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Old January 18, 2000, 05:07   #151
Bblue
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BugID: #0150, City_Trading
Submitter: Bblue et al, gsshell@aol.com
Version: Both AX and AC4
Category: AI
Status: Confirmed
Priority: 2
Save before: N/A
Save after:
Description: When attempting to trade cities with the AI, If you are pacted with them they will accept any trade, no matter how unfair.
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Old January 18, 2000, 05:19   #152
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BugID: #0151, Air_Goto_Command
Submitter: Misotu, misotu@birdmail.com
Version: Both AX and AC4
Category: Movement
Status: Confirmed
Priority: 4
Description: When moving using the goto command, some air units stop if they encounter a friendly city even though they have sufficient movement points remaining to execute the goto command in full. This is true of missiles (all types inc planet buster), copters, gravships and locusts of Chiron.

Needlejets stop in friendly cities if they are damaged. If health is 100%, they don't stop.

This is pretty frustrating since, once missiles have a range of 20+ squares it's really hard to predict whether the goto command will cause them to try to pass through a friendly city. Means all missiles have to be moved by hand, unless you're not bothered how many turns they take to reach their destination.
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Old January 18, 2000, 05:30   #153
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BugID: #0152 F4_Base_Screen
Submitter: Misotu, misotu@birdmail.com
Version: Both AX and AC4
Category: UI
Status: Enhancment
Priority: 5
Description: When using the F4 base screen repeatedly (eg. to hurry production in multiple cities), you are returned to the top of the list each time when exiting from any city view. The city you last visited is highlighted, but you have to scroll down repeatedly to find your place in the list. This is incredibly time-consuming and frustrating when you have pages and pages of cities. It would really enhance my gaming experience if the F4 screen would return to the correct place in the list.
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Old January 18, 2000, 05:39   #154
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BugID: #0153 Mswheel/Terranx_crash
Submitter: Misotu, misotu@birdmail.com
Version: AX and AC4
Category: Crash
Status: Demonstrated
Priority: 1
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0153b.zip
Description: Terranx.exe crashes mid-game onwards at various points (generally when air units attack or a city is taken) if I am running mswheel.exe. Once the crash occurs, the game cannot be continued unless the event precipitating the crash can be avoided. The crash does not happen if mswheel is killed. This is consistent and repeatable on my PC but have not tried another environment.

Bblue: This crash seems to be relate to some of the other reported crash bugs, will give this one it's own number since it identifies mswheel.exe as a possible culprit.

Text for Save Game: On my PC, if you run the attached save game and click end of turn, the game will crash. If you kill mswheel.exe and then repeat the process, the game proceeds with no problems. Repeatable in my environment, works every time.

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Old January 18, 2000, 05:48   #155
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BugID: #0154, Sea_Terraform
Submitter: Misotu, misotu@birdmail.com
Version: AX and AC4
Category: Rules
Status: Demonstrated
Priority: 4
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0154b.zip
Save after:
Description: Terraforming ocean squares to ocean shelf over large areas causes other ocean shelf squares to become ocean squares, apparently randomly. Not sure if this is a bug or by design, but I've not noticed the same on land.
Also, sea terraforming seems to work differently to land, in the sense that every ocean square seems to need terraforming individually - ie raising the level of one square doesn't seem to raise adjacent squares. Seems illogical.

About the save: The save game should come up in the right area of the map. You'll see ocean squares next to Tau Collective, Eta Crossroads, Pennant Shoals. All of these had formerly been terraformed to ocean shelf with fungus.
You should be able to repeat the bug using this file. There are plenty of sea
formers around, if you use these to terraform these three ocean squares, you
will find that other squares in this area will change from ocean shelf to ocean. Every game I've played has had this problem somewhere (SMAC and SMAX) if I've raised large areas of ocean.

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Old January 18, 2000, 05:54   #156
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BugID: #0155, GoTo_Xenoempathy
Submitter: Misotu, misotu@birdmail.com
Version: Both AX and AC4
Category: Movement
Status: Pending
Priority: 4
Description: The goto command works really well except if you have the Xenoempathy Dome. If I have this, my land units often ignore magrails and use fungus squares instead if the fungus provides a shorter route. Means you have to move units manually unless the magrail route is absolutely direct.

