.NA Bugs "Known bugs in the Empire Server"
.LV Expert
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-NOTE: This file is dramatically out of date.
+Please work with your deity (see \*Qinfo pray\*U) to get bugs reported
+to <wolfpack@wolfpackempire.com> or via SourceForge
+http://sourceforge.net/projects/empserver (registration required).
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-The classification scheme used by report is dumb.
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-You can make a sector temporarily useless by filling up all its
-fields with delivery and distribution information.
-This is useful when an enemy is trying to capture the sector
-(his mil don't have room to move in :-)
-You have to halt some of the deliveries or distributions
-to make room for the military to move in.
-(Mostly fixed by changing the number of available fields)
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-Warehouses can't distribute all commodities simultaneously,
-due to limited fields for this information.
-This becomes a problem if you have a countrywide network
-of warehouses distributing to each other.
-(Mostly fixed by changing the number of available fields)
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-You can sometimes build planes in non-airport sectors,
-deliberately or accidentally. FIXED
+NOTE: The following list is perennially incomplete and out of date.
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-You can sometimes move small quantities of certain items
-from warehouses at no mobility cost, even into mountains
-(this is my favorite bug, I'd hate to see it fixed :-)
+The classification scheme used by report is dumb.
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Guerrillas don't seem to carry the plague.
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-You can get information about enemy sectors
-by attacking with 0 military.
-This costs 0 BTU's currently
-(this is another of my favorite bugs :-)
-This is a good way to flood the enemy mailbox with junk mail
-at no cost in BTU's. FIXED
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-You can sometimes trick someone into paying a huge price for
-commodities by changing the price suddenly.
-Therefore one should always check prices when buying commodities.
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-When two countries are attacking each other simultaneously,
-you can sometimes move into a sector he is in the process of attacking.
-If you get the timing right,
-he will take the sector but you will get it back,
-along with all his military.
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-If a plane is out to trade, and gets shot down,
-it can still be bought until the next update.
-If another country builds a new plane
-that gets the number of the plane that was shot down,
-the new plane will go on the trading market automatically.
-Then if that plane is bought,
-the money goes to the country whose plane was shot down,
-not the country that built the plane.
-I stole numerous planes
-(including nuclear missiles :-)
-this way
-(by deliberately putting low numbered planes up for trade,
-then having them shot down).
+If a ship, plane, land unit or nuke is out to trade, and gets
+destroyed, and its owner builds a new one that gets the same number,
+it will go on the trading market automatically.
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If a plane has negative mobility, then gets traded, mobility
goes to 0.
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-Firing on sectors with land-locked sunken ships does strange things.
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If two countries are cooperating,
its possible to raid an enemy airport and steal the planes
by putting them out to trade.
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-You can also strip enemy sectors of commodities using \*Qsell\*U,
-if you have military control temporarily.
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-One can raid an enemy harbor and use up all the raw materials
-by building useless ships. FIXED
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-One can make work go back to 100 everywhere in a country by
-moving all civilians in low-work sectors onto a bridge,
-then collapsing the bridge.
-Work then goes to 100 at the next update,
-if you leave some mil in the vacated sectors.
-Or you can move mil out too,
-letting the sector ownership change to the Deity,
-then move back in from a 100% working sector,
-and work goes immediately to 100.
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Two cooperative countries can move commodities around at no
mobility cost using the market.
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-You can depopulate an enemy sector in a raid by converting
-all civs to uws and selling them.
-This can make it hard for the victim to get back in the game
-even with a rapid & successful counterattack. FIXED, convert takes mob now.
-.s1
-Sometimes sector ownership doesn't change when the last civ starves,
-so you may get census information about sectors with 0 civs.
-Later this same sector may get its ownership
-switched to the Deity without your doing anything. FIXED
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-You can only have so much of a commodity in a sector.
-If you went over 32,000 and something, units of food, for example,
-bizarre things might happen.
-I think that has been fixed. FIXED
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-Treaty had bugs
-(for example, firing on any ships was considered a treaty violation,
-not just the ships of the country you had a treaty with).
-I think Jeff might have fixed this. FIXED
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-Also air attacks were not considered treaty violations.
-This may have been fixed. FIXED
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You can collapse enemy bridges by making a lightning raid on
his bridgeheads and redesignating them,
even if you only hold the bridgehead for a short time.
-(In this games, bridges work differently, see info build, info bridges")
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-You can map out enemy territory by raiding his radar stations.
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-Condition checking is very treacherous.
-Global commands with conditions are unreliable.
-I never figured out exactly what was wrong,
-although I think your method of putting conditions
-towards the front of the line helped sometimes.
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-You can have more than 26 ships in a fleet,
-but only the first 26 will move when you navigate the fleet
-(I think 26 is the right number, but I'm not certain.
-It might be 32).
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-\*QLook\*U only spots subs (from destroyers) at a certain distance.
-If you are too close you won't see them
-(unless you are in the same sector).
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-You can only fly as many planes on a mission as
-you can fit on the command line
-(so low numbered planes have an advantage this way).
-USE WINGS
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-I never managed to load more than 1 warhead on a missile,
-but I didn't have time to investigate this thoroughly. FIXED
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-Wilderness sectors that you own don't appear as \*Q?\*U on enemy maps,
-so you can sometimes hide information by leaving sectors
-as wilderness. FIXED
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-When a sector has a visible ship,
-radar doesn't show whether the sector is land or sea, just the ship.
-This has interesting possibilities for exploitation
-(like land-locking a battleship
-in your capital in order to deceive the enemy :-)
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-I don't think you can land planes on a land-locked aircraft carrier
-anymore.
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-Its common to mistakenly set the price of a plane or ship incorrectly
-so one should check trade after using set.
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-Torpedo isn't random, but always works within range
-(another of my favorite bugs :-) FIXED
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-Transporting nukes costs 0 mobility. FIXED
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-The \*Qmust be accepted by\*U date on offered loans is bogus.
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-\*QTurn off\*U doesn't stop updates.
+Player input lines are silently truncated after 1023 characters.
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-.SA "list, Innards, Server"
+.SA "pray, Server"