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Old January 7, 2000, 15:08   #31
zsozso
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BugID: #0030, Urgent_Message
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A (not available)
Save after:
Description: The annoying "you have an urgent
message", which repeats several times, is at least partially present -- but the Urgent
Message is no longer displayed (which has its good points).

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Old January 7, 2000, 15:09   #32
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BugID: #0031, Hasty_Spore_Launcher
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Alien Crossfire
Category: Combat
Status: Fixed
Priority: 3
Save before: N/A
Save after: N/A
Description: I got into an artillery duel between my spore
launchers and a Pirate vessel. At one point, I moved a spore launcher into the base and
then fired. It was listed as having a -33% hasty penalty. Native units are immune to such
penalties!

Note by Aredhran: Fixed in SMACX patch V2

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Old January 7, 2000, 15:10   #33
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BugID: #0032, Sea_Lurker_Fungus
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Alien Crossfire
Category: Movement
Status: Pending
Priority: 3
Save before: N/A (not available)
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Description: Sea Lurks are penalised for
moving into sea fungus squares, the same as non-native units.

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Old January 7, 2000, 15:11   #34
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BugID: #0033, Preference_Sliders
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: Resolution is 800x600. Go to audio/visual preferences. Swap the option in the bottom of
the list. See what happens with sliders... At least on my machine, they corrupts.

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Old January 7, 2000, 15:12   #35
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BugID: #0034, Edge_Scroll
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: Go to Preference, uncheck the "Mouse at edge of screen scrolls view". Now, quit
prefs. Check that - mouse doesn't scrolls at edge. Now, call up, for example, right-click
menu, and try again - now it does scroll. The game also ignores this option when some
other dialog boxes are active.

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Old January 7, 2000, 15:13   #36
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BugID: #0035, Terrain_Survey
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: The Terrain Survey feature. Just try to use it... And then try to recenter screen in some
other square, or perhaps scroll it. The picture badly corrupts...

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Old January 7, 2000, 15:13   #37
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BugID: #0036, Zoom_to_Base
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A (not available)
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Description: Advanced prefs, Zoom to base doesn't recenter map option. Set this on. Now, quit
dialog, and click base that is not in the center. Now, it still recenters screen on this base.
Is this how it supposed to behave?

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Old January 7, 2000, 15:15   #38
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BugID: #0037, Automatic_Unit_Design
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: Unit design
Status: Confirmed
Priority: 2
Save before: N/A (not available)
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Description: Design units automatically option. Set this off, also set Auto prune off, then design
some units with available reactor. Research some better reactor. The game then designs
units with new reactor for you, and I hate that.
MORE: try that: get the Singularity reactor tech before the one for Quantum reactor,
design some units with new reactor. Then discover Quantum reactor tech. What
happens? The game doing the same - "prunes" superior units with singularity reactor and
designs obsolette ones with quantum reactor.

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Old January 7, 2000, 15:16   #39
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BugID: #0038, Abandon_Shore_Base
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: General
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: Build a base on the shore. Now, before it grows to size 2, buy the sea colony pod there.
When you choose to abandon base for it, base disappears, but you don't get any colony
pods.

Note by Aredhran: I think this is by design

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Old January 7, 2000, 15:17   #40
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BugID: #0039, Psi_Gate
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: A possible minor bug due to its rareness, since the psi gate is envloved. That is -- when
you use the psi gate, the contents of base in the bottom of the screen does not refresh, it
seems that the base to which you have teleported contains the same defenders that in the
base from which you have teleported. To refresh, you can, for example, switch to viewing
pieces.

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Old January 7, 2000, 15:18   #41
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BugID: #0040, Music_Off
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Play with CD in the drive.
In audio/video preferences, turn off music, speech.
Enjoy silence for some time.
Now exit game, start it again. You will notice sound is back. However, look at
preferences - it is still off there. A bug...
You may get the same effect not restarting the game - just wait some SP to be completed,
see the movie. When you finish viewing, sound is back again, despite what preferences
says. Perhaps the movie playing is the only reason for bug, since restarting cause intro
movie playing. And, the actual movie playing is not neccessary, just a try to do it.

