Weps wrote:Great... I got it up and running.
Had to remove "source" somewhere to be able to join a server... lol
Well, let's see what i can fix. the list is long.
The unofficial defcon bug list:
-1- Bombers when directed to fly to a new waypoint sometimes fly the opposite way, in a circle. Most noticable to the top of the screen.
-2- Bombers and fighters sometimes cling on to enemy ships.
-3- Bombers sometimes keep track of a target that is no longer in their range, instead of losing track, or acquire a new, closer target. Even worse, sometimes that target should no longer be visible, but is.
-4- Silos will target armed bombers before bombers that no longer hold a nuke. Silos should not be able to make this distinction.
-5- When your subs are pinging and engaging enemy cpu subs, then those enemy cpu subs will fire back even when they themselves are not pinging. Non-pinging human subs cannot shoot at subs.
-6- Sometimes, at the end of a game, the score will be different.
-7- The chat window cannot be resized (well, it can, but it will reset automagically).
-8- Drawing text in chat window eats way too much resources.
-9- Possible memory leak, defcon's used memory size keeps increasing during games.
-10- When retargeting a unit, that unit will restart its "next-fire-moment" countdown. It shouldn't.
-11- The number of nukes remaining is counted wrong.
-12- Subs should be able to fire at anything, not just land bases targets.
-13- Launching a fighter from a carrier to a target will move the fleet in that direction. It should stay put, or remain on whatever course it was.
-14- Nukes sometimes go haywire if they cross the seam twice.
-15- Subs can hit tokyo from middle of pacific, way beyond their range.
-16- Ships still can cross land.
-17- Linux client seems to have a bug where submerged subs (after they fired nukes) remain visible.
-18- black area (top and bottom of map) is accesible by air units
-19- Window zooming is bugged when going beyond a certain screen resolution
-20- Manual silo targetting doesn't work, the silo will switch to another target after the first shot.
Well, I think we are mixing bugs with features of defcon. Except bombers in artic, subs in land and eternal flyng nukes from pacific to Alpha Centauri there are not other bugs.
I guess that most players are so used to most of these things (the directly gameplay related ones) that changing them could be seen as a 'feature'. I on the other hand just see inconsistencies.
-5- if a passive AI sub can shoot at my pinging subs, why can't I fire my passive sub at a pinging enemy sub?
-12- subs nuking anything.
Already possible to nuke a ship from a sub, but it ain't exactly easy. And why should i be able to fire from a silo onto anything, and from a bomber, but not from a sub? And why, when i got so far to actually have my sub launch at a ship, does it switch to patrol mode and move?
-20- Same, anything that can told to be fired on something will remain firing on the indicated target. Except for silo's. I mean wth?
What I'ld call a feature, for instance, adding hitpoints to units. imho, that would introduce skill. Way better than having a lucky bomber butcher your ships ;P
But no worries, whatever I do and produce will not replace 1.6, so you can still play how you want it