History GoodBadBugs / RealTimeStrategy

16th Jun '18 2:42:41 AM rjd1922
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* ''VideoGame/DawnOfWar II'''s expansion has an excellent bugged skill in the form of Command Mastery. It drops the energy cost of abilities for anyone who gets the Force Commander's Battlecry buff. The thing is, it doesn't reset when the Battlecry buff fades. And it's self-stacking. I guess the Force Commander's really an excellent bard in disguise.
** Normally when you play the Imperial Guard in the expansion pack if a squad is suppressed a Commissar can execute one of the squad to break suppression but in the Beta for Retribution if a squad only had the Commissar left and it was suppressed you could still have him use the ability in which he valiantly executes himself for cowardice on the field in order to inspire himself to fight harder. [[ObviousRulePatch This is specifically forbidden by the tabletop rules.]]

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* ''VideoGame/DawnOfWar II'''s expansion has an excellent bugged skill in the form of Command Mastery. It drops the energy cost of abilities for anyone who gets the Force Commander's Battlecry buff. The thing is, it doesn't reset when the Battlecry buff fades. And it's self-stacking. I guess Apparently the Force Commander's really an excellent bard in disguise.
** Normally when you play the Imperial Guard in the expansion pack pack, if a squad is suppressed suppressed, a Commissar can execute one of the squad to break suppression but suppression. But in the Beta for Retribution Retribution, if a squad only had the Commissar left and it was suppressed suppressed, you could still have him use the ability ability, in which he valiantly executes himself for cowardice on the field in order to inspire himself to fight harder. [[ObviousRulePatch This is specifically forbidden by the tabletop rules.]]
17th May '18 12:44:25 PM Kadorhal
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* Both ''VideoGame/{{Myth}} I'' and ''Myth II'' have an excellent bug: the menu pops up when pressing Escape, pausing the game. What the game doesn't do is to prevent you from giving orders when the menu is active, thus this can act as an active, if not tedious, pause.

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* Both ''VideoGame/{{Myth}} I'' and ''Myth II'' have an excellent bug: the menu pops up when pressing Escape, pausing the game. What the game doesn't do is to prevent you from giving orders when the menu is active, thus this can act as an active, if not tedious, pause.
25th Apr '18 12:37:41 PM EricNeoMatrix
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* In vanilla ''VideoGame/SupremeCommander'', it was possible to fire a nuclear missile and have it detonate right above your base (or possibly an opponent's base). The reason? The missile could physically collide with aircraft, essentially turning air units into ghetto nuclear missile defenses. This was fixed in ''Forged Alliance''.
12th Apr '18 7:34:39 PM Kadorhal
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** In the unpatched ''Red Alert 2'', Soviets could get free infantry by building a cloning vat and constructing walls around their barracks. They would get a refund because the walled off barracks automatically cancelled the infantry's production, yet a free soldier would still appear in the cloning vats. Sending a unit into a Tech Hospital for healing would also produce a clone of that unit when they emerged.

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** In the unpatched ''Red Alert 2'', Soviets could get free infantry by building a cloning vat and constructing walls around their barracks. They would get a refund because the walled off barracks automatically cancelled the infantry's production, yet a free soldier would still appear in the cloning vats. Sending Before patches, sending a unit into a Tech Hospital for healing while you had a cloning vat would also produce a clone of that unit when they emerged.
11th Apr '18 2:42:56 PM Kadorhal
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* Both ''VideoGame/{{Myth}} I'' and ''Myth II'' have an excellent bug: menu pops up when pressing Esc, pausing the game. What the game doesn't do is to prevent you from giving orders when menu is active, thus this can act as an active, if not tedious, pause.

to:

* Both ''VideoGame/{{Myth}} I'' and ''Myth II'' have an excellent bug: the menu pops up when pressing Esc, Escape, pausing the game. What the game doesn't do is to prevent you from giving orders when the menu is active, thus this can act as an active, if not tedious, pause.



** You can use game editors to replace the grenadier's payload with something more entertaining, like a nuclear warhead, then making a game out of using this bug. "Can I time it right so the grenadier flings the grenade far enough away to not kill himself and everything I hold dear?" The answer is usually no. It's a tough bug to use.
** ''VideoGame/CommandAndConquerTiberianSun'' makes long-range grenades intentional, and documents it as such. Disk Throwers have a fixed, and fairly small, range, throwing a grenade-like projectile in form of a discs. Those that don't hit a targetable entity ricochet off the ground and travel for about twice their maximum range before exploding. One can then put some grenadiers at twice their range from a stationary target (which conveniently exceeded the range of first-tier defense turrets), force-fire halfway across the distance, and hit the target with the ricocheted grenades. While not infinite range, it's still useful.