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Old January 7, 2000, 15:20   #42
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BugID: #0041, Hurry_Foreign_Base
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: Diplomacy | UI
Status: N/A
Priority: 5
Save before: N/A (not available)
Save after:
Description: MINOR FEATURE REQUEST (just ignore ONLY THIS one if you don't even want to
listen those): Allow to buy facilities in the other faction's bases (a kind of dotation)
Perhaps this might be only allowed for pact mates and those with treaties. For example, I
have an ally, and I have a lots of money, and I really don't want this ally to lose the
particular base. The enemy troops are close... I want to hurry production in this base and
neighbour bases, so that this ally could prepare to defend. Actually, this could be nearly
the only way to help your ally if he is on an other side of world...

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Old January 7, 2000, 15:21   #43
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BugID: #0042, Alpha_txt_list_sizes
Submitter: Oleg Leschov, oleglesh@chat.ru
Version: Both AX and AC4
Category: General
Status: N/A
Priority: 5
Save before: N/A (not available)
Save after:
Description: ANOTHER MINOR FEATURE REQUEST - I've tried to add some features -
that is, additional type of citizen, the fifth reactor type - and messed with it - game seem
to read a fixed number of available options in most cases. The great case is custom units
(the number of which is stated before the list), and the technology tree (or it's fixed, too?).
The varied number of certain options might be great for the mods developers... But I might
understand if this is too hard to implement.

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Old January 7, 2000, 15:23   #44
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BugID: #0043, Slow_Alien_Graphics
Submitter: Fugi the Great, truge@bytehead.com
Version: Alien Crossfire
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A
Save after: N/A
Description: The graphics is super slow with the new alien units. Please fix this, whether it be adding
new low-res Cav's or whatever.
Trav: Those progenitor former units are painfully slow. Most of
the other units seem to be okay, but those formers bog everything down horribly. Maybe
redo them at a lower resolutinon or something, or maybe include some alternate low-res
caviar files like in the first SMAC.

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Old January 7, 2000, 15:24   #45
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BugID: #0044, Spore_Launcher_bonuses
Submitter: Urban Ranger, decipher@hknet.com
Version: Alien Crossfire
Category: Combat
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: Spore launchers don't benefit from factional combat bonuses (both offensive and
defensive) and Gaian psi bonuses when engaged in an artillery duel, at least with other
spore launchers.


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Old January 7, 2000, 15:25   #46
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BugID: #0045, Units_Bouncing_Back
Submitter: Urban Ranger, decipher@hknet.com
Version: Alien Crossfire
Category: Movement
Status: Confirmed
Priority: 4
Save before: N/A (not available)
Save after:
Description: Units sometimes "bounce back" when moving. I suspect this is probably caused by
insufficient movement points. You could actually see a unit attempting to move into a
square but bounces to where it was moving from. However, this also reveals new terrain
as if that unit has moved into its destination. This does not occur if you have sent a unit to
some faraway location. It only happens when you move it square by square.

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Old January 7, 2000, 15:26   #47
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BugID: #0046, Square_Sharing
Submitter: zsozso, zsolt@simbiosys.ca
Version: Alien Crossfire
Category: Movement
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0046b.zip
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0046a.zip
Description: A fungal tower has appeared underneath my unit! The unit was sitting on that square for
several turns killing worms. Then suddenly, I notice that a fungal tower has grown in the
very same square! I thought units of different faction can only occupy the same square if
the factions are in pact. Guess what, I was not in pact with Planet.
Actually, quite the contrary: wild life was 'visiting' (more like raping) me in great numbers
in response to my heavy pollution (nerve gas treatment of 30+ usurper bases => global
warming raises sea levels by 3200 feet within 20 turns - never seen that drastic effect
ever before). So, planet wanted to spawn a lot of native units in my territory and
it may not have found enough empty squares - or just did not care ?

About the saves demonstrating the bug: the tile in question is at (9,29) coordinates.
The save before has only my unit on the square, but the save after (next turn) has a
fungal tower on the same square too.


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Old January 7, 2000, 15:27   #48
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BugID: #0047, Independent_Support
Submitter: zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Rules
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: Sometimes independent Unity units or captured worms suddenly become supported by
a nearby base. Couldn't figure out what triggers it. First noticed it, when I put an
independent captured worm on patrol near a base. But then later I noticed in other cases
when I did not use any ptarolling at all. Happens even without the unit ever getting inside
the base.

