View Issue Details

IDProjectCategoryLast Update
0025699AI War 2Bug - GameplayOct 29, 2021 9:16 pm
ReporterDaniexpert Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product VersionBeta 3.740 Code Panopticon 
Fixed in VersionBeta 3.742 "Classic Map" For DLC1 
Summary0025699: The necropolis build limitation is not working
DescriptionI could build more necropolis on the same system or on adjacent ones to an existing necropolis.
TagsNo tags attached.

Activities

Daniexpert

Oct 28, 2021 2:24 pm

manager  

2021-10-28 20_24_05-AIWar2.png (193,992 bytes)   
2021-10-28 20_24_05-AIWar2.png (193,992 bytes)   

Daniexpert

Oct 28, 2021 7:15 pm

manager   ~0063024

I tried adding some output to help me debug in NecromancerFactionBaseInfo.cs, in IsPlanetEligibleForNecropolis, in order to understand what's going on. It seems that when a minor or defensive necropolis are built, the list ( List<GameEntity_Squad> necrops = this.Necropoleis.GetDisplayList(); ) doesn't contain them because I noticed that the for loop's (the one dedicated at passing all necropolis) counter stay at 0 and never increment to 1, whereas with a major necropolis that was indeed happening. The two new necropoleis have their tags in the XML correctly assigned. I ran out of time to debug it more and I'm not sure where the issue could be. Also, my assessment could be wrong (hopefully no).

Daniexpert

Oct 28, 2021 8:03 pm

manager   ~0063025

Here's some screenshots of the debugging. Sorry for the super ugly and rudimental debugging, but that's the only way I found of doing it.
In the first screenshot you can see that I build a Major necropolis (it has a second necrofleet in the system) and in the log you can see that the loop counter is 0 (3 hops from homeworld), then 1 (0 hops) because that's where I just built the second necropolis. The other 2 lines are just checks inside the third if statement inside GetCanBeHacked at line 17 in NeinzulAbyss_Hacking.cs.
In the second screenshot I built a minor necropolis and the loop counter stays at 0, that's why I assumed necrops.Count remained at 1.
1.png (2,744,562 bytes)
2.png (2,031,625 bytes)

BadgerBadger

Oct 28, 2021 9:52 pm

manager   ~0063028

This is a known limitation until I work out how the fleet-bolstering code works

BadgerBadger

Oct 29, 2021 9:16 pm

manager   ~0063048

Fixed.

Note that you can now build a necropolis on any planet

Issue History

Date Modified Username Field Change
Oct 28, 2021 2:24 pm Daniexpert New Issue
Oct 28, 2021 2:24 pm Daniexpert File Added: 2021-10-28 20_24_05-AIWar2.png
Oct 28, 2021 2:24 pm Daniexpert File Added: 2021-10-28 20_21_31-AIWar2.png
Oct 28, 2021 7:15 pm Daniexpert Note Added: 0063024
Oct 28, 2021 8:03 pm Daniexpert Note Added: 0063025
Oct 28, 2021 8:03 pm Daniexpert File Added: 1.png
Oct 28, 2021 8:03 pm Daniexpert File Added: 2.png
Oct 28, 2021 9:52 pm BadgerBadger Note Added: 0063028
Oct 29, 2021 9:16 pm BadgerBadger Assigned To => BadgerBadger
Oct 29, 2021 9:16 pm BadgerBadger Status new => resolved
Oct 29, 2021 9:16 pm BadgerBadger Resolution open => fixed
Oct 29, 2021 9:16 pm BadgerBadger Fixed in Version => Beta 3.742 "Classic Map" For DLC1
Oct 29, 2021 9:16 pm BadgerBadger Note Added: 0063048