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Old February 14, 2000, 12:53   #181
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BugID: #0180, AutoFormer_Move
Submitter: overcome, card@mail.idt.net
Version: Alien Crossfire v2
Category: Movement
Status: Confirmed
Priority: 3
Save before: N/A
Save after: N/A
Description: On occasion, a few formers that have automated orders, would move back and forth
across a few squares endlessly. It took several minutes to regain control of the program. Sometimes
you can try to open the city in the middle, and it would break the phenomena, other times you had to
"end task" the game.
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Old February 14, 2000, 12:56   #182
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BugID: #0181, Lose_population
Submitter: overcome, card@mail.idt.net
Version: Alien Crossfire v2
Category: Base
Status: Demonstrated
Priority: 3
Save before: N/A
Save after: http://CR190515-A.hnsn1.on.wave.home...C/ABL0181a.zip
Description: Some cities seem to loose citizens after they are built. In one particular game, the first
city I built could not get more than 8 citizens in over 100 years, while the second city built was up to
over 13 citizens. I would watch the city grow to 4 citizens, then shrink to 3, for no reason. Then it
would get up to 5, then shrink to 4, for no reason. I could not figure it out. No mind worm attacks or
anything from normal gameplay.

About the save: I am certain that there is enough food. The nutrient bar is always in the
positive digits. I am vigilant about checking resources every turn.
Northern Hub is the city, faction Cult of Planet.
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Old February 14, 2000, 12:59   #183
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BugID: #0182, Inactive_Former
Submitter: overcome, card@mail.idt.net
Version: Alien Crossfire v2
Category: Movement
Status: Demonstrated
Priority: 3
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0182b.zip
Save after: N/A
Description: Formers would complete their terraforming orders, and then become inactive. It will
stay inactive until you click on it to activate. Once you click on the former, it would activate and take
new orders.

about the save: The former in question is in the attached file in 22,6 (Caretakers faction,
Worlds Within). I tried to replicate it again, and was successful once.
This was a multiplayer game, I opened it and try to save it and I got kicked
out of the program altogether, but the save worked.

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Old February 15, 2000, 01:00   #184
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BugID: #0183, Disembark_Inactive
Submitter: overcome, card@mail.idt.net
Version: Alien Crossfire v2
Category: Movement
Status: Demonstrated
Priority: 3
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0190b.zip
Save after: N/A
Description: Units moved onto transports go into an inactive mode. Once the transport is moved
directed to a land square, nothing happens. Normally, a popup window asking you if you want to
disembark appears. If you click on the transport, it appears in popup with the other units, from which
you can select.
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Old February 15, 2000, 01:01   #185
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BugID: #0184, Self_Eradication
Submitter: Ken Coleman, ???
Version: Alien Crossfire v2
Category: Misc
Status: Pending
Priority: 3
Save before: N/A
Save after: N/A
Description: I was playing the Spartans, and the rest
of the factions were the Gaians, Hive, University, Believers, Peacekeepers,
and Free Drones. The Hive, Peacekeepers, and Gaians were all eradicated
(Hive & Gaians by me).

In about 2350, the Free Drones started attacking me, and then about 20 years
later, the bug occurred. They sent a probe team into my HQ and released
their leader. This was very odd, since they'd never been eradicated. After
that, they thanked me for releasing their leader, gave me all their money &
techs, and then vanished off the face of Planet! Every base and unit just
disappeared. After I had won and the playback played, that was exactly what
it looked like, too - they were there, and the next step they were gone.
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Old February 15, 2000, 01:02   #186
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BugID: #0185, Allied_Base_Transport_Loading
Submitter: Bblue, gsshell@aol.com
Version: both AX and AC4(?)
Category: Movement
Status: Demonstrated
Priority: 4
Save before: N/A
Save after: N/A
Description: Can not load land units onto a sea transport (IoD in the case of the save) if the sea
transport is in an allied sea base.

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Old February 15, 2000, 01:03   #187
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BugID: #0186, Time_Warp
Submitter: Bblue, gsshell@aol.com
Version: both AX and AC4(?)
Category: Rules
Status: Demonstrated
Priority: 4
Save before: [/b] http://CR190515-A.hnsn1.on.wave.home...C/ABL0186b.zip
Save after: [/b] http://CR190515-A.hnsn1.on.wave.home...C/ABL0186a.zip
Description: Game will occasionally go to the next turn and the game year will not advance.

Regarding the saves: the before save shows my first 2350 turn (note that the Cloudbase Academy
under construction in Concentration Pit) the after save, still year 2350, has the Cloudbase Academy
completed.. not even sure that these were the only year 2350 turns I took. I think there was another
turn between these two in which I rush built the Academy, as it is not near completion in the first
save. The year did change and continue to change normally after the 'Save after' save.
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Old February 15, 2000, 01:08   #188
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BugID: #0187, Missing_Probe_Capture
Submitter: BustaMike, wordtoyourmother@hotmail.com
Version: Alien Crossfire v2
Category: Multiplayer
Status: Demonstrated
Priority: 3
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0187b.zip
Save after: N/A
Description: In this game there is a Peacekeeper probe (AI) in Cybernetic (human) territory. Normally you have
the option of
A. Killing the probe
B. Kicking it out of your territory
C. Leaving it alone

In this game there is no option to kick the probe out of Cyborg territory. Killing it would cause
vendetta and leaving it alone could be bad. This is a bummer situation.
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Old February 15, 2000, 01:09   #189
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BugID: #0188, ShareTech
Submitter: overcome, dgirolamo@amre.com
Version: Alien Crossfire v2
Category: Multiplayer
Status: Demonstrated
Priority: 4
Save before: N/A
Save after: N/A
Description: I am playing a multiplayer and my Cult of Planet faction shared Mind Machine
Interface with the Caretakers. After the transaction, the tech would not list on my opponents Lab
list. She also claims to have discovered it before I gave it to her. When I went to share, it listed in my
pick list that she did not have that tech. Have sent files for several different period in the game to
check progress.
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Old February 15, 2000, 01:10   #190
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BugID: #0189, Sold_Command_Nexus
Submitter: Travathian, travathian@yahoo.com
Version: both AX and AC4(?)
Category: Base
Status: Pending
Priority: 4
Save before: N/A
Save after: N/A
Description: After building the Command Nexus, I had run out of money one turn and the next turn I didn't have
enough money to support the Command Center in one of my cities, it sold it. It was still there and still
in effect, but I made the 30-40 energy for it being sold. And NO I hadnt built one previously cause I
have never built them in just about any game, lol.
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Old February 15, 2000, 01:11   #191
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BugID: #0190, TerranX_Crash
Submitter: Fistleaf, chanboon@pacific.net.sg
Version: Alien Crossfire v2
Category: Crash
Status: Demonstrated
Priority: 1
Save before: http://CR190515-A.hnsn1.on.wave.home...C/ABL0190b.zip
Save after: N/A
Description: This is a rare case of a crash at 2199.
Terranx cause division by zero fault or something.
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Old March 2, 2001, 10:03   #192
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Bumped for the sake of new readers...
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Old March 2, 2001, 10:04   #193
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Bumped for the sake of new readers...
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Old February 20, 2003, 08:09   #194
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BUMP - there are many new posts about people re-discovering some of these and they are not sure if it is a bug or not. This list should help them...
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