Bugs in the unmodded game
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Confirmed
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Low
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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-
Similarly, Allied, Soviet and Yuri Engineers are all treated as different types by the 'select-
(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.
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.