View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0027131 | AI War 2 | Bug - Gameplay | Apr 23, 2022 9:58 pm | Apr 23, 2022 10:42 pm | |
Reporter | Ragnaidin | Assigned To | Daniexpert | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.002 Venators Optional | ||||
Fixed in Version | 5.004 Misc Polish | ||||
Summary | 0027131: Scourge Biotech Lab will ALWAYS spawn result of hack on the homeworld of the last AI in the list. | ||||
Description | It's happened to me several times on different games regardless of mods or expansions, no matter if I do difficulty 1 on any of them, to difficulty 7-8 of any of the options, they spawn on the last AI's homeworld and get murdered instantly, haven't tried in multiplayer. | ||||
Tags | No tags attached. | ||||
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@BadgerBadger is this the same behaviour that the Elderlings' beacon had initially? |
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Probably. I suspect just updating SeedStartingEntities_LaterEverythingElse() for the Scourge to say "if ( World_AIW2.Instance.GameSecond > 1 ) return;" will fix it. |
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I'll try |
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The goal is to force it the scourge to use the JoinAlliesIfNecessary() function in ScourgeDeepInfo |
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It did the trick. * Fixed scourge spawning from beacons. Thank you! |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 23, 2022 9:58 pm | Ragnaidin | New Issue | |
Apr 23, 2022 10:04 pm | Daniexpert | Note Added: 0066369 | |
Apr 23, 2022 10:11 pm | BadgerBadger | Note Added: 0066370 | |
Apr 23, 2022 10:25 pm | Daniexpert | Note Added: 0066373 | |
Apr 23, 2022 10:30 pm | BadgerBadger | Note Added: 0066374 | |
Apr 23, 2022 10:42 pm | Daniexpert | Assigned To | => Daniexpert |
Apr 23, 2022 10:42 pm | Daniexpert | Status | new => resolved |
Apr 23, 2022 10:42 pm | Daniexpert | Resolution | open => fixed |
Apr 23, 2022 10:42 pm | Daniexpert | Fixed in Version | => 5.004 Misc Polish |
Apr 23, 2022 10:42 pm | Daniexpert | Note Added: 0066375 |