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NOTE: This file is dramatically out of date.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