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Old January 7, 2000, 15:28   #49
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BugID: #0048, Facility_Transfer
Submitter: zsozso, zsolt@simbiosys.ca
Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: Base
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0048b.zip
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0048a.zip
http://CR190515-A.hnsn1.on.wave.home...C/ABL0003a.zip
Description: Sometimes when taking over a base of Yang or University, their default base
enhancement (perimeter defense/network node) gets transferred to my HQ, i.e. it
disappears from the conquered base and appears in my HQ which did not have such
facility and was not even building it. Does not happen always, maybe only when I am
taking over their HQ ?

Note on save files (ABL0048b,ABL0048a): The 'before' save (ABL0048b,MY.2190)
shows Gaia's Landing with no Network Node, currently building The Empath Guild SP
(91/240, 17 turns left to complete), and a Gaian worm standing beside
University Base. The 'after' save (ABL0048a,MY.2191) shows next turn, after
the Gaian worm has taken over University base - which does not have Network
Node anymore, on the other hand a Network Node appeared in Gaia's Landing,
which is still building The Empath Guild SP (100/240, 16 turns left).

Save file from Bblue (ABL0003a.zip): This save has
a custom faction that gets free Geosyn. Survey Pods as a freebie I think it
should load alright since the Faction info (other then graphics) are saved
with the save file, you may need to open this one to make sure it can be
opened without the custom faction file (game should choose some default
graphics). Believers HQ New Jerusalam has a Geosyn. Survey Pod while my
citys Anvil of Man and The Voice of God don't.

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Old January 7, 2000, 15:29   #50
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BugID: #0049, Reserach_Points
Submitter: aceplayer, aceplayer@earthlink.net
Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
Category: Rules
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: year 2206 I had 9 years to go to tech breakthrough, but got it by year 2208. I didnt build
any more labs. The weird thing is that F2 said I was getting 21.6 a year, but I actually got
112 in 2207 and 54 in 2208. The 21.6 number was correct - I verified that.

I have posted screen snapshots of the bug here
http://www.geocities.com/TimesSquare...g_pic_2205.zip

This bug occurred in a PBEM game, but I dont know if that's relevent.

It hard to read so these are the numbers:
game year,years needed,years left,cost,accumulated,tech per turn
2206,66,9,1187,1039,18
2207,55,2,1187,1151,21.6
2208,61,60,1304,18,21.6


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Old January 7, 2000, 15:30   #51
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BugID: #0050, Mind_Worm_Popup
Submitter: zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Movement
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Mind worms popup on squares where I just walked through, e.g. I have 2 worms on
fungus square, move one 3 fungus squares in a straight line, then try to follow with the
other one on same path, but suddenly it bumps into a wild worm!

I mean, it is OK, that mind worms can be hiding and pop up in any fungus square, BUT
shouldn't on a square I just walked through! It does not make any sense...

It is obviously programmed in a lazy way, that every time you try to step on a fungus
square, there is some random chance for a wild mind worm to be found. However, the
program should check if the same player has already moved a unit through this square in
the same turn and disable this random event for those squares.


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Old January 7, 2000, 15:31   #52
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BugID: #0051, Humanoid_Aliens
Submitter: Aaron Lawrence, njescort@aol.com
Gnome, jareth@gate.net
Tau Ceti, larsheg@sensewave.com
Version: Alien Crossfire
Category: Diplomacy
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0051b.zip
Save after: N/A
Description: Sometimes the alien factions will in dialogue make reference to being
human! If I see them do it again I'll write down the exact quotes & conditions.

Gnome: Some part of this bug has been fixed by patch v2! I tested it using the
patched version and now the aliens ask you in their own patterns of
speech to abandon Green economics.

Tau Ceti: They may have fixed the complaints about not running Planned economics, but there
are still cases where Progenitors are treated as humans. For example I have seen
someone say "I have located the settlements of our former colleague H'minee..."
Save: When I was playing the Usurpers, Svensgaard said "I've heard rumors of an
alien race living here on Planet, led by one calling itself H'minee. Is this true? (...)",
and one of my possible answers was "Aliens, you say? Oh my. Nope, haven't heard
a word."

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Old January 7, 2000, 15:32   #53
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BugID: #0052, Pact_Units
Submitter: Vi Vicdi, gderrick@dashlink.com
Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: Rules
Status: Demonstrated
Priority: 3
Save before: N/A (not available)
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0052a.zip
Description: If an AI pact sibling of another AI declares vendetta on that AI within 1 turn, none of the
1st AI's units get moved out of the 2nd AI's bases!