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** You can use game editors to replace the grenadier's payload with something more entertaining, like a nuclear warhead, then making make a game out of using this bug. "Can I time it right so the grenadier flings the grenade far enough away to not kill himself and everything I hold dear?" The answer is usually no. It's a tough bug to use.
** ''VideoGame/CommandAndConquerTiberianSun'' makes long-range grenades intentional, and documents it as such. Disk Throwers have a fixed, and fairly small, range, throwing a grenade-like projectile in the form of a discs.disc. Those that don't hit a targetable entity ricochet off the ground and travel for about twice their maximum range before exploding. One can then put some grenadiers at twice their range from a stationary target (which conveniently exceeded the range of first-tier defense turrets), force-fire halfway across the distance, and hit the target with the ricocheted grenades. While not infinite range, it's still useful.



*** Note that ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' ''does'' the alternative with the Soviet Cloning Vats, that allow the sale of infantry with an unambiguous death sound.

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*** Note that ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' ''does'' 2]] does'' the alternative with the Soviet Cloning Vats, that allow the sale of infantry with an unambiguous death sound.sound. The expansion ''Yuri's Revenge'' makes it even more explicit by moving the ability over to Yuri's Grinder, which also allows the sale of vehicles in the same manner.



** Silos are actually unnecessary, as unused ore/tiberium could simply be used up by building something and then canceling its production, which results in a refund in cash rather than in ore/tiberium. ''Tiberian Sun'' solved this simply by making the game use the cash money ''before'' the silo-stored resource; ''Red Alert 2'' solved this better by simply removing the need for silos and immediately giving you cash for your harvested ore.
** In the unpatched ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', Soviets could get free infantry by building a cloning vat and constructing walls around their barracks. They would get a refund because the walled off barracks automatically cancelled the infantry's production, yet a free soldier would still appear in the cloning vats.
** In ''VideoGame/CommandAndConquerGenerals'' and its expansion pack newly constructed units spawn inside their production buildings. Normally they follow a set exit path, but by quickly giving them an order you can make them move through the building (in any direction), stop, or even shoot while still inside the building. This was heavily exploited in competitive play.
** In ''Generals''' expansion pack ''Zero Hour'', when the Chinese faction used ECM Tank to disable a unit, if they canceled the attack right before it would be considered disabled, the player would be left with a mis-colored tank.
** Using a Microwave Tank on an unfinished Supply Drop Zone to disable it would screw up the drop timer in such a way that the (now finished) Supply Drop Zone would become active again and ''immediatly'' summon a plane to drop cash rather than only 2 minutes after it finished construction. Many a GameMod try to fix this exploit since the official patches never did.

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** Silos are actually unnecessary, as unused ore/tiberium could simply be used up by building something and then canceling its production, which results in a refund in cash rather than in ore/tiberium. ''Tiberian Sun'' solved this simply by making the game use the cash money ''before'' the silo-stored resource; resource, before ''Red Alert 2'' solved this better by simply removing removed the need for silos and just immediately giving you cash for your harvested ore.
** In the unpatched ''[[VideoGame/CommandAndConquerRedAlert2 Red ''Red Alert 2]]'', 2'', Soviets could get free infantry by building a cloning vat and constructing walls around their barracks. They would get a refund because the walled off barracks automatically cancelled the infantry's production, yet a free soldier would still appear in the cloning vats.
vats. Sending a unit into a Tech Hospital for healing would also produce a clone of that unit when they emerged.
** In ''VideoGame/CommandAndConquerGenerals'' and its expansion pack pack, newly constructed units spawn inside their production buildings. Normally they follow a set exit path, but by quickly giving them an order you can make them move through the building (in any direction), stop, or even shoot while still inside the building. This was heavily exploited in competitive play.
** In ''Generals''' expansion pack ''Zero Hour'', when the Chinese faction used an ECM Tank to disable a unit, if they canceled the attack right before it would be considered disabled, the player would be left with a mis-colored tank.
** Using a Microwave Tank on an unfinished Supply Drop Zone to disable it would screw up the drop timer in such a way that the (now finished) Supply Drop Zone would become active again and ''immediatly'' ''immediately'' summon a plane to drop cash rather than only 2 minutes after it finished construction. Many a GameMod try to fix this exploit exploit, since the official patches never did.
4th Mar '18 8:44:35 PM nombretomado
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* ''{{Stronghold}} Crusader'' has a glitch that, upon pausing the game, suspending the activity of a building, resuming it and then unpausing the game, marks the building as unoccupied without firing the current worker, making another worker take up the job while the old one kept working.A player could repeat this glitch at their heart's content with interesting results, such as feeding a 100+ people fortress off a single apple patch with a dozen farmers, immensely speed up transportation of materials, or fill up the armory in one single production cycle.

