Bugs in the unmodded game

Bug #895047 reported by Marshall
16
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Low
Unassigned

Bug Description

This Issue acts as a hub that connects all the actual bug-fixes (i.e. bugs that appear in the unmodded game - not with logics that normally go unused).

This Issue is not a request to neccessarily do anything about the known bugs, nor is it an indication that these bugs are actually being worked on.

If someone wants a particular bug fixed, or someone is assigned a bug to fix, then a separate Issue should be raised and then linked to this one.

========Known Bugs========

If a Bridge is unable to be repaired because it is blocked, Engineers are still permitted to enter the Bridge Repair Hut. Engineers sent into such a Bridge Repair Hut are lost.

(bug:489) AI SWs often target submerged objects

When a unit is destroyed, its 'sight' sometimes remains active. When this happens, the destroyed unit can provide permanent sight under shroud (Gap Generator) and/or reveal submerged naval units (if the unit could detect submerged naval units under normal circumstances).

Transports cannot be unloaded on a bridge.

Height differences between attackers and their target can sometimes cause weapon shots to miss their target on every single shot. Apart from specific weapons which are inherently inaccurate, all weapons in Red Alert 2 are supposed to never miss when their target is stationary.

If an aircraft (such as the Harrier) is ordered to force-move to a structure (other than an Air Force Command HQ), on a second attempt it will land there.

You can't send Crazy Ivan into your own Grinder unless the Grinder has already been set with dynamite. Either Crazy Ivan should not be grindable or there should be a means of grinding him without setting the Grinder with dynamite first.

If a chronoshifting infantry (such as the Chrono Legionnaire) is ordered to attack a unit across water, and he would not have been able to reach it by walking, he will jump around on the coast until a walkable path becomes available or he is given a new order.

The AI will ineffectually try to use the Genetic Mutator on paratroopers that haven't quite reached the ground.

When a building is being constructed and its prerequisites are destroyed/sold, there is a chance that the build menu will become stuck ("Unable to comply - building in progress."). To deal with this problem, undeploy/sell and then redeploy/replace your Construction Yard. If you have multiple Construction Yards then they all need to be undeployed/sold before the build menu will function again.

Like other unit factories, Construction Yards can be deployed to make them the "Primary" factory. This is completely pointless for Construction Yards.

In Red Alert 2, you could order aircraft (Harrier/Black Eagle) from one aircraft pad building to another (you could choose where the aircraft's 'home' was so as to better coordinate attacks). This no longer works in Yuri's Revenge.

Garrisonable buildings under the Iron Curtain effect cannot be garrisoned by the player who Iron Curtained them, even the player's own Battle Bunkers. There is some debate as to whether or not this is a bug or intended functionality.

(bug:379) Temporal units can gain veterancy from erasing friendly units.

The Industrial Plant reduces a unit's cost but not its refund amount. Players with access to both a Grinder and an Industrial Plant can generate money by immediately grinding any vehicle they build.

(bug:1392) Deployed Siege Choppers can be chronoshifted onto water by the Chrono Sphere and will not sink.

If a submerged naval unit is brought to the surface (by taking damage) whilst it is attacking something, it won't submerge again until after it moves.

In Land Rush mode, Yuri starts with an assortment of Attack Dogs that are considered different types to those Yuri can build himself (if he owns an Allied/Soviet Barracks). As such, the 'select-all-of-type' function will not always work correctly for Yuri players when used on Attack Dogs.
Similarly, Allied, Soviet and Yuri Engineers are all treated as different types by the 'select-all-of-type' function. Engineers that emerge from destroyed Construction Yards are always Allied Engineers.

(bug:755) On rare occasions, a player may lose every single unit they have but will not be 'defeated'. The player can't do anything, but they can't be defeated. They must resign from the game themselves (or wait until all the other players get bored).

There are some urban 'shore' tiles that can be built on (the map 'Bay of Pigs' has a good example). This in itself is not a problem, however if you build a Cloning Vats on the shore then it is possible for emerging infantry to walk over water for a short duration or even become stuck on the water.

Sometimes when a tree gets destroyed a strange aquamarine smudge will appear indefinitely.

Unlike ground transports, the Nighthawk's passengers will die if the Nighthawk is destroyed, even if the Nighthawk is at rest on the ground.

