Good Bad Bugs/Video Games/Turn-Based Strategy: Difference between revisions

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{{trope}}
Examples of [[{{TOPLEVELPAGE}}]] in [[{{SUBPAGENAME}}]] games include:
 
* ''[[Worms]]'': With quick fingers it is possible to switch to the rocket launcher and the mini gun at the same time, causing the minigun firing code to fire rockets. There is usually a significant chunk of the level missing afterwards.
* ''Colonization'' has a bug on the trading screen which lets you sell resources that have been forbidden through a Customs House. Naturally, most players don't bother installing the patch to fix this bug, as it makes the game a good deal easier towards the end.
** In fact, the open-source clone ''FreeCol'' reproduced this as an optional rule.
* The original ''[[Civilization]]'' had the Settlers bug: if you ordered a Settler unit to perform some multi-turn task (like irrigating or mining a square), it'd usually stay inactive until the task is completed, which e.g. in case of mining a mountain would take up to 9 turns. However, if you canceled its current action and then ordered it to do it again, the engine would interpret it as if the Settler already spent a turn doing it and continue from where it "stopped". This trick could be repeated until the task was complete. Sure, it's a lot of manual clicking but it allowed you to fully irrigate/mine the area around AND''and'' build roads your city in a few turns, which is crucial at early stages when every Settler counts.
** You could also put this same Settler on a transport and use this bug to build a road and then a railroad in the middle of the ocean. You couldn't move onto it, but it did give the financial bonus to any city within range.
*** On the contrary, ocean roads bestowed their improved movement on any seagoing unit. A ship could carry cargo halfway across the map if you have a railroad in place for it. You'd have to end a unit's turn when it's loaded into the ship, but other than that you can go VERY''very'' far.
** In addition, save games did not keep track of which units had already used their turns, so long as you still had at least one unit who had a move left. You could play through an entire turn, save the game, load the save file, and play ''another'' turn without letting any other nation get to play.
** In ''Civilization IV'', getting a Great Person would allow you to expend that unit and put research towards a new technology, initiate a Golden Age, build a unique building, boost your culture, etc. Also added in this game was the ability to give multiple orders at once to a unit, by holding shift while clicking their abilities. It was soon discovered that holding shift and clicking on the abilities of the Great Person did not cause them to be deleted. One game advanced from the Ancient World to the modern Industrial Era through the continual brilliance of Moses. Sadly, this bug was fixed with the expansion packs.
** In ''Civ 5'', on the higher difficulties, you can leech the gold boost that computer players get by exploiting them with a good army; take over one or two cities, then offer one city back and peace for a whole lot of gold. Go to war 10 turns later, repeat. Usually, conquering a civ only gives you a small fraction of their gold and the rest is lost (for game balance and other reasons), but this way, it can be extracted from weaker civs. This one isn't entirely a [[Game Breaker]] since it requires some work and might even make a little sense, besides the computer being far too slow to learn what you're doing (if it ever does). Before the 2011 patches, there were ''a lot'' of other ways for players to mess around with numbers in unintended ways.
* ''[[X-COM]]'' has [http://ufopaedia.org/index.php?title=Known_Bugs a lot of them], some are useful, or can be.
** ''[[X-COM]]'' allowed yourYour soldiers tomay throw grenades through the ceiling. This was incredibly helpful when there was a Muton on the roof.
** ''X-COM'' had anotherA gem of a bug: Whatever you set the difficulty to, [[Dynamic Difficulty|the game played on the 'Beginner' difficulty]]. This bug went unknown for years, because the game was THAT damned hard. And it gets better: when [[MicroProse]] was throwing together the mission pack sequel ''Terror from the Deep'', they solicited feedback from players. A big chunk of players who responded were hardcore strat gamers who complained that the game's higher difficulty levels weren't hard enough. [[MicroProse]]'s response? Make ''TFTD's'' Beginner difficulty equivalent to what Superhuman was supposed to be in ''UFO Defense''.
*** There's also the pathfinding bug in ''UFO Defense'' for the blaster launcher, where the majority of the time the enemy units would launch it directly above themselves, even if there was a roof above them, leading to many times in indoor maps where there would be numerous random explosions going on out of your line of sight for, from your perspective, no reason.
** Tanks have full ammo during Base Defence, even if you don't have it.
** Ammo automatically pre-loaded into a weapon before mission is weightless.
* ''[[Might and Magic]] VI'' has a bug that allows you to turn in a certain quest an infinite number of times and thus giving you infinite experience. All you have to do is keep clicking the quest turn in button without closing the window. This might seem like a godsend, but leveling in that game required you to go train, which costs an increasing amount of gold per level, training to the max level would cost you a huge sum of gold.
** And as luck would have it, there's an infinite gold bug as well! In each of the 15 outdoor maps there is an obelisk, which displays part of a code which, when figured out, gives the location of a valuable treasure chest. This chest contains the most powerful spells for both Light and Dark Magic, two or three magical artifacts and bestows 250,000 gold on the opener. Then, if you exit the chest and go back in again, you get ''another'' 250,000 gold. Repeat until satisfied. Note: Once you leave the chest, the bug stops working, so make sure you get your fill there and then.
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** In FE10, an enemy Bishop with a Rescue staff can place an enemy on top of a pitfall trap in Chapter 3-11. This allows a unit with Pass to move through the square unimpeded, as well as creating a very silly situation where a unit can engage an enemy and then fall into a pit as soon as they try to pass through the recently occupied space. More importantly, this suggests that by placing your ''own'' flying units atop one of these spaces, you can move your non-fliers past the pitfalls, since the game will not allow two units to occupy the same space and therefore will not stop them as they go over the pitfalls.
* [[Final Fantasy Tactics]]. Ninja can attack twice. Knights can break equipment. Combining both (Knight+Two Swords or Ninja Break Tech) gives you two chances of breaking it in one turn. That's all intentional, but it seems the game only removes the 'Broken' item after the attack. So if the first strike breaks the target's weapon, there's still a chance that they somehow block the second strike.
* In the PC port of ''[[Valkyria Chronicles]]'' the reaction attack speed of shocktroopers (SMG users) and tank machine guns was tied to the frame rate. This generally meant they had double power on defense. This actually worked in the game's favor balance wise, as it made defensive play more viable, increased the usefulness of a previously mediocre class, and discouraged "scout rush" strategies (running to the enemy's final base with a buffed up [[Fragile Speedster|scout]] to win most maps in a turn or two) which were far and away the best way to beat most levels of the PS3 release. The bug was unfortunately fixed, but a mod exists to restore it.
 
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