Bug list/Nevill
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.
Only bug descriptions should go here, preferably with links to corresponding threads on the forum. Please keep discussions of bugs in these separate threads.
I would suggest the following structure of the list: confirmed bugs should go to the top of this post, while those that still require looking into should go to the bottom. Ideally, after someone creates a save that illustrates the problem, these entries should be moved to the top.
I would appreciate everyone's contribution to the project. However, I would ask everyone to keep the number of posts to a minimum, if possible - if you already have posted in this thread, just edit your post. All posts in this thread will eventually be incorporated into this post.
Making a list of all existing threads labeled with [Bug] would be a good start.
Contents |
Confirmed bugs
- 1.1 Colony pods that are added to an existing base ignore population limits.
- If fungus spreads to a base tile, you can't add Colony pods to the base anymore. Join base command: hab limit and fungus bugs
Combat bugs:
2.1 Air-to-air combat is currently inconsistent, especially when psi weaponry is involved. Air to Air combat 2.2 Scrambled interceptor vanishes from sight after successful defense. Scrambling Air Defense Bug Also there are other issues with scrambling. 2.3 Inconsistent handling of combat with units that share tile with air units. Bugs Involving Combat With Air Units
- Discussion needed. Also see Needlejets having Zones of Control
Pending bugs Combat bugs:
- Artillery Units Can't Use Their Abilities. Might be related to No_Spore_Launcher_Bonuses #0044.
- Artillery has the same weakness in every land square.
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.
- Sea Combat Bugs.There are different opinions on how this should work.
- Altitude bonus for ship in shallower water bug
- Nerve Gas Bugs. Will partly be fixed.
- Defender in a base morale bugs. Fixed by kyrub? Needs discussion.
- Attacker in base morale bugs. Same as above.
- Overly weak mind worms
- Non-combat units lose their penalty inside a base
Movement bugs:
- Sea Probe Team Bug
- Land transport stranded on sea square. See also Land transport nor its load counted in sea transport
- If a pactmate has a needlejet in the same square as one of your empty transport ships, then it is impossible to load units onto the transport. If the transport ship is not empty (already has one or more passengers), then more units can be loaded without a problem.
- Unable to move units into pactmate's sea bases. Probably should be merged with the above bug.
- If a unit with 'Copter chassis has some moves left and player tries to end it's turn (say, with a Space button), the unit will try to fly to a nearest base. It is impossible to put them On Hold.
- Units_Bouncing_Back #0045
Text updates.
AI bugs:
There are a lot more automation bugs (building a road through Volcano, etc)
- Pirate_Sea_Formers #0097. Related to the above bug.
- Former continues planting forest on forest square
- Does the AI ever attack Locusts with ground units?
- Unit heals and attacks same turn
- There is a bug in AI forcing it to try and corner the Global Economic Market again and again, effectively preventing it from doing so.
- Negative Energy Bug
- Infinite_Jet_Fuel #0011
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.
- Adjacent Aquifers Bug
- Probe on transport probing foil nearby
- Air Drop Damage Bug. Discussion needed.
- Extra Facility On Capture Bug
- Psi Gate Peculiarities
- Stockpile Energy Bug. Fixed by kyrub?
- Condensors violate nutrient restriction bug. Needs discussion.
- Invisible Mag Tube Bug
- You captured what, commander?. Fairly insignificant, IMO.
- 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.
- Specialists in base smaller than size 5
- Armored Probe Can't Be Designated Defender
- Alien Artifacts defending bases
- Capturing AAs
- Spartans Free Prototype Ability Prevents Skunkworks
- Spartans can't benefit from Freeabil in spartans.txt
- Air Transport bugs
- There are several bugs related to transports. I will elaborate on this later.
- Disappearing passenger bug?
- Disappearing units
- I've had this happen in mods for units that were in sea transports, whose 'AI plan' parameter wasn't set to 7 (transport) or -1 (auto). Never had it happen on land, though.
- Disappearing pods
- Submersible Carrier Design Bug
- Sensor bugs
- Former can retain credit invested when moving
- There is a bug with reactivation discussed on the last page that is easily reproduceable but lacks a proper description.