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* ''{{Stronghold}} ''{{VideoGame/Stronghold}} Crusader'' has a glitch that, upon pausing the game, suspending the activity of a building, resuming it and then unpausing the game, marks the building as unoccupied without firing the current worker, making another worker take up the job while the old one kept working.A player could repeat this glitch at their heart's content with interesting results, such as feeding a 100+ people fortress off a single apple patch with a dozen farmers, immensely speed up transportation of materials, or fill up the armory in one single production cycle.
12th Dec '17 7:25:56 AM GuiRitter
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* In ''Videogame/BattleZone1998'', the Thumper is a EarthquakeMachine. Normally the Thumper wave just causes the typical HoverTank to spin about for a few moments as it regains control, but the Thumper has... interesting effects on the HumongousMecha, which are programmed to always remain vertical. Hit a walker with a Thumper wave and it will send the unit spinning wildly and ''violently'' out of control as it gets catapulted into the distance.

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* In ''Videogame/BattleZone1998'', the Thumper is a an EarthquakeMachine. Normally the Thumper wave just causes the typical HoverTank to spin about for a few moments as it regains control, but the Thumper has... interesting effects on the HumongousMecha, which are programmed to always remain vertical. Hit a walker with a Thumper wave and it will send the unit spinning wildly and ''violently'' out of control as it gets catapulted into the distance.
7th Dec '17 5:52:13 PM nombretomado
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* In ''VideoGame/{{Demigod}}'' (lovingly ripped off and improved from ''[[DefenseOfTheAncients DotA]]''), one of the characters has an ability that allows him to, instead of dropping healing mana/health potions on death, drop a potion that does a sizeable chunk of damage. You can kill yourself with this potion. By doing this, you deny any enemies attacking you the kill, and you gain gold and EXP as if you had killed a demigod of your level (which you did!)

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* In ''VideoGame/{{Demigod}}'' (lovingly ripped off and improved from ''[[DefenseOfTheAncients ''[[VideoGame/DefenseOfTheAncients DotA]]''), one of the characters has an ability that allows him to, instead of dropping healing mana/health potions on death, drop a potion that does a sizeable chunk of damage. You can kill yourself with this potion. By doing this, you deny any enemies attacking you the kill, and you gain gold and EXP as if you had killed a demigod of your level (which you did!)
19th Oct '17 3:53:21 PM Kadorhal
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** In ''VideoGame/CommandAndConquerTiberianDawn'', enemy units treat sandbags as impassible barriers and won't attack them directly. If you act quickly, you can use the bug to trap the enemy in their own base.

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** In ''VideoGame/CommandAndConquerTiberianDawn'', ''Tiberian Dawn'', enemy units treat sandbags as impassible barriers and won't attack them directly. If you act quickly, you can use the bug to trap the enemy in their own base.



** It is possible in ''[[VideoGame/CommandAndConquerRedAlert Red Alert 1]]'' to make infantry walk on water by order them into a transport and, right as they are about to board, ordering the transport to move away from the coast. Trying the same thing with tanks gives you a nice splash animation and one less tank.
** Another bug in ''VideoGame/CommandAndConquerTiberianDawn'' (which was removed with the last official patch) allowed the keyboard 'stop' command to cancel the selling of a defensive structure, leaving you with the infantry that spawns at the ''start'' of the selling process. Combined with the infantry selling on sandbags, this could be made into a very efficient money cheat. Even with this bug patched, a more limited version of the same trick remains possible by selling a Temple of Nod (or, in ''Red Alert 1'', a Missile Silo) and immediately launching its nuclear missile. Since this makes the building execute the missile launch animation, it cancels the selling.
** A visual feature in ''VideoGame/CommandAndConquerTiberianDawn'' which makes infantry cut corners when walking around a walled area (since the wall graphics never actually take the whole cell they occupy) allows infantry to walk onto and over the wall, if the move command inside the walled area is given at the exact moment the soldier is technically standing on the wall.
** Silos are actually unnecessary, as unused ore/tiberium could simply be used up by building something and then canceling its production, which results in a refund in cash rather than in ore/tiberium. ''Tiberian Sun'' solved this simply by making the game use the cash money ''before'' the silo-stored resource.

