Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Buster's Uncle on June 01, 2017, 12:14:47 AM

Title: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on June 01, 2017, 12:14:47 AM
Yitzi, you told me a long time ago to post w/saves the next time this happened.  Attached is the save immediately after capture, and the autosave of the beginning of the turn.   The "Buster" hovertank unit that captured was from Fungus Madness to the north.

I'm playing the timewarp cheat w/ an OP custom faction is where the rest of the weirdness you'll notice is coming from...

I seem to have been playing a completely unpatched version.  Good luck duplicating from the autosave - this doesn't happen that often, and the odds are against you here...
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on June 01, 2017, 12:39:02 AM
...And I'll be john browned if it didn't happen again, same turn, with the Buster from Fungus Farms - as before, I'd cleared out several that had moved off the fungal pop square with other units...
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Geo on June 01, 2017, 08:25:57 PM
You... played?!  :o
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on June 01, 2017, 08:35:17 PM
For three weeks, come Saturday.  It finally brought me out of my winter depression, to have something fun to do when I caught up with my online daily rounds and otherwise would have been bored...
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on June 09, 2017, 01:19:32 AM
Whoa.  This time I captured two pop worms and a fungal stalk.

Attached, a save immediately after the capture, and the autosave beginning of a short turn - note that I used the patrol bug, as always, to make the rover unit from Fungus Fantasy elite - that may affect capture odds.
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on June 15, 2017, 02:04:52 AM
Captured two fungal pop worms.  Attached, a save, l, before the capture of the stack of two immediately below Centauri Countryside - the other two stacks visible never capture, whatever order I attack in, and the stack in question always does.

Also attached, l2, immediately after the speeder slipped back into base.  Also, the autosave of the beginning of the turn.  -This speeder is the first unit to become active anyway...
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on August 16, 2017, 01:15:53 AM
...Incidentally, noticed in my recent spate of time warp cheat games...

-Mind worms cannot destroy empty pop one bases before the tenth turn - just wipe out progress on what's under construction.  I assume this is a feature to reduce early-game frustration and not punish a quick early recon... No idea if they destroy facilities, as nothing but faction-gifted facs -perimeter defenses for Hive & NNs for University- are ever there, and I haven't noticed them getting wiped.  I do a lot of 'release mind worm into the wild' stealth attacks, and take a lot of care to keep empty bases empty, so they'll be gone easily once I let my game advance to turn ten.

-I've been finding it impossible to use up monoliths.  The custom faction I'm playing does considerably better working a fungus square, and I'd like to get rid of the pesky things anywhere they happen.  I always found it tedious -far more than 32 promote/heals using worms built just for that- using them up as the Gaians, and now can't do it at all as the Mindworms with Minds w/ an absurdly high(er) Planet rating.  I'm guessing that rating is the problem. 


Just sharing these as interesting AC-game-engine-workings datums non-cheaters would never turn up...
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on August 27, 2017, 03:42:39 AM
Check out the attached image of the F7 Security Nexus in my current game.

Quite a number of turns ago, I attacked a damaged fungal tower (at 13,11) and accidentally captured it and a worm.  I forgot to run here with saves in a timely fashion, but at least here's the image and the save of the current pseudo-turn - it's still 2102 and I'm researching Transcendent Thought 14.
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Geo on August 27, 2017, 12:22:51 PM
Fungal Towers can be captured? :o 8)
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on August 27, 2017, 12:54:26 PM
Rarely, but yes.
Title: Re: Captured a stack of 16 fungalpop worms
Post by: Buster's Uncle on August 27, 2017, 02:20:27 PM
Oh, and I was remiss in mentioning - next turn it'll revert to wild.  They don't stay captured.
Title: Re: Captured a stack of 16 fungalpop worms
Post by: bvanevery on February 22, 2018, 03:18:26 PM
Oh, and I was remiss in mentioning - next turn it'll revert to wild.  They don't stay captured.

Yep I've noticed that in some games as well.  So typically next turn, one is on the same square as the reverted stalk.  Confusing, but amusing.

Why is capturing an entire stack of mindworms a bug?  I think it's a feature.  I like me a stack of 16 free mindworms in late game.  It doesn't happen enough to feel overpowered.  It is typically a consequence of massive eco-damage, one is pretty much doing tower defense against the hordes of mindworms at that point.

I have captured entire stacks of mindworms at other times, but with far fewer of them.  Capturing an Isle of the Deep with units on it, is implicitly capturing a stack as well.
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