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Old January 7, 2000, 15:52   #61
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BugID: #0060, Spartan_Upgrade
Submitter: NoviceCEO, novice@zaz.com.br
Version: Both AX and AC4
Category: Unit design
Status: Confirmed
Priority: 3
Save before: N/A (not available)
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Description: Spartan Upgrade Bug: The spartans have no added cost to build a prototype, but upgrading thier units to a kind which hasn't been prototyped
still costs a huge amount of credits.


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Old January 7, 2000, 15:53   #62
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BugID: #0061, Antigrav
Submitter: NoviceCEO, novice@zaz.com.br
Version: Both AX and AC4
Category: Movement
Status: Confirmed
Priority: 3
Save before: N/A (not available)
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Description: Antigrav Status: Can't give this abilty to air units.


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Old January 7, 2000, 15:55   #63
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BugID: #0062, Alien_Special_Abilities
Submitter: Cotroneo, paulcotroneo@cs.com
Version: Alien Crossfire
Category: MultiPlayer
Status: Confirmed
Priority: 2
Save before: N/A (not available)
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Description: In hotseat, the aliens don't get the map and are unable
to pick techs.


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Old January 7, 2000, 15:58   #64
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BugID: #0063, Hall_of_Fame
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A (not available)
Save after:
Description: The scores from the just completed game are not saved in
the correct faction column.
Also, clicking on faction icons on this screen dosn't show
the appropriete list of games.
(ie, click Miram's icon and get a list of Morgan's high
scores)


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Old January 7, 2000, 15:59   #65
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BugID: #0064, Res_Pulse_Naming
Submitter: Bblue, gsshell@aol.com
Version: Alien Crossfire
Category: Unit design
Status: Confirmed
Priority: 4
Save before: N/A (not available)
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Description: Design workshop will give identical names to similiar
units where the only diffence
is the new armor types (pulse vs. res) (ie. Missle Infanty MkII will
appear twice in the workshop
screen, once for pulse armor, once for res armor; MkI was standard
Plas-steel)


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Old January 7, 2000, 16:04   #66
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BugID: #0065, AI_ECM_AAA
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: AI
Status: Request
Priority: 5
Save before: N/A (not available)
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Description: AI has a huge prefrence for building ECM units even when
it is getting killed by air.
(If I'm killing unit after unit in the same city with needlejets..
the AI should
place a higher priority on AAA, even if it costs a few more minerals)


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Old January 7, 2000, 16:07   #67
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BugID: #0066, Former_Attack
Submitter: SailorUranus, haruka99@uswest.net
Version: Alien Crossfire
Category: Sound
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Two sounds are played when attacking Formers. This
happens whenever Former units
are attacked. Both the old sound and the new weapon sound
are played.


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Old January 7, 2000, 16:09   #68
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BugID: #0067, Custom_Graphics
Submitter: SailorUranus, haruka99@uswest.net
Version: Alien Crossfire
Category: Faction Editor
Status: Request
Priority: 5
Save before: N/A (not available)
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Description: Make it possible to load custom graphic set in the
faction editor.


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Old January 7, 2000, 16:10   #69
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BugID: #0068, Anouncement_Graphics
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4(?)
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: When new energy resourses randomly appear during
gameplay, the pop-up annoncement
screen shows the graphic for new minerals, not energy, even
though the text and world
map correctly show new energy resourses.
The wrong announcement graphics also occurs when some/all(?) of the resourse
'bonuses' randomly deplete (It show the graphic for energy market crash) btw.. all
the correct graphics are in the SMACX folder they are just not be correctly routed
to.

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Old January 7, 2000, 16:14   #70
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BugID: #0069, Battle_Sound
Submitter: Bblue, gsshell@aol.com
Aredhran, aredhran@swiftmove.com
Version: Alien Crossfire
Category: Sound
Status: Confirmed
Priority: 4
Save before: N/A (not available)
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Description: No sound during probe team combat, although there is an
explosion when one is eliminated.
Aredhran: There is no sound for the Missile weapon during combat.

