Difference between revisions of "Known Bugs (Apocalypse)"

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Missions will always happen in the light, even if it is night and the mission takes place outside.
 
Missions will always happen in the light, even if it is night and the mission takes place outside.
  
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=== Crazy transportation ===
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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.
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=== Quarreling with Transtellar is dangerous! ===
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If you happen to upset Transtellar your men will not be able to move using transtellar cars.
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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.
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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.
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The only way to unlock them is to transfer them to another base.
  
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 14:49, 22 June 2015

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.

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 after each turn. 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.

Sunlight during the night

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

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 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. The only way to unlock them is to transfer them to another base.