View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020762 | AI War 2 | Gameplay Issue | Nov 10, 2018 10:49 am | Nov 27, 2018 10:04 am | |
Reporter | Avenger1649 | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.806 Sabre Company | ||||
Fixed in Version | 0.807 Cyber Command | ||||
Summary | 0020762: Allied Marauders STILL Stack | ||||
Description | I've been playing through the 'Subverted' campaign using the newest update 'Sabre Company', which included a fix by the moderator BadgerBadger to stop the Marauder Outpost stacks on friendly worlds, so that they wouldn't drastically overpopulate and crash the game. Unfortunately, that fix seems not to apply. The neutral Marauder outposts have been capped at 7 on their worlds when they are allied to me, which is good and shows that the fix WAS implemented. However, the Marauders on my worlds STILL STACK, at least to over 20 Outposts (my home world has 24 Outposts currently), which is a problem, since this will happen on all of my worlds and means major lag and a crash in all but inevitable. This needs to be remedied please if a cap on allied Marauder Outposts is to be implemented, I would suggest capping them at 10 Outposts (the old cap for Mark III Outposts). Here are some files from my latest game, so you can see exactly where this fix is going wrong. Maybe its just a bug in that specific campaign mode, but it seems to me that the fix Badger implemented doesn't work properly. | ||||
Tags | No tags attached. | ||||
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Just to verify, did you start the game in a previous update, then continue it in the new one? That may be the cause of some issues. Also, the number of outposts per planet can be customized in the XML files, so feel free to change it to whatever you like. |
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It's not to do with the number of outposts in the file, I believe. The Marauders are simply ignoring the cap entirely on friendly planets. I've had this as well. Also ignoring the drone cap...I'll make a separate report for that soon. Funny to see over 20k ships from them alone, though. |
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Dominus Abitrationis. I started with the current update at the time, which included Badger's fix, I made sure. Also, I didn't realise I could edit the number of outposts per planet manually. Considering what happened last time I tried editing game files, though, it won't work for me or the game will break and I'll have to re-install. |
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Hm okay. I'm not sure what could be causing this, so I'll leave it for Badger or someone else to fix, unless I suddenly get inspired. |
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It appears to be an issue with numOutposts, since that always returns either 1 or 2 in my testing. |
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Whenever I recompile my dev build it breaks, and I can't figure out why. So I'm currently pretty stuck at the moment, and I'm travelling so I can't test it. That said, I'm pretty sure I know what's happening now, thanks to the "numOutposts is always 1 or 2" comment; C# is not being C++. Here's a proposed fix; Dominus, give it a test and see if it works. In HumanMarauders.cs, look at the AddOrUpgradeOutposts() function. In a number of places, I do something like MarauderOutpostData outpost = outpostData[entity.Planet]; outpost.numOutposts++; Those two lines are a problem. Replace them everywhere with this line outpustData[entity.Planet].numOutposts++; EDIT: Per Dominus, that didn't work. Whoops. Back to the drawing board |
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Nope. That throws the error I mentioned in Discord. |
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Finally fixed this one! |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 10, 2018 10:49 am | Avenger1649 | New Issue | |
Nov 10, 2018 10:49 am | Avenger1649 | File Added: Autosave.13500.save | |
Nov 10, 2018 10:49 am | Avenger1649 | File Added: Nanites Hacked.save | |
Nov 10, 2018 10:49 am | Avenger1649 | File Added: Autosave.14400.save | |
Nov 11, 2018 1:18 pm | BadgerBadger | Assigned To | => BadgerBadger |
Nov 11, 2018 1:18 pm | BadgerBadger | Status | new => assigned |
Nov 12, 2018 11:41 am | Dominus Arbitrationis | Note Added: 0050471 | |
Nov 12, 2018 12:53 pm | RocketAssistedPuffin | Note Added: 0050472 | |
Nov 14, 2018 12:04 pm | Avenger1649 | Note Added: 0050480 | |
Nov 15, 2018 5:54 pm | Dominus Arbitrationis | Note View State: 0050472: private | |
Nov 15, 2018 5:54 pm | Dominus Arbitrationis | Note View State: 0050472: public | |
Nov 15, 2018 5:54 pm | Dominus Arbitrationis | Note View State: 0050480: public | |
Nov 15, 2018 5:55 pm | Dominus Arbitrationis | Note Added: 0050485 | |
Nov 20, 2018 8:59 am | Dominus Arbitrationis | Note Added: 0050514 | |
Nov 20, 2018 12:11 pm | BadgerBadger | Note Added: 0050515 | |
Nov 20, 2018 12:50 pm | BadgerBadger | Note Edited: 0050515 | |
Nov 20, 2018 12:51 pm | BadgerBadger | Note Edited: 0050515 | |
Nov 20, 2018 2:36 pm | Dominus Arbitrationis | Note Added: 0050516 | |
Nov 27, 2018 10:04 am | BadgerBadger | Status | assigned => resolved |
Nov 27, 2018 10:04 am | BadgerBadger | Resolution | open => fixed |
Nov 27, 2018 10:04 am | BadgerBadger | Fixed in Version | => 0.807 Cyber Command |
Nov 27, 2018 10:04 am | BadgerBadger | Internal Weight | => New |
Nov 27, 2018 10:04 am | BadgerBadger | Note Added: 0050557 |