to:

** It is possible in ''[[VideoGame/CommandAndConquerRedAlert Red Alert 1]]'' to make infantry walk on water by order them into a transport and, right as they are about to board, ordering the transport to move away from the coast. Trying Unfortunately, trying the same thing with tanks gives you a nice splash animation and one less tank.
** Another bug in ''VideoGame/CommandAndConquerTiberianDawn'' ''Tiberian Dawn'' (which was removed with the last official patch) allowed the keyboard 'stop' command to cancel the selling of a defensive structure, leaving you with the infantry that spawns at the ''start'' of the selling process. Combined with the infantry selling on sandbags, this could be made into a very efficient money cheat. Even with this bug patched, a more limited version of the same trick remains possible by selling a Temple of Nod (or, in ''Red Alert 1'', a Missile Silo) and immediately launching its nuclear missile. Since this makes the building execute the missile launch animation, it cancels the selling.
** A visual feature in ''VideoGame/CommandAndConquerTiberianDawn'' ''Tiberian Dawn'' which makes infantry cut corners when walking around a walled area (since the wall graphics never actually take the whole cell they occupy) allows infantry to walk onto and over the wall, if the move command inside the walled area is given at the exact moment the soldier is technically standing on the wall.
** Silos are actually unnecessary, as unused ore/tiberium could simply be used up by building something and then canceling its production, which results in a refund in cash rather than in ore/tiberium. ''Tiberian Sun'' solved this simply by making the game use the cash money ''before'' the silo-stored resource.resource; ''Red Alert 2'' solved this better by simply removing the need for silos and immediately giving you cash for your harvested ore.



** In ''VideoGame/CommandAndConquerGenerals''' expansion pack Zero Hour. When the Chinese faction used ECM Tank to disable a unit, if they canceled the attack right before it would be considered disabled, the player would be left with a mis-colored tank.

to:

** In ''VideoGame/CommandAndConquerGenerals''' ''Generals''' expansion pack Zero Hour. When ''Zero Hour'', when the Chinese faction used ECM Tank to disable a unit, if they canceled the attack right before it would be considered disabled, the player would be left with a mis-colored tank.
9th Aug '17 12:43:27 PM WaterBlap
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* ''VideoGame/EvilGenius'' had a few of them, which were actually ''very'' useful if the player knew how to exploit them.
** Lord Kane has two of the most useful bugs in the entire game. One of his powers forces any group of enemies to cower in fear before him, even soldiers and veterans. If you force Kane to physically attack the cowering enemies before he finishes his animation for the power, he will do so, but the enemies will ''still be cowering in fear'', allowing you to easily kill off a few of them before they even get a chance to hit Kane.
** His ''other'' power erases all heat from a single target. And, for no apparent reason, also forces them to stand perfectly still doing nothing while Kane runs up to them to use it. If Kane is far enough away, the target will be a sitting duck for so long that even a lowly construction worker can single-handedly take down the mighty John Steele.
** Double clicking on a minion will make him salute the camera (and thus salute you), but, ironically, they will still salute even if they are ''abandoning you'' because of low loyalty. This is a great way to prevent important minions from escaping, since you can tag them for capture, then keep double clicking on them to force them to stop running and thus get the crud beaten out of them by everyone else in the vicinity.
** Another useful bug allows one to be rid of meddling super agents indefinitely, long before discovering the methods to actually eliminate them, provided the player can baby-sit them long enough. Super agents have an easy time breaking out of a cell if they are captured, and if you leave them unattended, then they ''will'' escape. However, if a prisoner is tagged for interrogation, they cannot escape. They will wait for someone to come along and take them to the device you chose, no matter how long it takes. This includes super agents. In fact, super agents have it ''worse'', because they will also wait for the Evil Genius avatar to arrive at the scene to laugh maniacally which, depending on the layout of your base, can take quite some time in of itself. As long as you watch them carefully, you can effectively juggle any number of super agents around your lair without ever giving them a chance to escape and cause damage.
*** The prison cells only have one side which is used as the entrance/exit. Everyone who wants to use the cell has to use that side, including escaping prisoners, so simply build a 2 by 1 sized object in front of the cell and they can't escape.
*** [[TheDevteamThinksOfEverything ...except for Super Agents, who eventually find an escape tunnel in the floor.]]
** Best of all: until you kidnap the maid in one of the game's first missions, you will never be attacked, ever. You won't get any more missions, of course, but by then you are able to go out into the world and steal cash. Simply set up your basic base, rob the world blind, come back a few hours later, let the world cool off and forget about you, and get back to work several million richer.
** There's one that's even better. Build a multi-sectioned strongroom, make another one, then delete the first one, and it '''doubles your money.'''
** There's a really useful bug that will permanently disable a Super Agent (or anyone for that matter) with out even having to defeat them. You first need to have the Moko and The Matron in your employ. Have Moko run up to your target and use his ground-pound ability. Then have The Matron use her shock therapy ability on the target before he/she gets up. If done right the target will be locked into a loop of electrocution animation. People so glitched can still agro you minions but can't attack or take normal damage which means that you could have a pile-up of minions beating ineffectually on a guy having a constant seizure. Funny but not productive. To solve this issue a capture tag which will be effective at dealing damage. You can trap them in prison using one of the above methods or you can torture the agent with an smarts draining device and then repeat the glitch process once he's been escorted outside. The smarts damage from the shock therapy will lock the agent in "in need of assistance" and since he's already outside the base he doesn't need to be escorted. Take that John Steele!

