Comment 8 for bug 895047

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

---"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 selling it; he will get credits, infantry, etc. but the MCV will exist in memory, while not actually existing in the game world. Other instances of this without MCV glitch are possible, but I've never experienced them.