Now the declaration of war came in-between turns, not at my behest through the
diplomacy screen, so if you test it via diplomacy and find no bugs, you're looking in the
wrong place. I don't know if getting an AI to vendetta a pacted AI from the diplomacy
screen exhibits this bug or not.

While I was waiting for my turn, a message appeared on the bottom of the screen that
said, "Sister Miriam sends word that she has declared Vendetta on the Pirates!" or
something like that. When my turn rolled around, oops!, there were her needlejets, parked
in his bases!

I have a save file if needed.

Save file from Bblue: The UoP went from Pact brothers to Vendetta during my turn due to a little
diplomacy. but the UoP units were not removed from Definance Freehold.

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Old January 7, 2000, 15:34   #54
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BugID: #0053, Boreholes
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Alien Crossfire
Category: Rules
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: The restrictions on boreholes seem to have vanished. I built
one (without realising it at the time) at a location next to an area with significantly different
height. More spectacularly, I found that Domai built three boreholes in a line with no
squares between them. It was not some weird form of the Borehole Cluster either,
because that is in a different area.
Darkstar: Computer builds Boreholes next to each other. Human can't.
Save File: Available


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Old January 7, 2000, 15:36   #55
zsozso
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BugID: #0054, Vendetta_Info
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Both AX and AC4
Category: Diplomacy
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: I think this bug might be a hold-over from SMAC. I have infiltrated all factions, but
I am not always informed of the start of a Vendetta, even when one of those involved is a
Pact Sister.


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Old January 7, 2000, 15:38   #56
zsozso
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BugID: #0055, Attitude_Save
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Also, there is a bug of sorts that resets all listed the "moods" to Noncommital after
the game is saved and then loaded. Sometimes it appears to keep listing these even though
I've talked to someone and found out their real attitude is very different.


[This message has been edited by zsozso (edited January 08, 2000).]
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Old January 7, 2000, 15:42   #57
zsozso
Alpha Centauri PBEMSpore
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Local Time: 00:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Chiron
Posts: 806
BugID: #0056, Interlude_Mixup
Submitter: R A Spottiswood, raspotts@tik.com.au
Version: Alien Crossfire
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: During this game I built a mind worm, which promptly got taken out by Deirdre,
who I had put in to replace the Caretakers. The interlude used the Caretakers' name and
goals instead of the Gaian ones.


[This message has been edited by zsozso (edited January 08, 2000).]
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Old January 7, 2000, 15:43   #58
zsozso
Alpha Centauri PBEMSpore
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Local Time: 00:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Chiron
Posts: 806
BugID: #0057, Unit_List_Limit
Submitter: Mouse,
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: In the units listing (F7) 256 is the maximum allowed and the list will start from 1 when
there are more. In my latest game I was looking to see how many formers I had and it
only listed 36, I actually had 292.


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Old January 7, 2000, 15:45   #59
zsozso
Alpha Centauri PBEMSpore
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Local Time: 00:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Chiron
Posts: 806
BugID: #0058, Reactor_Upgrade
Submitter: zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Movement
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: When the reactor of air units is upgraded through the
Design Workshop, they all get extra movement points within the
same turn, e.g. if upgraded from fission to fusion, they
all get 2 more movement points and become active again.
On the other hand those that has not yet moved (e.g. jets
in the air from previous turn) lose their normal movement
points for the turn (e.g. 10 for fission jet becomes 2) making
them crash and get lost.


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Old January 7, 2000, 15:51   #60
zsozso
Alpha Centauri PBEMSpore
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Local Time: 00:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Chiron
Posts: 806
BugID: #0059, Copter_Landing
Submitter: zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Movement
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: There are some inconsistencies with the copters landing outside bases.
The unit gets 30% damage due to crash-landing when finishing a turn outside base/air-base.
Therefore, it is considered to be on the ground and not in the air now. They can also be
attacked by ground units without the SAM special ability - futher proving they are on the
ground. However, a copter with troop transport unit cannot unload its cargo when it has
landed this way. The game says "Air trasnports can unload in bases or air-bases only".
Well, the copter is not in the air at this point, so why can't it unload ? What is the
difference from being on a terraformed air base square ? Another inconsistency is, that
if the copter crash-lands on a Monolith it does not get repaired by the "Arcane technology"
like ground units would.

[This message has been edited by zsozso (edited January 11, 2000).]
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