- Stack damage exploits with CPs in the stack
- Can't select one of your units if other faction's units are in the same tile
- Pact Brother's terraforming does not show up when unit is in same tile
- Native life spawning under player units
- Citizens Defense Force giving benefit in pactmates base. Needs confirmation
- One faction can't use a special ability. Needs confirmation.
- The diplomatic status between factions must be vendetta for interceptors and Aerospace Complexes to prevent air drops. A truce or a treaty does not prevent them.
- Air units are NOT destroyed if the base they are in is destroyed (contrary to what the manual says.)
- Confirm Odds is misleading when it comes to psi-combat with different reactors.
- Abandon_Shore_Base #0038
- Free_Ability #0085
- Air_Bombing #0082
- Probe_Succumbing_To_Mind_Control #0077
- Humanoid_Aliens #0051
- Automatic_Unit_Design_Upon_Reactor_Discovery #0037. Duplicate.
- MP_Probe_City #0012. Duplicate.
- Power_Surge #0010
- Alien_Friends #0005
- Free_Ability_Fungisidal_Tanks #0003
- Marine Detahcment Bugs #0002
Add description!
- 0092, Air_Patrol
- 0079, Interludes
- 0103, Monolith_Terraform - automation problem
- 0104, HSAHunter-Seeker Algorithm_AI - AI problem
- 0107, High_Tech_Gifts
- 0108, Sex_Change - minor
- 0110, Loan_payment
- 0111, Combat_Transport
- 0119, Borehole_base
- 0120, Datalinks_Impact - Datalinks update
- 0128, Tectonic_Payload - needs discussion
- 0129, Self_Aware_Colony - mentioned
- 0130, Friendly_Alert
- 0135, TECHSTEAL - needs confirmation
- 0138, Brood_Pit - needs discussion
- 0154, Sea_Terraform - needs discussion
- 0155, GoTo_Xenoempathy
- 0156, Nanoreplicator_Info - Datalinks update
- 0159, Out_of_Fuel_Transfer
- 0166, Transend_Interlude - to the interludes
- 0168, Transfer_Upgrade - related to gifts?
- 0171, Pact_Payoff (negative energy) - needs confirmation
- 0175, Marine_Control_Random_Movement
- 0176, Base_Grid - needs confirmation
- 0177, MP_Pact_Probe - needs confirmation
- 0179, Pirate_Free_Ability - needs confirmation
- 0180, AutoFormer_Move - needs confirmation (were magtubes involved?)
- 0183, Disembark_Inactive
- 0185, Allied_Base_Transport_Loading - mentioned?
- 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.
- Accelerated Start Bug
- Self-Destruct Restart Bug
- PBEM Password Bug
- MP Elimination bug
- Skipped players in Pbem
- Abandoned base means next base loses production
- Polar interceptor bug
- Base Trade Bug
- Was it adressed by kyrub?
- Superdrone cancels out talent in size 3 base despite recreation commons
- Is a part of even bigger issue.
- Large map bug(s)
- Partial hurry overpayments exploit
- Maniac Manoeuvre: Using prototypes for free production switches
- Associated with Retire design bug
- [Exploit Eco-Damage and the Four Magic Facilities]
- No retooling penalty for switching SP
- Should probably be merged with other alphax.txt issues. See also *Attack along roads" alpha/x bonus (was it really fixed? opinions split on this one).
- Rush building more than once per turn
- Suggested "Downgrades"
- 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.
- Cloned units may be upgraded at a monolith
- CBA Aerospace Complexes fail against orbital insertions
- Missing Missile Launcher Sounds
- Monolith movement cost for worms
- Can't get 'HQinfo' Map
- Aircraft can't initiate diplomatic relations
- Lower weapons/armor automatically prototyped
- flc animations in Diplomacy screen skip a frame on second pass
- Can't pop-boom with Golden Age
- Can this be ported back to SMACSid Meier's Alpha Centauri?
- Game doesn't look for Colony Pod weapon
- Multiple popups of AI trying to communicate
- See also Non-Stop Hailing
- Explored tiles on flat maps intermittently revert to unexplored (black)
- Not even sure what Darshan was talking about. Can someone clarify?
- Active units display rollover bug in F7 military nexus
- The Security Nexus Screen (F7) displays incorrect statistics as the game progresses. For example, it shows some units you've never built as lost etc. (Need savegame)
- Choice of difficulty level ineffective in scenario
- Starting in MY2100
- See also 1st base - 5 minerals or 10?
