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Old January 7, 2000, 19:13   #91
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BugID: #0090, Auto_Forest
Submitter: markyj, mark.johnson.1@wcom.com
Version: Both AX and AC4
Category: UI
Status: Request
Priority: 5
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Description: Add a 'Automate Former' option to plant forests exclusively.

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Old January 7, 2000, 19:14   #92
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BugID: #0091, Guard_Unit
Submitter: markyj, mark.johnson.1@wcom.com
Version: Both AX and AC4
Category: Combat
Status: Request
Priority: 5
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Description: Add a 'Guard' order to a particular unit - for instance,
if I have a former way out
in the middle of nowhere, I would like to have a guard unit assigned
to him that moves
along with it and attacks anything that threatens the former. I have
used the -L command,
but that only assigns the guard to a particular location and the
former may have moved on
in the mean-time.

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Old January 7, 2000, 19:15   #93
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BugID: #0092, Air_Patrol
Submitter: markyj, mark.johnson.1@wcom.com
Version: Both AX and AC4
Category: Combat
Status: Request
Priority: 5
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Description: I have used the -L command on needle-jets. The
needle-jets have a range of at least 8
and they never wake up unless the enemy gets within two squares, even
though the enemy is
'seen' on my map. I would like them to respond to any seen threat on
my borders automatically.

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Old January 7, 2000, 19:16   #94
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BugID: #0093, Sea_Sensor
Submitter: Bblue, gsshell@aol.com
Edgecrusher, edgecrusher2k@hotmail.com
Version: Alien Crossfire
Category: Rules
Status: Demonstrated
Priority: 4
Save before: N/A (not available)
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0093a.zip
Description: I have once seen my automated seaformers build a
sensor in the ocean, but only once in all my playing time.
Edgecrusher: I've had this happen before as the pirates.
The save game: it's a multi-player IP game. the base that has the sea sensor is Monkey Island

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Old January 7, 2000, 19:17   #95
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BugID: #0094, Sea_Sensor_Ability
Submitter: markyj, mark.johnson.1@wcom.com
Version: Both AX and AC4
Category: Rules
Status: na
Priority: 5
Save before: N/A (not available)
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Description: Request: Ability to place 'sensor buoys' into sea squares



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Old January 7, 2000, 19:20   #96
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BugID: #0095, Remove_Project
Submitter: markyj, mark.johnson.1@wcom.com
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
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Description: I occasionally see a problem with removing a PROJECT off
of the Build Queue list. If it
is the first item on the Queue, click on it, then click delete, then
do something else, then
leave the city and come back in. It is still on the Build
Queue list. Only happens on rare
occassions.


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Old January 7, 2000, 19:21   #97
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BugID: #0096, Finish_Map
Submitter: RetoS, reto.spoehl@gmx.net
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A (not available)
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Description: The replay map at the end of a game often has the bottom
row of map squares displayed
incorrectly.


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Old January 7, 2000, 19:23   #98
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BugID: #0097, Pirate_Sea_Formers
Submitter: Bblue, gsshell@aol.com
Version: Alien Crossfire
Category: Rules
Status: Pending
Priority: 4
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Description: Automated Pirate seaformers don't understand that they
can build impovements in deep
and mid-depth ocean squares after Adv. Ecological Engineering is
reasearched. They
will raise the ocean bottom before trying to build
improvements when it is not nessasary.


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Old January 7, 2000, 19:25   #99
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BugID: #0098, Population_Bonus
Submitter: Stormhound, stormhnd@sound.net
Version: Alien Crossfire
Category: Faction Editor
Status: Confirmed
Priority: 4
Save before: N/A (not available)
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Description: The "Population Bonus" settings are counterintutive;
positive numbers have negitive effects
while negative numbers have positive effects


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Old January 7, 2000, 19:28   #100
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BugID: #0099, ICD_crash
Submitter: DarkAvenger, jordanwi@vtcinet.com ; nescience
Version: Alien Crossfire
Category: Crash
Status: Pending
Priority: 1
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Description: the game crashes when moving units and setting a path for
them to follow. It also crashes
when air units are attacking a city. (the error message makes
reference to TERRANX causing an
invalid page fault in module TERRANX.ICD)


