Difference between revisions of "Talk:Known Bugs"

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: I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -[[User:NKF|NKF]]
 
: I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -[[User:NKF|NKF]]
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== Disappearing Ammunition ==
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I have observed that problem with X-COM 1.2, modded with XCOMUTIL. My stun bombs and heavy rocket missiles, along with clips for the auto cannon went missing.
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[[User:Vagabond]]

Revision as of 01:39, 22 February 2007

did anyone find ANNOYING! the airbourne intercept window of TFTD when flying over water?

Annoying:

Intercept a USO over land then follow it and it may (should) fly out towards to water. The aliens don't usually go straight into the drink so the "Unable to continue pursuit while airbourne" window comes when flying over water "return to base" OR "continue pursuit" as the options. If you'd press the 'continue pursuit', it would just display the window again. The only way to continue pursuit was to click it maybe 10 or 20 times before the aliens submerged. This is nuts! Are there any work-arounds to this than just pressing the "return to base" button?

just checking up ?

Difficulty Bug

We should for historical reasons outline the "Difficulty Bug" that XcomUtil has saved most of us from. Any takers? --JellyfishGreen


That would only require two or three short lines. Something like this:

" Because of one or two incorrectly set bytes in all dos versions of the game( 1.0 through to 1.4), no matter what difficulty was selected, the difficulty bug would reset to beginner at the end of the first mission. XcomUtil performs a very minor tweak that corrects this problem. This bug was officially fixed in the Collectors Edition Windows port (also commonly known as UFO Gold). "

Or perhaps something a bit more succinct, and with less commas. Ha!

- NKF


This is a technical bug that doesn't happen to everyone and one this article wasn't really meant to chronical - but we won't turn away helping a fellow player if it can't be helped. It's just that there are so many random crash points in this game that it would take far too long to find them all or come up with solutions for them.

Certainly, the transfer crash can happen to some players, but it's not one that can be reproduced easily. It's just like the random crash that some players get when they research a floater medic. It crashes the game for some of us, but others don't seem to notice it at all.

It really depends on your hardware and OS setup, whether or not your copy of the game is damaged or your savegame is damaged, etc.

Does it happen in all games or just this one savegame?

- NKF


"Invisible Muton" bug

Upon shooting repeatedly a Muton, it sometimes plays its "death" animation without sound (as if falling unconscious) and it is no longer displayed in the screen, while remaining visible to my soldiers (I can center the screen and the cursor appears yellow over them). Under this state, they cannot be targeted by Stun Rods. They may play their death animation anytime they get shot, until they truly die, when they emit their characteristic sound and leave a corpse (along with any items carried).

I'm quite fond of laser weapons, maybe this happens more often with those.

Also, though I remember experiencing this quite often fighting Mutons, it may happen to any other high health race.--Trotsky 02:59, 2 July 2006 (PDT)


Never seen that one myself. Another "unpatched game" thing maybe?

There's a (very rare) bug that allows your soldiers to live if they become stunned by an explosion that happens to kill them. Sometimes the game will register their death, and THEN register that they've been stunned. In every case I've seen this happen, however, the unit will have such a low amount of health that a single fatal wound will render it dead (again) on the next turn. I have a vague memory that other players may have been able to get a medkit to the scene on time...

I dunno if that's related to your issue at all (I doubt it, but... meh). I'd advise using a Mind Probe on the alien the next time it happens so you can check the aliens stun/health levels.

- Bomb Bloke


I'm pretty sure I've seen this with Mutons. Possibly Chrysallids as well, another high health, high armor creature. They were still readily killed by shooting the place they are. Good thought on the MP, BB

---MikeTheRed 08:51, 2 July 2006 (PDT)



I've been known to have a dying muton(in fire) to spin around and then switch to the female civilian death animation. With the scream and everything. Even got a civilian death registered at the end of the mission. And this didn't just happen once, but on another separate occasion.

Unusually enough, I once had a sectopod die and then drop a tank corpse. I was using the Lightning at the time for my troop carrier, so you can imagine my surprise.

Then there was one occasion where a floater dropped a snakeman corpse. Let's not even get into the sort of things the aliens like to stuff themselves with.

Your invisible alien bug is quite common, although there appears to be many causes for it. I think one involves a full object table when it comes to invisible aliens in bases. But it can also happen in ordinary missions as well. I'm guessing the game may have tried to do something in the wrong order, and sprite information for the unit may have been lost or corrupted along the way.

Having had an experience where all the chryssalids become invisible in one base defence mission was quite a shocker. I fixed this by saving the game, quitting and then restarting the game. If you ever get an invisible alien again, try this and see if it helps. If it doesn't, well, just keep a careful watch on your map and any alerts that pop up as you play.

There's a similar but less severe bug where a dead alien will still leave its centre-on-unit alert button, but this goes away shortly after you move or turn.

- NKF


That last bug happens when exploding Cyberdiscs kill nearby Sectoids, doesn't it?--Trotsky 23:56, 2 July 2006 (PDT)

Vanishing snakemen

I've known snakemen to become invisible when standing on a hay bale. On the first occassion I had a poor tank getting shot while spending numerous turns looking for it. On the second occasion I had an alien under Psi-control, left it on the hay bale, and couldn't find it next turn. - Egor

Blaster Bomb Bug

I'm currently playing through X-com UFO Defense, I have the collectors edition version. I'm in the process of trying to catch a live alien commander and the blaster bomb bug is making this very difficult. If i remember correctly a commander is always in the command center of the the alien bases. The problem is anytime i get close there is always a dude with a blaster launcher up there that tries to kill my troops. When they try to fire it down at me the bug kicks in and they blow up the whole command room and all the aliens in it because they can't figure out how to get the blaster bomb down the grav lift thing in there. This is making it very dificult to actually catch a live commander. Anyone have any ideas for tactics or anything to breach that room without the aliens trying to fire a blaster launcher up there? - eL Hector

I can suggest two possible solutions. The first is to wait outside the command room for the alien to move closer to you. If it comes out of the room or if you know it has moved down the lift, you then burst in and stand right next to it to stop it from firing the blaster. This is risky because there could very well be a heavy plasma toting alien in there. The other is to use a small launcher and launch it up at the ceiling near where you think the alien with the blaster is standing. -NKF

Disappearing Ammunition

I have observed that problem with X-COM 1.2, modded with XCOMUTIL. My stun bombs and heavy rocket missiles, along with clips for the auto cannon went missing. User:Vagabond