- Artillery units' names bug
- Same Social Engineering changes yield different incomes
- [UI Bug Demand withdrawal bug]
- Trying to dismantle some base facility with 'Dismantle all' button leads to not being able to dismantle anything this turn, even in the bases that had no such facility to begin with. It is also possible to dismantle 2 facilities in one turn using this button.
- While the exploit with clicking on an unexplored tile and not recentering the map on a base square was fixed, there still remains a bug when you can see a base name while issuing a move command ("Move to: BASE_NAME"), even if that base was located in yet unexplored terrain.
- If a worker (not a specialist) is lost due to population loss, the remaining workers will automatically be rearranged by the AI (even for human-controlled factions), usually to maximize nutrients.
- Selecting "Demand Withdrawal" from the commlinks menu for another human faction causes the AI to decide for that faction whether to comply with the request or declare vendetta based on the AI attitude of the faction. The human player who actually controls that faction will not make the decision.
- When engaging in a probe team operation against another human faction, a window appears asking whether the victim wants to "declare vendetta" or "let off with a stern warning" - if treatied or whether to "cancel pact" or ""let off with a stern warning" - pacted. This window is appearing during the wrong player's turn. It is the one doing the probing not the victim who gets the screen and makes the decision. Etiquette dictates that the prober should choose "declare vendetta" or "cancel pact" unless prior approval has been received from the victim to choose something else.
- When voting in the Planetary Council, it is possible to click on the portrait of the faction for a human player and be offered a chance by the AI to pay a bribe for the vote of that faction. The AI decides the bribe rather than the human player whose faction it is.
- When voting in the Planetary Council, the AI will take on the role of a human-controlled faction and offer a bribe to the person currently voting. The player whose faction is offering the bribe is not offering the bribe - the AI is doing it for them without their knowledge.
- Punishment Sphere's research penalty is not taken into account anywhere on Research Screen (F2) or Base Screen, This leads to confusion as it is actually there, just isn't shown.
- ODP's and FDS's also react to Fungal and Tectonic Rockets automatically. That means you can destroy every ODP of your opponent by launching several Fungal Missiles before hitting him with a PBPlanet Buster. (link)
Interface bugs
- 0030, Urgent_Message
- 0033, Preference_Sliders
- 0034, Edge_Scroll
- 0035, Terrain_Survey
- 0036, Zoom_to_Base
- 0039, Psi_Gate
- 0040, Music_Off
- 0043, Slow_Alien_Graphics
- 0063, Hall_of_Fame
- 0064, Res_Pulse_Naming
- 0066, Former_Attack
- 0069, Battle_Sound
- 0071, Pirate_Ma
- 0081, MP_Stop_Built
- 0083, Custom_Faction_Text
- 0096, Finish_Map
- 0101, Unrelated_Units
- 0105, Mixed_Faction_Colors
- 0131, Fake_Drones
- 0112, Land_tile_usage
- 0113, Delete_From_Queue
- 0114, PBEMPlay By Email_save
- 0118, Scenario_flood
- 0121, Maritime_Control_Center
- 0122, PBEM_Probe - mentioned?
- 0125, Drone_crash
- 0133, Crawler_Crash - needs confirmation
- 0137, Elevation_editing
- 0140, Elevation_Change_Display
- 0149, PBEM_save_and_exit
- 0152 F4_Base_Screen
- 0162, Improve_Finish_Map
- 0170, F7_Screen (important!)
- 0106, Upgrading_Gifts - related to Nexus
- 0184, Self_Eradication - mentioned?
- 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).
- 0127, Diplomatic_Victory
- 0145, Pact_production
- 0146, New_Tech_Window - datalinks text might need rewriting
- 0147, SESocial Engineering_News
- 0148, Bunker_Terraform_Preference
- 0167, Naval_Probes
- 0172, Multiple_PBEM
- 0174, Minimum_Hurry_Cost (!!!)
- 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.
- 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:
- 0001, Air_Drop, Aredhran - fixed
- 0006, Unit_Location_Knowledge, BustaMike - engine limitation?
