View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024099 | AI War 2 | Bug - Other | Nov 11, 2020 2:23 pm | Nov 11, 2020 4:09 pm | |
Reporter | Darkshade | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.629 Ship Cap Hotfix | ||||
Fixed in Version | 2.630 Arbitrary Icon Inclusion And Weapon Exclusion | ||||
Summary | 0024099: HRS produce Anti-Everyone-Zombies with some of their Ships | ||||
Description | Either the Assault Frigate or/(and) the Pike Defender of the HRS, as those are the only HRS ships that have zombification listed in their tooltip, seem to produce Anti-Everyone Zombies. (Those zombies can be seen for example on the planet Norg in save attached on https://bugtracker.arcengames.com/view.php?id=24100) (Note: More Starting Options Mod active, not sure if relevant for this bug) | ||||
Tags | No tags attached. | ||||
related to | 0024090 | resolved | Chris_McElligottPark | Mugger frigate has brawler weapon |
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This seems like a result of the bug where units are showing up with different systems than they should have. HRF shouldn't have zombifiying units, but they do have units which have variants that zombify, and probably "system-swapped" with them. |
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This should be fixed by the following, and is an example of stuff from the mod bleeding over into other "sibling units." Thanks! * Fixed a very peculiar issue that only affected a couple of unit in the prior version (in the main game and DLC, anyhow -- more may have been affected in mods) where if there was a unit that had its systems altered on a child, and there were then other co-children, the other children would sometimes get those altered stats and sometimes not. Normally it should just pass to grandchildren and so forth, not to siblings. ** Essentially, the way that we handle partial records is normally very explicit (is_partial_record="true"). And in fact, when we have a partial record like that, we WANT for it to inject itself into any other descendants later. ** But in the case of entity systems, we have this kind of implicit "child partial record" system going on, where you just name the same system in the child as you had in the parent, and make some changes, and those changes then keep going in that lineage. ** What we do NOT want to have happen is the siblings to also pick up those changes, which is what was sometimes happening here because of the funky way that we handle systems and systems alone in the game. ** From looking at the raw data, without mods in play this mostly just affected muggers and brawlers, and a few spider turrets. Most everything else was already consistent properly. But if you play with mods on, you may have seen a lot of other chaos happening beyond these particular ones. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 11, 2020 2:23 pm | Darkshade | New Issue | |
Nov 11, 2020 2:32 pm | Darkshade | Description Updated | |
Nov 11, 2020 2:56 pm | Darkshade | Description Updated | |
Nov 11, 2020 3:22 pm | RocketAssistedPuffin | Note Added: 0059561 | |
Nov 11, 2020 3:38 pm | BadgerBadger | Relationship added | related to 0024090 |
Nov 11, 2020 4:09 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 11, 2020 4:09 pm | Chris_McElligottPark | Status | new => resolved |
Nov 11, 2020 4:09 pm | Chris_McElligottPark | Resolution | open => fixed |
Nov 11, 2020 4:09 pm | Chris_McElligottPark | Fixed in Version | => 2.630 Arbitrary Icon Inclusion And Weapon Exclusion |
Nov 11, 2020 4:09 pm | Chris_McElligottPark | Note Added: 0059563 |