Difference between revisions of "Known Bugs (Apocalypse)"

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== Strategical section bugs ==
 +
 
=== Firing Infatuated Agents ===
 
=== Firing Infatuated Agents ===
 
 
This happens if you have more than twenty combat agents at (assigned to?) one base.  Only the first twenty agents are visible in the hire/fire interface.  The others can be fired, just not from the agent interface.
 
This happens if you have more than twenty combat agents at (assigned to?) one base.  Only the first twenty agents are visible in the hire/fire interface.  The others can be fired, just not from the agent interface.
  
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=== Rendor Plasma Shot Undercount ===
 
=== Rendor Plasma Shot Undercount ===
 +
Per [[User:NKF|NKF]]'s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.
  
Per [[User:NKF|NKF]]'s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up. The game divides this by two, reporting 70 shots.
+
=== Is that base yours ? ===
 +
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.
 +
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.
 +
 
 +
== Tactical section bugs ==
  
 
=== Poor pathway finding ===
 
=== Poor pathway finding ===
 
 
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.
 
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.
 
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen.  
 
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen.  
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=== Agents travelling in time ===
 
=== Agents travelling in time ===
 +
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.
 +
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.
  
When you start a mission in turn based mode, the clock will advance after each turn.
+
=== No night missions! ===
But after that you have completed the mission it will get back to the time before mission started, and the ship carrying the agents is ready to take off.
+
Missions will always happen in the light, even if it is night and the mission takes place outside of any building.
 
 
=== Sunlight during the night ===
 
 
 
Missions will always happen in the light, even if it is night and the mission takes place outside.
 
  
 
=== Crazy transportation ===
 
=== Crazy transportation ===
 
 
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the "ultratime" on he will get to the base regardless the road was repaired or not.
 
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the "ultratime" on he will get to the base regardless the road was repaired or not.
  
 
=== Quarreling with Transtellar is dangerous! ===
 
=== Quarreling with Transtellar is dangerous! ===
 
 
If you happen to upset Transtellar your men will not be able to move using transtellar cars.  
 
If you happen to upset Transtellar your men will not be able to move using transtellar cars.  
 
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building.  
 
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building.  
At this point if you then treat with Transtellar, your men will not immediately get to your base, and some of them will remain stuck into their positions even running the ultratime.
+
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.
The only way to unlock them is to transfer them to another base.
+
The only way to unlock is to transfer them temporarily to another base.
 +
 
 +
=== Visual glitches ===
 +
There are some glitches when you move your men flying very high, especially if tall structures are around.
 +
You will see "shadows" to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.
 +
 
 +
== Design flaws ==
 +
 
 +
=== Cannot choose men in base defense missions ===
 +
When an enemy corporation attacks one of your bases you will be immediately engaged into a base defense mission.
 +
The tactical screen limits to 35 the number of people that you can use in a mission.
 +
If there are more than 35 people in the base, only 35 will be active in the mission and you are not given any choice which man to use.
 +
You might find yourself fighting with injured agents or with poor agents that you were training.
 +
Additionally in these missions you have no option to get any weapons from the stores in the base.
 +
If you leave an agent bare handed in the base, you will fight with a bare handed agent!
 +
 
 +
=== Cannot rotate the view ===
 +
Lower aliens (Brainsuckers, kamikaze, hyperworms) might be covered from taller structures, making them complicate to identify.
 +
The possibility to rotate the view was mandatory.
  
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 18:29, 22 June 2015

Strategical section bugs

Firing Infatuated Agents

This happens if you have more than twenty combat agents at (assigned to?) one base. Only the first twenty agents are visible in the hire/fire interface. The others can be fired, just not from the agent interface.

Firing biochemist #1 fires agent #21 as well. Firing biochemist #2 fires agent #22 as well.

And so on.

Whether it is possible to fire infatuated biochemists, quantum physicists, or engineers has not been verified yet.

Rendor Plasma Shot Undercount

Per NKF's research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up. The game divides this by two, reporting 70 shots.

Is that base yours ?

When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government. Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.

Tactical section bugs

Poor pathway finding

The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game. The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.

Agents travelling in time

When you start a mission in turn based mode, the clock will advance by a few seconds after each turn. But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.

No night missions!

Missions will always happen in the light, even if it is night and the mission takes place outside of any building.

Crazy transportation

If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the "ultratime" on he will get to the base regardless the road was repaired or not.

Quarreling with Transtellar is dangerous!

If you happen to upset Transtellar your men will not be able to move using transtellar cars. If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime. The only way to unlock is to transfer them temporarily to another base.

Visual glitches

There are some glitches when you move your men flying very high, especially if tall structures are around. You will see "shadows" to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.

Design flaws

Cannot choose men in base defense missions

When an enemy corporation attacks one of your bases you will be immediately engaged into a base defense mission. The tactical screen limits to 35 the number of people that you can use in a mission. If there are more than 35 people in the base, only 35 will be active in the mission and you are not given any choice which man to use. You might find yourself fighting with injured agents or with poor agents that you were training. Additionally in these missions you have no option to get any weapons from the stores in the base. If you leave an agent bare handed in the base, you will fight with a bare handed agent!

Cannot rotate the view

Lower aliens (Brainsuckers, kamikaze, hyperworms) might be covered from taller structures, making them complicate to identify. The possibility to rotate the view was mandatory.