View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0019219 | AI War 2 | Gameplay Issue | Aug 11, 2017 1:54 pm | Aug 12, 2017 8:05 am | |
Reporter | BadgerBadger | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.508 The Adornment Of The Buttons | ||||
Fixed in Version | 0.509 Player Targets What? | ||||
Summary | 0019219: Warp gates don't spawn with CaptureFirstPlanet set | ||||
Description | If you have the CaptureFirstPlanet conduct enabled then no warp gates are generated on the map. Here's the code if ( !haveCreatedController ) { if ( planet.PopulationType != PlanetPopulationType.HumanHomeworld || !Conduct_StartWithFirstPlanetAlreadyCaptured.Instance.IsEnabled ) <=== so on a human homeworld, don't seed an AI controller { GameEntity.CreateNew( side, controllerData, controllerPoint, Context ); haveCreatedController = true; } } if ( !Conduct_StartWithFirstPlanetAlreadyCaptured.Instance.IsEnabled ) <=== We need to check planet.PopulationType != PlanetPopulationType.HumanHomeworld here as well { entityPoint = controllerPoint.GetRandomPointWithinDistance( Context.QualityRandom, distanceToGate, distanceToGate ); GameEntity.CreateNew( side, warpGateData, entityPoint, Context ); } | ||||
Tags | No tags attached. | ||||
|
For 0.509: * Fixed bug where the start-in-control-of-first-planet lobby option caused warp gates to not spawn anywhere (instead of just not on the human homeworld). Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 11, 2017 1:54 pm | BadgerBadger | New Issue | |
Aug 12, 2017 8:05 am | keith.lamothe | Assigned To | => keith.lamothe |
Aug 12, 2017 8:05 am | keith.lamothe | Status | new => resolved |
Aug 12, 2017 8:05 am | keith.lamothe | Resolution | open => fixed |
Aug 12, 2017 8:05 am | keith.lamothe | Fixed in Version | => 0.509 Player Targets What? |
Aug 12, 2017 8:05 am | keith.lamothe | Note Added: 0046427 |