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Old January 7, 2000, 19:34   #101
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BugID: #0100, Obsolete_Prototyping
Submitter: RedFred,
Version: Both AX and AC4
Category: AI
Status: Pending
Priority: 3
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Description: In a game one of the aliens called me up and told me that she had just prototyped a
1-2-1 unit so I'd better behave or ...
Why the heck are the aliens prototyping 1-2-1 units? They start the game with the ability
to build 1-3r-1 defensives. I suppose that there is that possibility that she was just bluffing
but it would be a bluff that wouldn't make any sense. Didn't have infiltrator status to
check. I suspect that this is a problem alluded to earlier about the game offering you the option to
build obsolete units. It may be that the AI takes the most recent discovery as the best
rather than checking to see if it really is. This would also explain why the game will often
offer me the option of building 3 reactor units when I have discovered 4 reactor units first.

Kinjiru: I have seen both of these and they are still present in v2 of SMAX.
Additionally, if you have autodesign on, you will get new unit prototypes for obsolete unit
types if you first discover a better tech. I.e. you get missles before gatling. Once you discover
gatling, you will see new units designed with it even though missiles are better.

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Old January 7, 2000, 19:40   #102
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BugID: #0101, Unrelated_Units
Submitter: RedFred,
Version: Both AX and AC4
Category: Unit design
Status: Pending
Priority: 4
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Description: I also notice that if you get that pop up screen offering to see new units (design workshop),
that if you say no, it will often keep asking you the next time you discover a new tech
(unrelated to the unit in question)

Kinjiru: I have seen both of these and they are still present in v2 of SMAX.
Additionally, if you have autodesign on, you will get new unit prototypes for obsolete unit
types if you first discover a better tech. I.e. you get missles before gatling. Once you discover
gatling, you will see new units designed with it even though missiles are better.

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Old January 7, 2000, 19:42   #103
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BugID: #0102, Probe_Self_Fight
Submitter: LightEning, ari.rahikka@pp1.inet.fi
Version: Both AX and AC4
Category: Combat
Status: Pending
Priority: 3
Save before: N/A (not available)
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Description: I encountered a really weird bug with probe teams: I was playing peacekeepers, and the
spartans had surrendered to me. I had traded one of their bases, so I could launch probe
team attacks to keep them small. I moved one of my probe teams to their territory, then
another, and they wanted to fight each other!(I got the message: Spartan probe team
spotted. Do covert action/other...

Savefile available via E-mail

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Old January 7, 2000, 19:44   #104
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BugID: #0103, Monolith_Terraform
Submitter: Fugi the Great, truge@bytehead.com
Version: Both AX and AC4
Category: Terraforming
Status: Pending
Priority: 4
Save before: N/A (not available)
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Description: Saw that one of the computer controlled factions, forgot which, built a solar collector in the
same square as a monolith. Why would it do this? You only get 2-2-2 on a monolith
regardless what you do to it, or does the AI get another energy unit out of it. Every time I
have tried modifying a monolith square, it says it can not be done.

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Old January 7, 2000, 19:45   #105
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BugID: #0104, HSA_AI
Submitter: Fugi the Great, truge@bytehead.com
Version: Both AX and AC4
Category: AI
Status: Confirmed
Priority: 3
Save before: N/A (not available)
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Description: After I build the HSA, why does the AI insist on trying to subvert my troops or infiltrate
my cities? Their probeteams just end up getting killed. Yes I know that if you have the
proper tech when playing SMACX you can subvert units and infiltrate cities, but I know
that the other factions do not have that tech. Does the AI "forget" that I had the HSA, or
doesn't it check before the attempt is made?

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Old January 7, 2000, 19:46   #106
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BugID: #0105, Mixed_Faction_Colors
Submitter: Dreifels, dreifels@1st-euro.net
Version: Alien Crossfire
Category: UI
Status: Pending
Priority: 2
Save before: N/A (not available)
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Description: If you play a game in SMACX with mixed factions (SMAC + SMACX) you have
two bad choices:
a) you get the pictures and buildings of that SMACX faction that stands in the ini file at the
position of the SMAC faction (eg the 4th position is Angels, if you play with peacekeepers instead
angels you get the pictures of angels)
b) If you'd like to see the SMAC faction's pictures and change the ini so that now (eg)
instead ANGELS there is on place 4 PEACE, you will get the right pictures, HOWEVER
as the background of the building pictures is wrong you see all peacekeepers buildings on
the map with their background color overlapping the map. Furthermore, you can't read
the chart bar and the text in commlink.
If you rename the pcx, it isn't a solution, as you then still have the text problem and the
background problem for the buildings.
I found a solution / workaround. See complete description and file for it at
http://1st-euro.net/AC/Bugs/mixed_factions.html

