0006, Unit_Location_Knowledge, BustaMike - engine limitation?
  3. 0007, Battle_Odds, khearn - mentioned
  4. 0009, Artillery_Damage, Civ-wrecked - not a bug
  5. 0014, Ship_Duel_Altitude, Tau Ceti - mentioned
  6. 0015, MP_Unit_Transfer, BustaMike - engine limitation
  7. 0016, Tech_Gift_Choices - engine limitation
  8. 0017, Hunter_Seeker_Movie - datalinks update
  9. 0019, Punishment_Sphere_Psych, Helium Pond - not a bug
  10. 0021, Reputation - discuss
  11. 0022, AI_Defender_Retool, NukedOut - engine limitation?
  12. 0024, Custom_Size_Hang - fixed?
  13. 0025, Air_Defense_Crash - fixed?
  14. 0026, Multiple_Vendetta - not enough info
  15. 0027, Research_Limits - not a bug
  16. 0028, Invincible_Base- not enough info
  17. 0029, Instant_Demon_Boil - fixed
  18. 0031, Hasty_Spore_Launcher - fixed
  19. 0032, Sea_Lurker_Fungus - fixed
  20. 0041, Hurry_Foreign_Base - mod suggestion
  21. 0046, Square_Sharing - mentioned
  22. 0047, Independent_Support - discuss
  23. 0048, Facility_Transfer - mentioned
  24. 0049, Reserach_Points - not a bug
  25. 0050, Mind_Worm_Popup - not a bug
  26. 0053, Boreholes- engine limitation?
  27. 0056, Interlude_Mixup - not a bug
  28. 0057, Unit_List_Limit - mentioned
  29. 0060, Spartan_Upgrade - discuss
  30. 0061, Antigrav - mod suggestion
  31. 0062, Alien_Special_Abilities - needs confirmation
  32. 0065, AI_ECM_AAA - mod suggestion
  33. 0067, Custom_Graphics - mod suggestion
  34. 0068, Anouncement_Graphics - fixed
  35. 0070, Volcano_Terraform - mentioned
  36. 0072, Tidal_Harness - not a bug
  37. 0073, Merchant_Fungus- mentioned
  38. 0074, Fungus_Battle - discuss
  39. 0075, Base_Facility_SE - mod suggestion
  40. 0076, Sea_Perimiter - mentioned
  41. 0078, Water_Level_MP - mentioned
  42. 0080, Air_Force_AI - mod suggestion
  43. 0084, Base_Destroy - mentioned
  44. 0086, Confirm_Odds - mentioned
  45. 0087, Specialists - mentioned
  46. 0089, Balancing - mod suggestion
  47. 0090, Auto_Forest - mod suggestion
  48. 0091, Guard_Unit - mod suggestion
  49. 0093, Sea_Sensor - mentioned
  50. 0094, Sea_Sensor_Ability- mentioned
  51. 0095, Remove_Project - needs confirmation
  52. 0098, Population_Bonus - not a bug
  53. 0099, ICD_crash - fixed? not enough info otherwise
  54. 0102, Probe_Self_Fight - not enough info
  55. 0109, IP_host_corrupt - not enough info, not confirmed
  56. 0115, Vanishing_Probe - not enough info
  57. 0116, Accelerated_Formers - not enough info
  58. 0117, Population_loss - not enough info
  59. 0123, Bonus_Stockpile - mentioned
  60. 0124, Empaths - not enough info
  61. 0126, Alien_Artifact - not enough info
  62. 0132, Patrolling_unit - related to elite bug
  63. 0134, Amphibious_Probe - mentioned?
  64. 0136, Crash_after_rules_select - not enough info
  65. 0139, 1x1_Island_Start - not a bug
  66. 0141, Bomber_Air_Defense - mentioned
  67. 0142, Amphibious_Helper - mentioned
  68. 0143, Punishment_Sphere_F2_Calculation - mentioned?
  69. 0144, Adaptive_Doctrine - mentioned? (one faction does not get... etc)
  70. 0150, City_Trading - mentioned?
  71. 0151, Air_Goto_Command - mentioned?
  72. 0153 Mswheel/Terranx_crash - not enough info
  73. 0157, Build_Scenario - not enough info
  74. 0158, Single_Alien - not a bug
  75. 0160, Sea_Units_Res_Armor - not confirmed
  76. 0161, PB_Flechette - mentioned
  77. 0163, Spore_Rover_Multi - not confirmed
  78. 0164, SE_Browse_Income_Report - mentioned?
  79. <del>0165, Mass_Scrap_Shutout - mentioned?
  80. 0169, Free_Commlink - mentioned?
  81. 0173, One_Alien - not a bug
  82. 0181, Lose_population - not enough info
  83. 0182, Inactive_Former - mentioned
  84. 0187, Missing_Probe_Capture - not enough info

Others will be incorporated eventually.