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Old January 18, 2000, 06:03   #157
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BugID: #0156, Nanoreplicator_Info
Submitter: Misotu, misotu@birdmail.com
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Description: Info on the Nanoreplicator could do with updating for consistency. Under "nanoreplicator" in the manual and on-screen help, it simply says that this facility increases mineral production. But under "ecology" in the on-screen help it shows that nanoreplicators reduce ecological damage as much as centauri preserves and temple of planet. However, in the Ecological Risks section of the manual, it does not mention building nanoreplicators as a method of reducing ecodamage. The documentation is confusing.
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Old January 18, 2000, 06:14   #158
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BugID: #0157, Build_Scenario
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: Alien Crossfire
Category: Tutorial
Status: Pending
Priority: 4
Save before: N/A
Save after:
Description: The 'build' scenario starts you as the spartans and you have to build a former, terraform, and capture an alien artifact. The problem comes with what the colony pods and former units look like. First of all I loaded SMAC not X. That's important because the colony pods had the following build description: Colony,30-1-1. Even better, in the build screen the pod looked like a string infantry (string laser is not in SMAC, only X) and when I actually built it all it was a walking gun with no infantry. The former unit was a psi infantry: psi,1,1, but it still terraformed fine. Also when I built it the picture was for mind worms. You know, the little tank with worms in it for the first worms you breed. Finally, when I tried to add the colony pod to the bases size by pressing B it wanted confirmation of the obliterate base (like the military unit) but from the right click menu it said B added to base size and I successfully executed that option.
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Old January 18, 2000, 06:22   #159
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BugID: #0158, Single_Alien
Submitter: Wombat,
Version: Alien Crossfire
Category: Rules
Status: Confirmed
Priority: 3
Save before:
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Description:
The two alien factions are supposed to always be in the game together, but my first game in SMAX 2.0 are decided to be the caretakers, and set the other 6 to random, and the Usurpers were not one of the resulting factions.

Bblue: When playing all Seven factions random it is not uncommon to only have one alien faction

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Old January 18, 2000, 06:41   #160
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BugID: #0159, Out_of_Fuel_Transfer
Submitter: Theben, sicmkit_e@hotmail.com
Version: Both AX and AC4
Category: Rules
Status: Pending
Priority: 3
Save before:
Save after:
Description: AI transferred air units to me while in air; next turn when I took control of them they had already crashed.(AC4)
Ally transferred units in air; next turn all air units had full 2 turns of movement. That turn ally transferred one more air unit; this one crashed before I could access it. (AX)

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Old January 18, 2000, 07:20   #161
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BugID: #0160, Sea_Units_Res_Armor
Submitter: Theben, sicmkit_e@hotmail.com
Fistleaf, eng71043@nus.edu.sg
Version: Alien Crossfire
Category: Unit Design
Status: Pending
Priority: 3
Save before: n/a
Save after: n/a
Description: Theben: Impact skimships are cheaper with special armor than with plasma steel.

Fistleaf: Unarmoured transports cost the same as when Resonance 3 armoured. However, Synthmetal and Plasma Armour costs more than unarmoured transports.


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Old January 18, 2000, 07:58   #162
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BugID: #0161, PB_Flechette
Submitter: Wombat,
Version: Alien Crossfire
Category: Rules
Status: Confirmed
Priority: 2
Save before:
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Description: I was Planetbusted by the Hive twice in one turn. In each case I first got the message that the flechette had successfully intercepted the PB, but then immediately got the message that it had failed with the 5,4,3,2,1 countdown and the cities were each destroyed. I don't know which message was displayed by mistake, but it's very irritating. It's even worse if it means flechettes can never properly stop PB's.

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Old January 19, 2000, 05:32   #163
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BugID: #0162, Improve_Finish_Map
Submitter: Warpage,
Version: AX and AC4
Category: UI
Status: Enhancement
Priority: 5
Description: After the game has been completed, the game replay only shows the landforms which existed at the end of the game. If you are a raise/lower madman, or if you like to grow the seas, this means that the game replay shows a significantly different world than the one you were playing on in the early going.
Additionally, the game replay does not denote territory which is on the seas.
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Old January 19, 2000, 05:40   #164
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BugID: #0163, Spore_Rover_Multi
Submitter: Lord Maxwell, mathias.karlsson.1981@student.uu.se
Version: Alien Crossfire
Category: Combat
Status: Pending
Priority: 3
Save before: N/A
Save after: N/A
Description: In multiplay, when a rover attacks a spore launcher and wins it often gets replace by four-eight worms spread around the place where the now evaporated rover was. (They materialize either at the turn after, or later in the same turn while I look elsewhere.)
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Old January 19, 2000, 05:47   #165
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BugID: #0164, SE_Browse_Income_Report
Submitter: Vi Vicdi, gderrick@dashlink.com
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: Browsing SE settings reports a different energy income when you come back to your original setting. It seems to be tied to efficiency changes.
If you are set to Wealth, select Knowledge (without actually applying it, just select it), then select Wealth again, the reported income will be different for the second "Wealth" than the first.

