History GoodBadBugs / RealTimeStrategy

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.

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** 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.

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** 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!
29th Apr '17 2:41:52 PM 1810072342
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*** Similar effects can also occur if the user is displaced just as their gap-closer lands, leading the Threshs flying halfway across the map to the a Death Sentence victim that just sent them flying.
** It's been patched now, but for a while it was possible to kill the [[RidiculouslyCuteCritters Poros]] that wander around the Howling Abyss map by guiding them into the nexus laser.

to:

*** Similar effects can also occur if the user is displaced just as their gap-closer lands, leading the to Threshs flying halfway across the map to the a Death Sentence victim that just sent them flying.
** It's been patched now, but for a while it was possible to kill the [[RidiculouslyCuteCritters [[RidiculouslyCuteCritter Poros]] that wander around the Howling Abyss map by guiding them into the nexus laser.
29th Apr '17 2:41:23 PM 1810072342
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* ''VideoGame/LeagueOfLegends'':
** Attacking someone at just the right time as they enter one of Bard's Magical Journey portals will cause them to fly off the top of the screen and take several seconds to land. Sadly, no-one has yet been able to utilise this strategically.
** If an attack that locks onto a target locks on just before they teleport away (eg. by using the omnipresent recall ability), the attack may still chase them all the way to where they end up, miles outside its actual range. Hilarious if it was a projectile - hilarious for ''them'' if it was a FoeTossingCharge or similar and you just ran past all their turrets and into the [[InstantDeathRadius nexus laser]].
*** Similar effects can also occur if the user is displaced just as their gap-closer lands, leading the Threshs flying halfway across the map to the a Death Sentence victim that just sent them flying.
** It's been patched now, but for a while it was possible to kill the [[RidiculouslyCuteCritters Poros]] that wander around the Howling Abyss map by guiding them into the nexus laser.
26th Mar '17 2:18:14 PM nombretomado
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* ''[[OgreBattle Ogre Battle 64]]'' contained an item duplication glitch that would allow players to create as many weapons and [[RareCandy stat-boosting items]] as needed, provided you already had at least one of whatever you were trying to copy. Given that certain powerful character classes had very specific stat requirements, which could otherwise be tricky to meet (not least because of the trademark "alignment/charisma" system), this came in very handy when a great upgrade was just a few points out of reach.

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* ''[[OgreBattle Ogre Battle 64]]'' ''VideoGame/OgreBattle64'' contained an item duplication glitch that would allow players to create as many weapons and [[RareCandy stat-boosting items]] as needed, provided you already had at least one of whatever you were trying to copy. Given that certain powerful character classes had very specific stat requirements, which could otherwise be tricky to meet (not least because of the trademark "alignment/charisma" system), this came in very handy when a great upgrade was just a few points out of reach.
26th Oct '16 9:18:20 AM Nyktos
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* In ''VideoGame/CrusaderKingsII'', there is an event in which a ruler with the Lunatic trait can [[CaligulasHorse appoint their horse Glitterhoof as chancellor]]. Naturally, the game does not allow Glitterhoof to get married or be granted land in the usual way, but due to an oversight he can be appointed as the successor to a bishop, including a powerful prince-bishop who rules a province or two. If this happens, he'll gain some courtiers of the same culture as him, i.e. more horses. These ones are treated by the game the same as regular human characters other than their appearance, and can marry humans and produce children who have a 50% chance of appearing as horses. Several people have made use of this to create powerful world-spanning horse empires. (The best-known example being detailed [[https://imgur.com/a/K1utf here]].)
28th Jul '16 6:42:06 PM Malady
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* In the AgeOfWar Flash game, units continue to be built even when the game is paused. Meaning that if your base is under attack, you can stack a very large amount of firepower hiding behind a StoneWall. A case of AwesomeButImpractical, as they then move in single file towars the enemy's base.

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* In the AgeOfWar ''VideoGame/AgeOfWar'' Flash game, units continue to be built even when the game is paused. Meaning that if your base is under attack, you can stack a very large amount of firepower hiding behind a StoneWall. A case of AwesomeButImpractical, as they then move in single file towars towards the enemy's base.



* In ''Pacific Storm'', before being patched, if you controlled directly a submarine (not tested with another warships) you could accelerate it indefinitely. Cue a submerged WWII sub going at, say, ''more than a hundred kilometers per hour'', far faster than in RealLife.

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* In ''Pacific Storm'', ''VideoGame/PacificStorm'', before being patched, if you controlled directly a submarine (not tested with another warships) you could accelerate it indefinitely. Cue a submerged WWII sub going at, say, ''more than a hundred kilometers per hour'', far faster than in RealLife.
5th Jul '16 4:19:04 PM Saber15
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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.
22nd Dec '15 3:39:15 AM jormis29
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* ''EmpireEarth'' had an interesting one involving the AI: they'd attack the first unit to attack them until the unit died or was out of sight. So send a ranged unit to attack melee soldiers, they'll follow without fighting the rest of your army currently ripping them to shreds. While less useful in later ages, what with the disappearance of melee units, it still does wonders for your self esteem to lead Alexander's army without losing a single man.
* In ''DuneII'', a building that constructs troops could be surrounded by walls or other buildings to block it off. When a unit is built in a walled off building an airlift will pick it up and drop it in a nearby open spot. If you have no available airlifts (either you have none, or all are busy), then one will come from off screen, perform its function, and leave (also occurs if you lose your last harvester). If another unit calls an airlift just with the right timing, said airlift will pick it up and bring it where it needs to go, and will on random occasions, remain as a free airlift unit (normally one of the most expensive and useful units in the game, and very high tech). This allows access to airlift units much earlier then they should be available, and for free.
* ''The Lord of the Rings: The Battle for Middle Earth II'' has two great glitches, both to do with custom heroes. One allows the player to give their heroes powers from any class, by clicking from one to the other very fast (there are walkthroughs available for this). The other allows a custom hero to use the self heal power over and over, by clicking the power and then moving instantly.

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* ''EmpireEarth'' ''VideoGame/EmpireEarth'' had an interesting one involving the AI: they'd attack the first unit to attack them until the unit died or was out of sight. So send a ranged unit to attack melee soldiers, they'll follow without fighting the rest of your army currently ripping them to shreds. While less useful in later ages, what with the disappearance of melee units, it still does wonders for your self esteem to lead Alexander's army without losing a single man.
* In ''DuneII'', ''VideoGame/DuneII'', a building that constructs troops could be surrounded by walls or other buildings to block it off. When a unit is built in a walled off building an airlift will pick it up and drop it in a nearby open spot. If you have no available airlifts (either you have none, or all are busy), then one will come from off screen, perform its function, and leave (also occurs if you lose your last harvester). If another unit calls an airlift just with the right timing, said airlift will pick it up and bring it where it needs to go, and will on random occasions, remain as a free airlift unit (normally one of the most expensive and useful units in the game, and very high tech). This allows access to airlift units much earlier then they should be available, and for free.
* ''The Lord of the Rings: The Battle for Middle Earth VideoGame/TheBattleForMiddleEarth II'' has two great glitches, both to do with custom heroes. One allows the player to give their heroes powers from any class, by clicking from one to the other very fast (there are walkthroughs available for this). The other allows a custom hero to use the self heal power over and over, by clicking the power and then moving instantly.
4th Dec '15 6:30:33 AM Fallingwater
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** A very useful bug allows you to move Crawling Bombs underwater (albeit ''very'' slowly).
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http://tvtropes.org/pmwiki/article_history.php?article=GoodBadBugs.RealTimeStrategy