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Old January 7, 2000, 16:16   #71
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BugID: #0070, Volcano_Terraform
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: AI
Status: Confirmed
Priority: 3
Save before: N/A (not available)
Save after:
Description: AI can terraform Mt. Planet (player can also but only
with 'Ctrl-Shft-S' and
'Ctrl-Shft-M'); AI can also build bases on summit squares


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Old January 7, 2000, 16:18   #72
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BugID: #0071, Pirate_Map
Submitter: Lord Blackmoor, lblackmoor@mashell.com
Version: Alien Crossfire
Category: UI
Status: Pending
Priority: 5
Save before: N/A (not available)
Save after:
Description: After-game replay map: Especially with the inclusion of
the pirates how about sea territory. They (pirates) usually have no representation on the map.


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Old January 7, 2000, 16:33   #73
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BugID: #0072, Tidal_Harness
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Increased Solar Activity boosts all energy income,
including Tidal Harnesses


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Old January 7, 2000, 16:36   #74
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BugID: #0073, Merchant_Fungus
Submitter: Fistandantilus, tencati@iol.it
Version: Both AX and AC4
Category: Rules
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: The Merchant Exchange does not increase energy output in
fungus squares.


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Old January 7, 2000, 16:38   #75
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BugID: #0074, Fungus_Battle
Submitter: Fistandantilus, tencati@iol.it
Version: Both AX and AC4
Category: Combat
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: Do not gain fungus bonus when attacking out of, or being
attacked in, a rocky/fungus
square for non-native versus non-native unit combats.

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Old January 7, 2000, 16:39   #76
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BugID: #0075, Base_Facility_SE
Submitter: lynchk, lynchk@yesic.com
Version: Both AX and AC4
Category: UI
Status: Request
Priority: 5
Save before: N/A (not available)
Save after:
Description: Many base facilities add to a single base's social
engineering levels; it would be nice to be
able to see the current levels at each base.

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Old January 7, 2000, 16:41   #77
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BugID: #0076, Sea_Perimiter
Submitter: lynchk, lynchk@yesic.com
Version: Both AX and AC4
Category: Combat
Status: Pending
Priority: 2
Save before: N/A (not available)
Save after:
Description: Perimiter Defenses and Tachyon Fields on sea bases are
not taken into account
when defending.

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Old January 7, 2000, 16:43   #78
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BugID: #0077, Mind_Control
Submitter: dante^, insanezealot@iname.com
Version: Both AX and AC4(?)
Category: UI
Status: Confirmed
Priority: 2
Save before: N/A (not available)
Save after:
Description: I was the Free Drones and managed to Mind Control one of
the Usurper bases. We were
at Vendetta. The normal pop-up window appeared, the one where it
says:
"Free Drones capture Spires:Ascendant! 28 energy credits diverted
from local nets."
I closed the window and I received a message from the Usurpers,
asking for a truce.
I agreed and closed the window. The Base Control Screen then
popped-up. Inside the Base
Control Screen I got another pop-up message saying my Probe Team has
succumbed to the effects
of the Mind Control probe. I closed that message and got a message
from Marr about breaking
the truce. When I clicked the Diplomacy tab, I was at Vendetta again
and integrity had
dropped to faithful.

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Old January 7, 2000, 16:44   #79
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BugID: #0078, Water_Level_MP
Submitter: buster, kn@brandenborg.dk
Version: Both AX and AC4
Category: MultiPlayer
Status: Confirmed
Priority: 2
Save before: N/A (not available)
Save after:
Description: Sea level messages are only given to the one initiating
the change. (when sea level starts
rising due to pollution only the first faction gets the message. The
other players will be
completely caught by surprise) Also when launching solar shades
again, only first faction gets
the info the rest are told nothing.

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Old January 7, 2000, 16:46   #80
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BugID: #0079, Interludes
Submitter: lev, lev@heartistry.com
Version: Alien Crossfire
Category: UI
Status: Request
Priority: 5
Save before: N/A (not available)
Save after:
Description: Bring back interludes for the Manifold Nexus and Borehole
Cluster (revised, of course,
since the aliens are on Planet), and create interludes for
the Unity Wreckage and Fossil
Fields

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Old January 7, 2000, 16:47   #81
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BugID: #0080, Air_Force_AI
Submitter: NoviceCEO, novice@zaz.com.br
Version: Both AX and AC4
Category: AI
Status: Request
Priority: 5
Save before: N/A (not available)
Save after:
Description: AI air units are overly reluctant to attack enemy units/bases
even when they have vastly superior firepower.