- 0007, Battle_Odds, khearn - mentioned
- 0009, Artillery_Damage, Civ-wrecked - not a bug
- 0014, Ship_Duel_Altitude, Tau Ceti - mentioned
- 0015, MP_Unit_Transfer, BustaMike - engine limitation
- 0016, Tech_Gift_Choices - engine limitation
- 0017, Hunter_Seeker_Movie - datalinks update
- 0019, Punishment_Sphere_Psych, Helium Pond - not a bug
- 0021, Reputation - discuss
- 0022, AI_Defender_Retool, NukedOut - engine limitation?
- 0024, Custom_Size_Hang - fixed?
- 0025, Air_Defense_Crash - fixed?
- 0026, Multiple_Vendetta - not enough info
- 0027, Research_Limits - not a bug
- 0028, Invincible_Base- not enough info
- 0029, Instant_Demon_Boil - fixed
- 0031, Hasty_Spore_Launcher - fixed
- 0032, Sea_Lurker_Fungus - fixed
- 0041, Hurry_Foreign_Base - mod suggestion
- 0046, Square_Sharing - mentioned
- 0047, Independent_Support - discuss
- 0048, Facility_Transfer - mentioned
- 0049, Reserach_Points - not a bug
- 0050, Mind_Worm_Popup - not a bug
- 0053, Boreholes- engine limitation?
- 0056, Interlude_Mixup - not a bug
- 0057, Unit_List_Limit - mentioned
- 0060, Spartan_Upgrade - discuss
- 0061, Antigrav - mod suggestion
- 0062, Alien_Special_Abilities - needs confirmation
- 0065, AI_ECM_AAA - mod suggestion
- 0067, Custom_Graphics - mod suggestion
- 0068, Anouncement_Graphics - fixed
- 0070, Volcano_Terraform - mentioned
- 0072, Tidal_Harness - not a bug
- 0073, Merchant_Fungus- mentioned
- 0074, Fungus_Battle - discuss
- 0075, Base_Facility_SE - mod suggestion
- 0076, Sea_Perimiter - mentioned
- 0078, Water_Level_MP - mentioned
- 0080, Air_Force_AI - mod suggestion
- 0084, Base_Destroy - mentioned
- 0086, Confirm_Odds - mentioned
- 0087, Specialists - mentioned
- 0089, Balancing - mod suggestion
- 0090, Auto_Forest - mod suggestion
- 0091, Guard_Unit - mod suggestion
- 0093, Sea_Sensor - mentioned
- 0094, Sea_Sensor_Ability- mentioned
- 0095, Remove_Project - needs confirmation
- 0098, Population_Bonus - not a bug
- 0099, ICD_crash - fixed? not enough info otherwise
- 0102, Probe_Self_Fight - not enough info
- 0109, IP_host_corrupt - not enough info, not confirmed
- 0115, Vanishing_Probe - not enough info
- 0116, Accelerated_Formers - not enough info
- 0117, Population_loss - not enough info
- 0123, Bonus_Stockpile - mentioned
- 0124, Empaths - not enough info
- 0126, Alien_Artifact - not enough info
- 0132, Patrolling_unit - related to elite bug
- 0134, Amphibious_Probe - mentioned?
- 0136, Crash_after_rules_select - not enough info
- 0139, 1x1_Island_Start - not a bug
- 0141, Bomber_Air_Defense - mentioned
- 0142, Amphibious_Helper - mentioned
- 0143, Punishment_Sphere_F2_Calculation - mentioned?
- 0144, Adaptive_Doctrine - mentioned? (one faction does not get... etc)
- 0150, City_Trading - mentioned?
- 0151, Air_Goto_Command - mentioned?
- 0153 Mswheel/Terranx_crash - not enough info
- 0157, Build_Scenario - not enough info
- 0158, Single_Alien - not a bug
- 0160, Sea_Units_Res_Armor - not confirmed
- 0161, PB_Flechette - mentioned
- 0163, Spore_Rover_Multi - not confirmed
- 0164, SE_Browse_Income_Report - mentioned?
- 0165, Mass_Scrap_Shutout - mentioned?
- 0169, Free_Commlink - mentioned?
- 0173, One_Alien - not a bug
- 0181, Lose_population - not enough info
- 0182, Inactive_Former - mentioned
- 0187, Missing_Probe_Capture - not enough info
Others will be incorporated eventually.