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Old January 19, 2000, 05:55   #166
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BugID: #0165, Mass_Scrap_Shutout
Submitter: Vi Vicdi, gderrick@dashlink.com
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A
Save after: N/A
Description: If you mass-scrap a series of buildings you will not be allowed to scrap a building at a base that did not have the type of building scrapped en masse.
Example: You build Citizen's Defense. You scrap all Perimeter Defenses, using the provided "Scrap All" menu selection. But 3 bases didn't have Perimeter Defenses ... even so you can't scrap anything at those 3 bases; you erroneously get the "only 1 scrap per turn allowed" error message.
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Old January 21, 2000, 06:21   #167
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BugID: #0166, Transend_Interlude
Submitter: Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: UI
Status: Confirmed
Priority: 4
Save before: N/A
Save after: N/A
Description: In the interludes for when you transend reguarding this line:
"Some, like the prankster $SHIMODA9 and the demon $NAME5 are semi-dominant and often hover near the plane of Your Thought"
$NAME5 seems to be anything ranging from your faction name, an opponent faction name, left blank, even just "Pact Brother".
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Old January 21, 2000, 06:40   #168
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BugID: #0167, Naval_Probes
Submitter: Bblue, gsshell@aol.com
Version: AX and AC4
Category: AI/Unit Design
Status: Enhancement
Priority: 5
Description: Modify the AI so that it makes use of probe foil and crusier units.
[This message has been edited by Bblue (edited January 21, 2000).]
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Old January 21, 2000, 07:00   #169
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BugID: #0168, Transfer_Upgrade
Submitter: Theben, sicmkit_e@hotmail.com
Version: Both AX and AC4
Category: Unit Design
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: Ally transferred air units to me in a city. Pop up asked if I wanted to change all new air units production (in same turn) to allied (inferior) type + newer reactor; responded no. During city change production but BEFORE my turn had actually started I entered the unit workshop and the AI had created the allied + new reactor unit type, upgraded this type to my preferred version (no actual units were upgraded or costs incurred). When my movement turn started, all newly transferred units had been upgraded to my preferred air unit type, apparently for free.
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Old January 23, 2000, 07:33   #170
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BugID: #0169, Free_Commlink
Submitter: Bblue, gsshell@aol.com
Version: Alien Crossfire
Category: Faction Editor
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: a custom faction that you give the ability to have a free commlink at start don't seem to recieve it.
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Old January 23, 2000, 07:41   #171
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BugID: #0170, F7_Screen
Submitter: Theben, sicmkit_e@hotmail.com
Bblue, gsshell@aol.com
Version: Both AX and AC4
Category: Rules
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: Theben: In the military report, the computer lists units as "lost" that in some cases I have never built, or not as many as listed as lost.

Bblue: (also see #0057 Unit_List) I believe I have seen an indepth thread somewhere about this screen and I can seem to find it I think it mentioned that the unit slot# are not reset to 0 for the F7 screen. (ie. slot#12 was laser infanty which you had 6 lost, when that slot gets remade as say String Dreadnaughts it will list 6 loses when you haven't even built one(first part of Thebens post).
Also, if I remember correctly, it mentioned that independant units are not taken into acount on the F7 screen (resulting in the second part of Theben's post)
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Old January 23, 2000, 07:50   #172
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BugID: #0171, Pact_Payoff
Submitter: Korn469, korn469@mindless.com
Version: Both AX and AC4(?)
Category: Dipolmacy
Status: Pending
Priority: 3
Save before: N/A
Save after: N/A
Description: I created some custom factions in SMAC, and i was conducting diplomacy with the customized Morgan Faction and i asked him to sign a pact, he said he would but needed -100 energy before he would sign...i had 54 energy and he had 88
after we signed the pact he went to -12 energy and i stayed at 54.
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Old January 24, 2000, 01:30   #173
zsozso
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Local Date: October 31, 2010
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Location: of Chiron
Posts: 806
BugID: #0172, Multiple_PBEM
Submitter: Paul, paulvandenbelt@planet.nl
Version: Both AX and AC4
Category: UI
Status: Request
Priority: 5
Save before: N/A
Save after: N/A
Description: One request for a future patch: now that I'm playing the Apolyton SMAC tournament I often get new turns
for more than one PBEM game. When I finish one game and choose "save and exit" the game quits to the
desktop and I have to load the game again. I wonder if it would be possible to have an option to get back to
the "load PBEM game" screen when I have played one game and have an other game to play.