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Old January 7, 2000, 16:48   #82
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BugID: #0081, MP_Stop_Built
Submitter: gnome, gn0me1@hotmail.com
Version: Both AX(?) and AC4
Category: MultiPlayer
Status: Demonstrated
Priority: 3
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0081b.zip
Save after: N/A
Description: Hotseat multiplayer games ignore the warning preferences.
When a city finishes building
something it switches immediately to "Stockpile Energy" and gives no
warning even when you
have "Stop for Base Improvements" and "Stop for Random Events"
activated.

About the save: Load as a
multiplayer PBEM game. Begin Foreman Domai's turn. Living Standard
builds a pressure dome, and immediately switches to "Stockpile Energy"
with no pop-up offering to zoom to the city. This even if "Stop for
facilities built" is chosen in the Warning preferences.

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Old January 7, 2000, 16:51   #83
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BugID: #0082, Air_Bombing
Submitter: hroman21, hroman21@hotmail.com
Version: Both AX(?) and AC4
Category: Rules
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Air unit attacking an empty enemy city using the bomb
command refuels air unit next turn.

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Old January 7, 2000, 16:53   #84
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BugID: #0083, Custom_Faction_Text
Submitter: Bblue, gsshell@aol.com
Version: Alien Crossfire
Category: Faction Editor
Status: Pending
Priority: 2
Save before: N/A (not available)
Save after:
Description: Faction Editor Diplomacy Screen; Truce quote and replies:
Editor don't save these correctly.
After loading a saved faction, lines of text from one quote box will
partially appear in the other
quote boxes (acts like text line is too long, but is no longer then
for pre-existing quotes)

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Old January 7, 2000, 16:56   #85
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BugID: #0084, Base_Destroy
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: Rules
Status: Confirmed
Priority: 3
Save before: N/A (not available)
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Description: In the SMAC manual it says that if you destroy a base by
reducing it's population,
then all land units appear on the map and all sea and air
units in that base are destroyed.
In the game air units are left on the map after bases are
destroyed, not sure about sea units.
Next turn these air units have full movement.

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Old January 7, 2000, 16:58   #86
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BugID: #0085, Free_Ability
Submitter: Bblue, gsshell@aol.com
Version: Alien Crossfire
Category: Unit design
Status: Demonstrated
Priority: 4(?)
Save before: N/A
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0085b.zip
Description: Factions that recieve a FREEABIL. The game adds these
abilities to all units wheiter it is a legal unit for that ability of not.
Is typically displayed in the game by the Pirate's FREEABIL, Marine Detachment, appearing on non-allowed units.
Note: This bug does not effect basic units (crawler, former, probe team, colony
pods, etc)
Look at the formers and military units in the save.

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Old January 7, 2000, 16:59   #87
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BugID: #0086, Confirm_Odds
Submitter: RetoS, reto.spoehl@gmx.net
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 3
Save before: N/A (not available)
Save after:
Description: "Display and Confirm Combat Odds" option on. Locusts of
Chiron attacks instantly without asking for confirmation.

Kinjiru: Don't have a save but I have seen this as well. And it still happens in v2

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Old January 7, 2000, 17:00   #88
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BugID: #0087, Specialists
Submitter: RetoS, reto.spoehl@gmx.net
Version: Both AX and AC4
Category: UI/Rules
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: The manual states that you aren't allowed to assign
specialists in bases <5 (except
doctors). However, this is possible by going to the F4 screen
and using the right mouse
button.

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Old January 7, 2000, 17:03   #89
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BugID: #0088, CD
Submitter: Rick, reto.spoehl@gmx.net
Version: Alien Crossfire
Category: Copyright Protection
Status: Request
Priority: 5
Save before: N/A (not available)
Save after:
Description: Neither AX or SMAC with run without the CD in the drive,
even after a complete install
This is inconvenient for some.


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Old January 7, 2000, 17:06   #90
zsozso
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BugID: #0089, Balancing
Submitter: markyj, mark.johnson.1@wcom.com
Version: Alien Crossfire
Category: Faction Editor
Status: Request
Priority: 5
Save before: N/A (not available)
Save after:
Description: Next is a change request for the FACEDIT - is there any
way to put point totals for each
change? Example - Having a ++RESEARCH, and --PROBE comes to a
total of 0 points.
Adding in a free NETWORK NODE for each base makes the total,
say 15 points. That
way, factions could be 'balanced' by getting point totals
that were in the same ball park. -
Say all factions must be 50 points or less.

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