View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020043 | AI War 2 | Bug - Other | Aug 29, 2018 8:02 pm | Sep 5, 2018 5:04 pm | |
Reporter | RocketAssistedPuffin | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.762 Spreadshot | ||||
Summary | 0020043: Mercenary bugs with their spawning requirements | ||||
Description | They'll say things like "AIOnly" and "Any" for planet ownership, but will only be available for purchase if you actually control the planet. | ||||
Tags | No tags attached. | ||||
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I'm going to optimistically blame Chris' UI code rather than my code for this ;-) |
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I'm sure it's my stuff, since I wasn't noticing your bits on there. It's deeper than the UI, but basically it's now enforcing rules that were broken before. Badger, one thing you could do to probably fix it would be to just have all merc units have can_be_built_on_enemy_planets="true" on them, and then it would be just your code and not mine that takes effect. |
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I put that line onto my new Merc units, and they don't show up still. |
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Hmm, that's a surprise. Actually that logic of mine should only apply for player-faction units, anyway. It's still probably something I broke as part of my changes, but it's not what I thought. A repro savegame would be awesome. |
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Here. Using Badgers test map for speed. Planet Estocade has been hacked and has colony ships waiting for you. AI CS intact. (I know there are 3 communicators, but even in normal games these have the problem). |
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I appreciate the save, by the way -- I've been able to knock out a ton of merc bugs based on this. :) |
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Hooray! As a related question, I have a few Merc groups I've made up (6), coupled with their own units (this is why I've been finding all of these), for hopeful inclusion eventually. I don't know when you'd want them though, if. Two are missing something in the XML to grant them to the player (two unique units for them). Started looking at the pre-existing ones to get them up to a similar level as well. Main concern is adding more stuff for you to go through for balance, though I'd be willing to copy over any changes to them (already did that for this update) and do the unique units separately by myself if people have issues. |
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I'd definitely be glad to have them. By the by, did you get my email I sent you the other day? |
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Puffin, I added an xml field to allow mercenaries to be hired directly by the player (ie you get to control the units). This means that none of the other post-spawn behaviours will affect them, so you should be clear about that in the description. See the release notes for the field |
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Aha, thanks Badger. Added that in. Here are the new Mercs so far. Some reasoning: They spawn the max cap of their types at MK2 to begin with, and double in number every 50 AIP, using the scaling field. They're priced exactly for full caps, but as the AIP increases, you get more of them...for free! Maybe a bit expensive, but apparently we haven't got enough to spend metal on. I can change any of this if there are issues. (Btw, I made the things like the Snipers as a new ship entity, because that's how the Mercs were already done, and it helps with a bit of theming having the descriptions etc on them directly. Also means all of the Merc stuff is in one place, for anyone else). I just checked now Chris, since you mentioned it. It's...interesting. I'll have a think, good chance I'll take it up since I'm already putting a fair bit of time into this. |
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No worries, Puffin -- and thanks for those mercs. Can I add those into the game, or are they just for preview right now? |
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Far as I know they can be added in as is. Once the report of the Hydra effect causing a persteplogic error is fixed, should be no problems with them functionally. If not, the "Automated Construction Bots" group will have to be commented out until it is fixed. I did test these repeatedly. The last one, Anvil Securities wasn't, but it has nothing special about it - it uses pre-existing units with altered names and descriptions only, like a few of these. I'll toss some questions at you in the email about it. |
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I _think_ that this is all fixed in 0.764, but please let me know if you still run into troubles once that is out later tonight. |
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And cool, I'll add these in! |
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It works now - you can call them in on any planet, interestingly, but that might be better. Else they're kind of limited as to where they can be useful. A communicator with a really good offense group is a bit of a let down if it can only be called in on a planet in the middle of nowhere with no targets nearby. It makes them into a strategic resource, which I very much like. Few bugs, like one group (the Shredders) being only purchasable once, and the oddity of War Harvesters and Siegers not being being purchasable twice, because the first group never leaves. Might need another setting (yep...that'd be three added in just for mercs) that allows purchase of a group, even if the one before it still exists. Still not sure about Shredders, there's no obvious problem there. In fact they were copied directly from Fire Support, then altered; Fire Support can be bought twice. Oh, and the embarrassing case of me having Anvil Securities be called War Siegers as well - woops. I changed everything on them but that. |
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Okay, glad this works now. If there are still bugs relating to these, that don't already have their own individual reports, can you make reports for those? I can't keep track very easily otherwise. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 29, 2018 8:02 pm | RocketAssistedPuffin | New Issue | |
Aug 29, 2018 8:40 pm | BadgerBadger | Note Added: 0048564 | |
Aug 29, 2018 8:49 pm | Chris_McElligottPark | Note Added: 0048567 | |
Aug 29, 2018 8:58 pm | RocketAssistedPuffin | Note Added: 0048571 | |
Aug 29, 2018 10:17 pm | Chris_McElligottPark | Note Added: 0048576 | |
Aug 30, 2018 6:20 am | RocketAssistedPuffin | File Added: MercSpawningBugSave.save | |
Aug 30, 2018 6:20 am | RocketAssistedPuffin | File Added: MercSpawningBugSave.savemet | |
Aug 30, 2018 6:20 am | RocketAssistedPuffin | Note Added: 0048581 | |
Aug 30, 2018 2:41 pm | Chris_McElligottPark | Note Added: 0048613 | |
Aug 30, 2018 2:42 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 30, 2018 2:42 pm | Chris_McElligottPark | Status | new => assigned |
Aug 30, 2018 3:12 pm | RocketAssistedPuffin | Note Added: 0048614 | |
Aug 30, 2018 3:41 pm | Chris_McElligottPark | Note Added: 0048617 | |
Aug 30, 2018 4:10 pm | BadgerBadger | Note Added: 0048619 | |
Aug 30, 2018 5:26 pm | RocketAssistedPuffin | File Added: PuffinMercs.zip | |
Aug 30, 2018 5:26 pm | RocketAssistedPuffin | Note Added: 0048621 | |
Aug 30, 2018 8:17 pm | Chris_McElligottPark | Note Added: 0048638 | |
Aug 30, 2018 8:24 pm | RocketAssistedPuffin | Note Added: 0048640 | |
Aug 30, 2018 8:33 pm | Chris_McElligottPark | Status | assigned => feedback |
Aug 30, 2018 8:33 pm | Chris_McElligottPark | Note Added: 0048641 | |
Aug 30, 2018 8:33 pm | Chris_McElligottPark | Note Added: 0048642 | |
Aug 31, 2018 7:20 am | RocketAssistedPuffin | Note Added: 0048655 | |
Aug 31, 2018 7:20 am | RocketAssistedPuffin | Status | feedback => assigned |
Sep 5, 2018 5:04 pm | Chris_McElligottPark | Status | assigned => resolved |
Sep 5, 2018 5:04 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 5, 2018 5:04 pm | Chris_McElligottPark | Note Added: 0048904 |