View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0019274 | AI War 2 | GUI | Nov 1, 2017 12:36 am | Nov 2, 2017 1:21 pm | |
Reporter | BadgerBadger | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.600 Tutorial Engine | ||||
Fixed in Version | 0.601 | ||||
Summary | 0019274: save game fails to reflect AI type | ||||
Description | When I save a game, regardless of what I selected the AI type to be, when I go to the Load game menu I always see the AI type reflected as "Vanilla". Technically this is a problem with my code, but I'm not sure what's going wrong. I created a brand new game whose AI Type I selected to be "Despiser of Shields. Here's how I generate the save game file name (there's a matching invocation in bSaveGameName): public class bSaveAndQuit : ButtonAbstractBase { public override MouseHandlingResult HandleClick() { .... ArcenDebugging.ArcenDebugLogSingleLine( "Save and quit: ai type name " + World_AIW2.Instance.Setup.MasterAIType.Name + " abbrev " + World_AIW2.Instance.Setup.MasterAIType.Abbreviation, Verbosity.DoNotShow ); ... SaveGameData data = new SaveGameData( iSaveGameName.Instance.SaveName, World_AIW2.Instance.Setup.Seed, World_AIW2.Instance.GameSecond, iCampaignName.Instance.CampaignName, dt, World_AIW2.Instance.Setup.MasterAIType.Name, World_AIW2.Instance.Setup.Difficulty.Name ); <=========== ..... And I see the following in my ArcenDebugLog.txt 11/1/2017 12:34:44 AM Save and quit: ai type name Vanilla abbrev Vanilla It looks like somehow the game doesn't know which AI Type it's using? Or at least, that value isn't stored where my code expects. | ||||
Tags | No tags attached. | ||||
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This is due to a vestigial way of tracking the AI type, before it could be picked at the faction level. For 0.601: * Removed the concept of the "world" object having a "master AI type", since individual AI factions can now have their own AI type. ** There's still only the one such faction, but this was an important step in preparing for multiple ones. ** The main piece that had to be moved here was the concept of what ships an AI has unlocked from AIP points. Used to be game-wide, is now faction-specific. *** For now design-corruption is also now faction specific, but there will likely be a way added to make the corruption "spread" so that you get the same effect as in AIWC: once it's corrupted, no more of that design get spawned. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 1, 2017 12:36 am | BadgerBadger | New Issue | |
Nov 1, 2017 10:26 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Nov 1, 2017 10:26 am | Chris_McElligottPark | Status | new => assigned |
Nov 2, 2017 1:21 pm | keith.lamothe | Status | assigned => resolved |
Nov 2, 2017 1:21 pm | keith.lamothe | Resolution | open => fixed |
Nov 2, 2017 1:21 pm | keith.lamothe | Fixed in Version | => 0.601 |
Nov 2, 2017 1:21 pm | keith.lamothe | Note Added: 0046558 |