View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021414 | AI War 2 | Bug - Gameplay | Jul 21, 2019 11:21 am | Aug 5, 2019 7:07 pm | |
Reporter | Dominus Arbitrationis | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.876 Counterattacks Ate My Waves | ||||
Fixed in Version | 0.879 Many Fixes and the Tutorial Rework Starts | ||||
Summary | 0021414: Turrets granted by GCAs aren't affected by the mark level cap bonus | ||||
Description | Also adjacently related: right now turrets granted by GCAs aren't affected by the mark level cap bonus. A GCA giving 10 MLRS turrets will be increased to 13 if you own a turret coordinator (if it wasn't bugged) but if you upgrade them to Mk7 they will not be increased to 30 turrets. Credit wm46. | ||||
Tags | No tags attached. | ||||
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Just to clarify: If you capture the GCA, you get 24 turrets. If you then upgrade them to Mark IV, you still only have 24 of those turrets. |
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If you want to hunt this down, it's in PerFrame_CalculateEffectiveFleetData_P1, line 2011. It assigns: this.EffectiveSquadCap = this.ExplicitBaseSquadCap; That should be setting it to 24. It then does this: //higher marks lead to higher squad caps if you're not a drone if ( this.ForMark.MarkLevel.SquadCapMultiplier > FInt.One && !this.TypeData.SpecialType.GetIsDrone() ) this.EffectiveSquadCap = (this.EffectiveSquadCap * this.ForMark.MarkLevel.SquadCapMultiplier).GetNearestIntPreferringHigher(); Unless these turrets are somehow being noted as being drones, they should now be a higher number. The code looks correct, so it would be a matter of loading up a savegame that is affected, and doing tests to see what the heck is happening at those lines that is causing it not to work. |
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Fixed! The issue was that the EffectiveSquadCap was -1, since they were added by the GCA, and that addition happens after the SquadCapMultiplier is done, so it never gets to see its multiplier. It does now though. |
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Ooh, thanks for that. Interesting... probably we will have some other problems if EffectiveSquadCap isn't set properly by at some point in there. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 21, 2019 11:21 am | Dominus Arbitrationis | New Issue | |
Jul 21, 2019 11:21 am | Dominus Arbitrationis | Status | new => assigned |
Jul 21, 2019 11:21 am | Dominus Arbitrationis | Assigned To | => Chris_McElligottPark |
Jul 22, 2019 4:19 pm | Dominus Arbitrationis | Note Added: 0052303 | |
Jul 30, 2019 12:52 pm | Chris_McElligottPark | Note Added: 0052348 | |
Jul 30, 2019 12:53 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => Dominus Arbitrationis |
Jul 30, 2019 12:53 pm | Chris_McElligottPark | Assigned To | Dominus Arbitrationis => Chris_McElligottPark |
Aug 5, 2019 6:11 pm | Dominus Arbitrationis | Note Added: 0052412 | |
Aug 5, 2019 6:12 pm | Dominus Arbitrationis | Status | assigned => resolved |
Aug 5, 2019 6:12 pm | Dominus Arbitrationis | Resolution | open => fixed |
Aug 5, 2019 6:12 pm | Dominus Arbitrationis | Fixed in Version | => 0.879 Many Fixes and the Tutorial Rework Starts |
Aug 5, 2019 7:07 pm | Chris_McElligottPark | Note Added: 0052423 |