to:

* ''VideoGame/EvilGenius'' had a few of them, which were actually ''very'' very useful if the player knew how to exploit them.
** Lord Kane has two of the most useful bugs in the entire game. One of his powers forces any group of enemies to cower in fear before him, even soldiers and veterans. If you force Kane to physically attack the cowering enemies before he finishes his animation for the power, he will do so, but the enemies will ''still be cowering in fear'', allowing you to easily kill off a few of them before they even get a chance to hit Kane.
**
Kane. His ''other'' other power erases all heat from a single target. And, for no apparent reason, also forces them to stand perfectly still doing nothing while Kane runs up to them to use it. If Kane is far enough away, the target will be a sitting duck for so long that even a lowly construction worker can single-handedly take down the mighty John Steele.
** Double clicking on a minion will make him salute the camera (and thus salute you), but, ironically, they will still salute even if they are ''abandoning you'' abandoning you because of low loyalty. This is a great way to prevent important minions from escaping, since you can tag them for capture, then keep double clicking on them to force them to stop running and thus get the crud beaten out of them by everyone else in the vicinity.
** Another useful bug allows one to be rid of meddling super agents indefinitely, long before discovering the methods to actually eliminate them, provided the player can baby-sit them long enough. Super agents have an easy time breaking out of a cell if they are captured, and if you leave them unattended, then they ''will'' will escape. However, if a prisoner is tagged for interrogation, they cannot escape. They will wait for someone to come along and take them to the device you chose, no matter how long it takes. This includes super agents. In fact, super agents have it ''worse'', worse because they will also wait for the Evil Genius avatar to arrive at the scene to laugh maniacally which, depending on the layout of your base, can take quite some time in of itself.time. As long as you watch them carefully, you can effectively juggle any number of super agents around your lair without ever giving them a chance to escape and cause damage.
*** The prison cells only have one side which is used as the entrance/exit. Everyone who wants to use the cell has to use that side, including escaping prisoners, so simply build a 2 by 1 sized object in front of the cell and they can't escape.
*** [[TheDevteamThinksOfEverything ...except for Super Agents, who eventually find an escape tunnel in the floor.]]
** Best of all: until Until you kidnap the maid in one of the game's first missions, you will never be attacked, ever.attacked. You won't get any more missions, of course, but by then you are able to go out into the world and steal cash. Simply set up your basic base, rob the world blind, come back a few hours later, let the world cool off and forget about you, and get back to work several million richer.
** There's one that's even better. Build If you build a multi-sectioned strongroom, then make another one, and then delete the first one, and it '''doubles will double your money.'''
money.
** There's a really useful bug that will permanently disable a Super Agent (or anyone for that matter) with out without even having to defeat them. You first need to have the Moko and The Matron in your employ. Have Moko run up to your target and use his ground-pound ability. Then have The Matron use her shock therapy ability on the target before he/she gets up. If done right the target will be locked into a loop of electrocution animation. People so glitched can still agro you minions but can't attack or take normal damage which means that you could have a pile-up of minions beating ineffectually on a guy having a constant seizure. Funny but not productive. To solve this issue a capture tag which will be effective at dealing damage. You can trap them in prison using one of the above methods or you can torture the agent with an smarts draining device and then repeat the glitch process once he's been escorted outside. The smarts damage from the shock therapy will lock the agent in "in need of assistance" and since he's already outside the base he doesn't need to be escorted. Take that John Steele!
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