diff --git a/info/Bugs.t b/info/Bugs.t index 024dce18..b8a6b8f2 100644 --- a/info/Bugs.t +++ b/info/Bugs.t @@ -2,168 +2,34 @@ .NA Bugs "Known bugs in the Empire Server" .LV Expert .s1 -NOTE: This file is dramatically out of date. +Please work with your deity (see \*Qinfo pray\*U) to get bugs reported +to or via SourceForge +http://sourceforge.net/projects/empserver (registration required). +.s1 +NOTE: The following list is perennially incomplete and out of date. .s1 The classification scheme used by report is dumb. .s1 -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) -.s1 -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) -.s1 -You can sometimes build planes in non-airport sectors, -deliberately or accidentally. FIXED -.s1 -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 :-) -.s1 Guerrillas don't seem to carry the plague. .s1 -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 -.s1 -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. -.s1 -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. -.s1 -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. .s1 If a plane has negative mobility, then gets traded, mobility goes to 0. .s1 -Firing on sectors with land-locked sunken ships does strange things. -.s1 If two countries are cooperating, its possible to raid an enemy airport and steal the planes by putting them out to trade. .s1 -You can also strip enemy sectors of commodities using \*Qsell\*U, -if you have military control temporarily. -.s1 -One can raid an enemy harbor and use up all the raw materials -by building useless ships. FIXED -.s1 -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. -.s1 Two cooperative countries can move commodities around at no mobility cost using the market. .s1 -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 -.s1 -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 -.s1 -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 -.s1 -Also air attacks were not considered treaty violations. -This may have been fixed. FIXED -.s1 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") .s1 -You can map out enemy territory by raiding his radar stations. +Player input lines are silently truncated after 1023 characters. .s1 -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. -.s1 -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). -.s1 -\*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). -.s1 -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 -.s1 -I never managed to load more than 1 warhead on a missile, -but I didn't have time to investigate this thoroughly. FIXED -.s1 -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 -.s1 -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 :-) -.s1 -I don't think you can land planes on a land-locked aircraft carrier -anymore. -.s1 -Its common to mistakenly set the price of a plane or ship incorrectly -so one should check trade after using set. -.s1 -Torpedo isn't random, but always works within range -(another of my favorite bugs :-) FIXED -.s1 -Transporting nukes costs 0 mobility. FIXED -.s1 -The \*Qmust be accepted by\*U date on offered loans is bogus. -.s1 -\*QTurn off\*U doesn't stop updates. -.s1 -.SA "list, Innards, Server" +.SA "pray, Server"