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Morale calculation flaws:
OpenSMACX has various fixes in the code for all these issues, but I'm not sure if they're complete or fully tested. It appears that some of the wackier Creche/Pit effects are retained rather than the flat morale increase. You can also see the original code as it exists in earlier versions. |
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Scient listed some notable game engine bugs in OpenSMACX issues. Latest Thinker version should fix most of the serious bugs/crashes in the original game.
The remaining issues here are more situational and/or there's no implemented code ready to fix them. For example it would be nice to have better pathfinding for all units, but the binary interface would need to be reversed fully first.
Fixes implemented in latest version:
Issues probably not relevant with Thinker:
Issues not fixed yet:
Base window freeze issue (noted by John-Green223)
Inconsistent behaviour with drone/psych calculation (noted by John-Green223)
Possible misleading diplomacy dialogue (noted by John-Green223)
Incorrect transport unit cargo handling
Balance or inconsistency issue with needlejet combat mechanics
Insufficient checks when AI trades energy for new techs (noted by John-Green223, fixed by Thinker)
Captured bases switch previous owner faction in an unsual way (fixed by Thinker)
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