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Old January 7, 2000, 19:48   #107
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BugID: #0106, Upgrading_Gifts
Submitter: Kinjiru, jonathon_wood@rocketmail.com
Version: Both AX and AC4
Category: Unit design
Status: Pending
Priority: 3
Save before: N/A (not available)
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Description: I took over a Spartan base of size 1, at the end of the turn Morgan flew out 15
needlejets into the base and gifted them to me. I knew that most would get disbanded
since gifting units makes them rehome to the nearest base and a size 1 base would not
minerals to support those 15 units. I was right and when my next turn started 7 of the jets
were disbanded. Okay, so I go try to upgrade that entire class of unit through the
workshop. And it tells that to upgrade these 8-1-12 jets to my own version of
10-1-12-Clean will cost 48,900 credits. I am shocked, so I look more closely and it
thinks I have 248 of these 8-1-12 units around!

So I am thinking that 255 is the max number of any kind of unit. (Since 255 - 7 = 248). So
does the engine somehow lose count if you had a unit type, then retired it, but are later
gifted that same kind of unit?

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Old January 7, 2000, 19:49   #108
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BugID: #0107, High_Tech_Gifts
Submitter: Kinjiru, jonathon_wood@rocketmail.com
Version: Both AX and AC4
Category: Unit design
Status: Pending
Priority: 3
Save before: N/A (not available)
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Description: Later that game Morgan's highest tech level was fusion laser (10) and silksteel armor
(4). He gifted me a couple of 10-4-2 rovers. I upgraded those immediately to 13-8r-4
rovers (heh, actually called dragons in teh workshop default). The next turn Morgan gifts
me two more rovers, but they are now 13-8r-4!! How did Morgan get this tech? I don't
think he did because his other chassis were still at the 10-4 level. Seems that my upgrade
somehow got applied to the same chassis type automatically going forward...

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Old January 7, 2000, 19:50   #109
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BugID: #0108, Sex_Change
Submitter: Trippin Daily, anabolic_frolic@hotmail.com
Version: Alien Crossfire
Category: Faction Editor
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Alien Crossdresser bug: at least with the cyborgs... you can't change your leader's sex to
male from female.. well you can, but soon as you hit ok, it changes back to female... yeah,
i could go into the faction files.. but i shouldn't have to do that. Don't know about the restof
the factions though.

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Old January 7, 2000, 19:51   #110
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BugID: #0109, IP_host_corrupt
Submitter: Genaciv, genaciv@hotmail.com
Version: Both AX and AC4
Category: MultiPlayer
Status: Pending
Priority: 1
Save before: N/A (not available)
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Description: in multiplayer game (IP atleast), if the host chooses a faction, and then
changes his/her mind and selects another, the game is corrupt. Nice, eh?

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Old January 7, 2000, 19:54   #111
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BugID: #0110, Loan_payment
Submitter: Darkstar, darkstar@hiwaay.net
Version: Both AX and AC4
Category: AI
Status: Confirmed
Priority: 3
Save before: N/A (not available)
Save after:
Description: Pactmates continue to pay loan after it's been paid.
Save game available.
Fistleaf: AI keeps repaying loan even though loan payment is negative value.

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Old January 7, 2000, 19:55   #112
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BugID: #0111, Combat_Transport
Submitter: Darkstar, darkstar@hiwaay.net
Version: Alien Crossfire | Alpha Centauri v4 | Both AX and AC4
Category: Combat
Status: Confirmed
Priority: 3
Save before: N/A (not available)
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Description: Transports incorrectly count as combat units for determining whether all
non-combat units are lost with final combat defender at a base.
Example: Set-up: a base with one combat unit (say a garrison unit of any tech), a
transport, a colony pod, and a probe team. Base is attacked and defender is wiped out.
Transport being in base protects colony pod and probe team from being eliminated. Trying
same setup without the transport, and when defender dies, so do the colony pod and probe
team.

