Known Bugs

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Revision as of 20:42, 11 December 2005 by MikeTheRed (talk | contribs) (→‎Sticky Craft Transfer Fee glitch: more clarifications)
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Collectors Edition Blaster Bomb Bug

In the Collectors Edition of UFO, the Blaster Launcher has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile.

Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen.

This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as there are additional waypoints placed after the vertical move.

This bug also applies to the Disrupter Pulse Launcher in TFTD.

80-item Limit

When loading up your Avenger for a massive UFO assault or arming soldiers for a Base Defense from your overflowing stores, you will likely hit this limit.

You only get a max of 80 items, and you don't get to choose which ones, so you may end up with 80 clips and no rifles for the base defense.

The solution is timely housekeeping. Sell off your spare personal equipment. See our handy Spring Cleaning Tips, and also Managing the Item Limit for ideas.

The trouble with Mines (general)

The armed states for Proximity Grenades in both UFO and TFTD are NOT stored in savegames. More information to come.

TFTD Research Tree Bug Avoidance Guide

TFTD's research problems are more of a serious oversight than a true bug. More of a pain, really. Nevertheless, a variation of NKF's TFTD Research Tree Bug Avoidance Guide, coming soon - free time permitting.

Jasonred: I'd say it CAN easily become a true bug. Tech items can literally become impossible to access and will never appear in your campaign. In some cases, making it impossible to complete the game.

NKF: when I said oversight, I meant that that in the sense that the did not thoroughly check through their revised research tree rules before publishing the game.

For now:

  • NEVER research the Tasoth Commander. There's no reason to, as far as I can tell.
  • ONLY research Deep One Terrorist AFTER you have completed Plastic Aqua Armor and Ion Beam Accelerators.
  • DO NOT research M.C. Lab unless you have AT LEAST one MC Reader in storage.
  • You MUST have at least one "Sub Construction" in storage before completing research on Zrbite and/or Transmission Resolver.

Other than the MC reader one, any of the above would make it impossible to finish the game.

-compiled from NKF's guide.

Mountain Map

Due to a bug in the way this tileset was created, when you shoot the ground, it doesn't burn up - it turns into a tree stump.

Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.

Tree stumps don't take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.

For more details, see Mountain Madness.

Base Disjoint Bug

Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during Base Defense missions. The dirt walls can be knocked down by Blaster Bombs during combat but are otherwise unbreakable.

NKF illustrates this in a pretty picture for you. XCOMUTIL corrects this problem.

Big Text Bug

There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screenful of green 40-column text, essentially debug or memory dump information useless to you.

One fairly consistent cause is saving the geoscape game during a UFO standoff, with the interceptor window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one.

-- I was able to recover from this state by quickly sending in another interceptor (Firestorm) to take over, which allowed my first interceptor (Avenger) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --JellyfishGreen 03:11, 22 Aug 2005 (PDT)

In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resoulution the game uses) and the text colour is based off the changes to the pallete that the game made. The game sometimes continues with the next part of the game. The game is made of two different programs, one for each segment of the game, so when one part of it crashes, the other one will not have registered that anything has gone wrong and will attempt to soldier on. In the Windows version of the game, the game simply crashes back to the desktop, unless you're using the Xcomutil split executable variant. - NKF

Interceptions: Using Cautious Attack

When intercepting UFO's, the longest ranged weapon will fire as soon as you are within range of that particular UFO using any attack of your choosing, which is normal.

If you use only "Cautious Attack", the craft will only get within range of its longest ranged weapon. Now, if you only have one type of weapon mounted (eg: two Fusion Ball Launchers) or you're down to your last weapon, when the last remaining shot is fired, the intercepting craft will drop back to "Standoff" range as soon as the last shot leaves the weapon tube.

What then happens is that the last fired projectile is still travelling towards the UFO which was just in range, but as you automatically enter stand-off range when you are no longer armed, your ship will have removed itself from your weapon's effective firing range. When the missile reaches the end of its effective firing range it is wasted.

This means, the last shot of ammo from any weapon using a Cautious Attack will NEVER reach the UFO.

To get around this waste of ammo, briefly enter "Agressive" mode and then return to "Cautious" after the projectile has hit its target.

Sticky Craft Transfer Fee glitch

As pointed out by Zombie and Danial, transferring any craft causes all subsequent transfers to have that cost added to it, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been caused the Exponential Transfer Fee bug, although it's actually additive, not exponential.)

Example (all numbers are only approximations):

Cost of pistol transfer (↔ = to or from)
EU  ↔  USA       80
EU  ↔ Asia      100
USA ↔ Asia      120

Cost of craft transfer
EU  ↔  USA     1600               Notice how transfer fees always work as relative percents,
EU  ↔ Asia     2000               probably on a distance-based formula
USA ↔ Asia     2400

Cost to transfer pistol, after transferring craft from EU to Asia for $2000
EU  ↔  USA     1680   (80+1600)
EU  ↔ Asia     2100  (100+2000)
USA ↔ Asia     2520  (120+2400)

The cost of the craft transfer "sticks" to all subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.

Unfortunately, this cost is additive. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.

This only appears to happen with aircraft, although it does happen for them all. So try to space out your transfers, if you can.

A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, it will still get the sticky craft fee added. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a cancelled craft transfer.

Transfer Limit cash eater

Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one "item". Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you're shuffling expensive aircraft.

Carrying Unconscious Units

Refer to : Unconscious.

Disappearing Ammo

If you end a Battlescape mission with weapons loaded with ammo, the ammo will disappear. To prevent this, unload all weapons before ending the mission. JudgeDeadd 03:16, 6 Dec 2005 (PST)