The image for the Weather Controller is corrupted near the base. This appears to be due to the base of the building extending beyond the regular foundation shape.

If the AI has sold up and is making a last-ditch effort to attack, any of their units that become affected by chaos gas do not go berserk - they remain under the AI's control.

Water sparkles can be seen through other objects.

Sometimes, after a Tesla Coil has been mind-controlled (by Yuri Prime), or after mind-control has been relinquished, the Tesla Coil may permanently shut down. The exact circumstances of this bug are not yet established.

Harriers and Black Eagles will sometimes fire two missiles despite only carrying one point of ammo. This is quite rare.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

While I appreciate such a list, it would make sense to open a separate bug for each issue listed herein as they get fixed and setting proper relationships. This bug would then become a "meta-bug", used only to link all bugs filed about quirks in the original game.

Related: Marshall, do you have access to edit the issue description to point out specific bug numbers when they get filed?

E.g. I have the code for the "Chrono Legionnaires can gain veterancy from erasing your own units." issue already. Filing a separate bug for it and referencing it in the text would be helpful.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

I've modified your account permissions, you should be able to do that now (Update Issue lower left of the issue). I've also edited the issue to link to the temporal bug. Feel free to file any other bugs for specific issues as necessary.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Will try to fix these one by one as time goes by. Not sure how many will get fixed though.

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

> Like other unit factories, Construction Yards can be deployed to make them the "Primary" factory. This is completely pointless for Construction Yards.

It actually can be used to decide which Conyard will be considered "home" for the H key. I'm not really sure I should throw out this functionality.

Revision history for this message
Marshall (m-edward) wrote :

Indeed, I was not aware of that. I should make a note in 'undocumented features'.

Revision history for this message
Beowulf (genkosygin) wrote :

I tested that powered defenses bug. It's true. If YP mind controls a powered defense, and then relinquishes control, that structure does not function. My guess is that the game doesn't know it changed ownership again and, subsequently, loses all Power values. Didn't test on maps with Civilian owner power though so I'm not entirely certain of the cause... but it would look like ownership.

Revision history for this message
Blade (nadia-xy) wrote :

Another bug in vanilla, Tanya doesn't use her water secondary fire to C4 boats and other naval units. Related to issue 257.

Revision history for this message
Bug Importer (bug-importer) wrote :
Download full text (3.3 KiB)

---"Height differences between attackers and their target can sometimes cause weapon shots to miss their target on every single shot. Apart from specific weapons which are inherently inaccurate, all weapons in Red Alert 2 are supposed to never miss when their target is stationary."

If this "bug" could be fixed, that would be a jump for joy for everyone. not sure how possible it is, however.

---"If an aircraft (such as the Harrier) is ordered to force-move to a structure (other than an Air Force Command HQ), on a second attempt it will land there."

This only happens if the structure in question has a dock, like a service depot. IMO this is not a big enough issue to bother fixing, and IMO it's a good thing that you can service-depot-repair your aircraft.

---"If a chronoshifting infantry (such as the Chrono Legionnaire) is ordered to attack a unit across water, and he would not have been able to reach it by walking, he will jump around on the coast until a walkable path becomes available or he is given a new order."

That's not a bug... that's the chrono guy trying to get as close to an inaccessible unit as it can. That would be like saying "oh grizzly tanks targeting an offshore carrier move around he shore to try to get closer" is a bug.

---"When a building is being constructed and its prerequisites are destroyed/sold, there is a chance that the build menu will become stuck ("Unable to comply - building in progress."). To deal with this problem, undeploy/sell and then redeploy/replace your Construction Yard. If you have multiple Construction Yards then they all need to be undeployed/sold before the build menu will function again."

There is really only one circumstance under which that happens; a building with an invalid buildcat= is under construction and is somehow paused/cancelled. That's not a bug (well technically is is) so much as it's an error in the mod. I have never heard anyone ever have this problem in the unmodded game.

---"Like other unit factories, Construction Yards can be deployed to make them the "Primary" factory. This is completely pointless for Construction Yards."

You would be surprised to know that setting construction yards to "primary" actually does something. It tells the game which ConYard should play its "Oh I build something" animation. It also determines which conyard to consider "home" for the 'H' key.