Possible Correction: Check to see if transport is non-combat (no armor) and if so, it is
eliminated when last combat defender in stack is lost, in or out of bases.

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Old January 7, 2000, 19:56   #113
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BugID: #0112, Land_tile_usage
Submitter: zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Rules
Status: Demonstrated
Priority: 3
Save before: N/A
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0112a.zip
Description: Darkstar: AI controlled Water Bases can use OTHER AI controlled faction Land
Tiles, despite the fact that all those land tiles are claimed.
Example: Usurper Water Base "Ocean Scar" is just off Caretaker coast, and USING the
Caretaker claimed land tiles, despite all land tiles falling under Caretaker land border
claims.
If a Human controlled faction is involved, this doesn't happen. Border and claims
respected, no matter the state of relations.
Save game available demostrating above scenario.

zsozso: In the above game save, 2 AI factions, that have met each
other, both uses (by worker) the same land tile from 2 sea bases!
The square is at (52,26) coordinates in the save (on a tiny island)
and it is being used by Ergonomis(Angels) and Nettapcomplex(Caretakers),
sea bases at the same time. The 2 factions are at vendetta. Nettapcomplex
was originally built by the Probes, but now occupied by the Caretakers.


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Old January 7, 2000, 19:57   #114
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BugID: #0113, Delete_From_Queue
Submitter: Ronin,
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A (not available)
Save after:
Description: If you have items in your queue and attempt to
delete one without adding or replacing items as well, when you click OK the deleted item
reappears in your queue. The delete is only permanent when you perform another function
as well as delete.

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Old January 7, 2000, 19:58   #115
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BugID: #0114, PBEM_save
Submitter: tfs99, tfs99@sirius.com
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A
Save after: N/A
Description: Default PBEM save location is not same as original load location (as it is in SP)

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Old January 7, 2000, 20:01   #116
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BugID: #0115, Vanishing_Probe
Submitter: cousLee, couslee62@yahoo.com
Version: Alpha Centauri v4
Category: Movement
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: In a PBEM game, when a probe foil was stacked with a pact brothers foil
(AI) in fungus, the probe foil vanishes completly (not just graphics, totally gone). Do not
know if this is unique to this paticular game. Bugs showed up under V3.0, and persisted
after V4.0 was applied. Save file: Available

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Old January 7, 2000, 20:02   #117
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BugID: #0116, Accelerated_Formers
Submitter: tfs99, tfs99@sirius.com
Version: Both AX and AC4
Category: Terraforming
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: Formers can be "accelerated" by repeated clicking and assigning of orders

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Old January 7, 2000, 20:04   #118
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BugID: #0117, Population_loss
Submitter: jimmytrick, michaelfour@lexcominc.net
Version: Both AX and AC4
Category: Base
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: Population loss. Two adjacent bases lost 7 pop, from 16 to 9. Possibly related
to raising terrain.

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Old January 7, 2000, 20:05   #119
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BugID: #0118, Scenario_flood
Submitter: Darkstar, darkstar@hiwaay.net
Version: Both AX and AC4
Category: Scenario Editor
Status: Pending
Priority: 4
Save before: N/A (not available)
Save after:
Description: Noah's flood. When creating a map from scratch (empty ocean), the map will
FLOOD by 1000m when the first change of elevation is used on a loaded/restored from file
map.
Workaround: Create empty ocean map. Save map file. Load map file. Raise/lower one
tile. World floods. Save map. Now, the map will not flood any further.

[This message has been edited by zsozso (edited January 10, 2000).]
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Old January 7, 2000, 20:06   #120
zsozso
Alpha Centauri PBEMSpore
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Local Time: 00:06
Local Date: October 31, 2010
Join Date: Oct 1999
Location: of Chiron
Posts: 806
BugID: #0119, Borehole_base
Submitter: Darkstar, darkstar@hiwaay.net
Version: Both AX and AC4
Category: Base
Status: Pending
Priority: 3
Save before: N/A (not available)
Save after:
Description: AI can build a base on Borehole Cluster Borehole. When player tries, get's
"you cannot build a base on a Borehole" message.
Saved Game available.

[This message has been edited by zsozso (edited January 10, 2000).]
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