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Old January 28, 2000, 11:49   #174
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BugID: #0173, One_Alien
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: Alien Crossfire
Category: Rules
Status: Demonstrated
Priority: 3
Save before: N/A
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0173a.zip
Description: I started a game as the believers with all other factions set to
random. One alien landed without the other. If one alien faction is
present both should be.
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Old January 28, 2000, 11:52   #175
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BugID: #0174, Minimum_Hurry_Cost
Submitter: Oleg Leschov, oleglesh@chat.ru
zsozso, zsolt@simbiosys.ca
Version: Both AX and AC4
Category: Base
Status: Request
Priority: 5
Save before: N/A
Save after: N/A
Description: Concerning hurrying of production.

You may just pay whole cost, if you have it. This guarantees that in the beginning of the next turn
that thing will be completed. But if the base does produce any minerals for next turn and if we
suppose that there will not be drone riots then is is absolutely unneccessary to pay a whole cost.
Even more -- if it's not a drone riot then paying whole cost is just a waste of money.

So what do I do: I am paying (C/A)*(A-B) credits where B is mineral production of base, A is
cost in minerals to complete a thing, C is a cost in credits to complete thing; C/A is a cost of one
mineral, A-B is mineral cost without mineral production per turn.

That is, suggestion --- make an additional option to hurry production -- calculate minimum
amount of credits required to complete a thing in N turns with current minerals production.

Zsozso: I would call Oleg's version, the "Cheapest hurry", and would suggest the addition of yet another option, which I would call "Economic hurry". Let's define the energy cost of the minerals in the hurry:

COST = hurry_price / minerals_to_completion

Then cheapest_hurry = hurry_price - mineral_output * COST as Oleg suggested.
While economic_hurry = cheapest_hurry + 10 * COST also makes sense, if you plan to hurry again another item next turn. When you already have at least 10 minerals, then the COST is lower, therefore paying it at the end of the previous production is much cheaper then hurrying somehting from zero (or less than 10) minerals next turn. So, I would suggest 4 options instead of the current 2:
  • Full payment (exists now)
  • Custom partial payment (exists now)
  • Cheapest completion (Oleg's suggestion, or cheapest_hurry)
  • Economic completion (paying 10 extra minerals for next turn)

Of course, the last one only makes sense and possible if the mineral production of the base is over 10.
I typically use cheapest hurry for SPs (minimum mineral cost 4 which is high), but economic hurry for base facilities when I have enough energy for hurry again next turn.
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Old January 28, 2000, 11:55   #176
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BugID: #0175, Marine_Control_Random_Movement
Submitter: RedFred,
Version: Alien Crossfire V2
Category: Combat
Status: Pending
Priority: 4
Save before: N/A
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0175a.zip
http://CR190515-A.hnsn1.on.wave.home.../ABL0175a2.zip
Description: Any ship that has successfully been marine-controlled has a tendancy to move one
square in a seemingly random direction immediately after capture. I believe I have also seen one
more volley from the guns after capture, but this is less common.

Bblue about save 2: Happens on the next turn after you capture a unit from the AI (at least in my save), in my case a
'wild' IoD with the Cult of Planet. The captured unit retains the last 'goto' command the AI gave it
and is clearly shown in the save. This will cause it to move off on it own unless the player actively
disengages the old AI 'goto' command before the unit in question gets to move again.

[This message has been edited by zsozso (edited February 14, 2000).]
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Old February 14, 2000, 12:41   #177
zsozso
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BugID: #0176, Base_Grid
Submitter: Korn469, korn469@mindless.com
Version: Both AX and AC4
Category: UI
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: Many times when a base has been destroyed or disbanded it's base grid remains (the red outline),
if the base is destroyed the grid should go away...i have noticed this bug on many many many
occasions and can probably find you a save of it.

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Old February 14, 2000, 12:45   #178
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BugID: #0177, MP_Pact_Probe
Submitter: Korn469, korn469@mindless.com
Version: Both AX and AC4
Category: MultiPlayer
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: in multiplayer i have tried to move my probe teams into a pact brother's base a screen pops up
and ask if i want to take any action, if i hit continue moving, my probe teams disappears this one
needs confirmation and i only witnessed it when doing a multiplayer (IP, not PBEM) game
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Old February 14, 2000, 12:46   #179
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BugID: #0178, MP_Base_Trade
Submitter: Korn469, korn469@mindless.com
Version: Both AX and AC4
Category: MultiPlayer
Status: Request
Priority: 5
Save before: N/A
Save after: N/A
Description: It would be nice to be able to trade & gift bases in multiplayer games.
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Old February 14, 2000, 12:49   #180
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BugID: #0179, Pirate_Free_Ability
Submitter: Patriqvium, patrik_laiho@iobox.com
Version: Alien Crossfire v2
Category: Rules
Status: Demonstrated
Priority: 3
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Description: The Pirates get sometimes free Soporific Gas Pods instead of Marine Detachment.
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