---"If a submerged naval unit is brought to the surface (by taking damage) whilst it is attacking something, it won't submerge again until after it moves."

If it took significant damage, then it will never submerge. if it didn't then there is no reason why it shouldn't submerge immediately, and I have never had an instance of it not. Not saying this isn't possible, but it doesn't happen every time, as this post suggests.

---"On rare occasions, a player may lose every single unit they have but will not be 'defeated'. The player can't do anything, but they can't be defeated. They must resign from the game themselves (or wait until all the other players get bored)."

This is actually due to an MCV glitch- if a player does it just right, he can "sell" his MCV without actually sellin...

Read more...

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

This only happens if the structure in question has a dock, like a service depot. IMO this is not a big enough issue to bother fixing, and IMO it's a good thing that you can service-depot-repair your aircraft.
Internally, every building has at least one dock, positioned in the dead center. They might not be able to use it, but internally it's there, and can be used for this glitch.

That's not a bug... that's the chrono guy trying to get as close to an inaccessible unit as it can. Well the chrono guy doesn't need to get "as close as it can", he's supposed to have a teleportation device for that. But westwood actually coded him to pathfind a way to the target instead of just jumping there, hence the bug.

Revision history for this message
WoRmINaToR (worminator) wrote :

it seems only logical to have the legionnaire pathfind a way to the target; that way if there is something that prevents him from getting close enough (like a carrier in the water) he wont just teleport onto the water/impassable object and die. I honestly don't see how the legionnaire would work if he didn't use some form of pseudo-pathfinding.

It's still not really a big bug, considering all units, teleporting or no, have a similar behavior when targeting offshore targets. The main difference however is that after so many failed attempts standard units will give up, while AFAIK the chrono trooper will go at it for ages.

Revision history for this message
Marshall (m-edward) wrote :

I think I wasn't clear for some of these -

The chrono legionnaire is teleporting ACROSS water, not ONTO water. I don't think anyone would care if he were trying to reach a naval target. I'm talking about 2 islands, CLEG on island A ordered to attack a unit on island B will constantly jump around on the coast of island A. Why can he not teleport to island B?

Aircraft landing on other buildings - What DCoder said. I tried this with an unmodified power plant.

Primary conyards - fair point, I didn't know about the Home key.

Naval units not submerging. I've seen this where the unit was damaged but the attacker was destroyed. The emerged unit selfhealed to full health but still would not submerge - until I moved it. Quite easy to replicate.

The other issues I mentioned where I haven't provided replication are because I haven't been able to replicate on demand, although have had the problem a couple of times. I'm pretty sure I've never done anything weird with selling a conyard, and you can't sell an MCV without the sell-unit SW.

Revision history for this message
Bug Importer (bug-importer) wrote :

---"The chrono legionnaire is teleporting ACROSS water, not ONTO water. I don't think anyone would care if he were trying to reach a naval target. I'm talking about 2 islands, CLEG on island A ordered to attack a unit on island B will constantly jump around on the coast of island A. Why can he not teleport to island B?"

OH-- I get it now. You're saying the target is on land with a water barrier?

Yeah I have had that problem before, now that you mention it...

---"Aircraft landing on other buildings - What DCoder said. I tried this with an unmodified power plant."

Hmm, I will have to try this again... I do this all the time with UC buildings, but the aircraft simply hovers in place, even on a second try it didn't seem to land.

Anyways I will re-look at that.

---"Naval units not submerging. I've seen this where the unit was damaged but the attacker was destroyed. The emerged unit selfhealed to full health but still would not submerge - until I moved it. Quite easy to replciate."

I will also test this later. I don't remember any instance of it happening, but that's probably because I move my subs ;)

---"I'm pretty sure I've never done anything weird with selling a conyard, and you can't sell an MCV without the sell-unit SW."

Perhaps I was unclear there. I meant if you sold the ConYard as a building AND told it to move/undeploy as it was selling, if you did it right, you could end up with the infantry/cash from selling the ConYard, but an instance of an MCV belonging to you will exist in memory, while not actually being created in the game world.

Revision history for this message
AlliedG (alliedg) wrote :

In regards to CLEG issue you can fix that using

Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly

Its how you fix similiar issues with chrono vehicles, being unable to teleport to another island.

This also fixes chrono vehicles and no you cannot teleport into water.

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