View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0021495||AI War 2||[All Projects] Bug - Gameplay||Aug 10, 2019 7:40 pm||Sep 3, 2019 4:29 pm|
|Product Version||0.880 Belatedly Finding Friends... And Enemies|
|Fixed in Version||0.886 Zombie Homebodies|
|Summary||0021495: Caps of some ships and structures are stuck at 1/1 despite mark upgrade.|
|Description||In older versions, when a military command station gains experience to mark-II, it will acquire two forcefields. (Assuming no technology in either Forcefields of Mil. Commands). This seems no longer to be the case. All Forcefields regardless of station experience and tech level will have a cap of 1.|
Further testing shows that all ships and structures that have been given a cap of 1 will fail to increase in numbers with increasing mark-levels. In save A, strike Omdes and strike Raion each have assault frigates.
- The version on Raion was given 2 to start with (FrigatesWithSupport) this cap was increased to 4, and with the IGC (Frigate) this was further increased to 6.
- the version on Omdes (and Hildnut) remains at 1.
NB: other frigate can be see on planet Rivest and around the galaxy, all at 1/1. Comparing the cap of sentry frigates and station-keeping assault frigates on a Logistics (Stade at bottom left with GCA) versus a Military (Rivest with the fleet) will show the same result.
|Tags||No tags attached.|
||Dominus, I suspect your recent changes in ship caps|
Found the issue:
if ( this.EffectiveSquadCap > 1 )
//We already checked for drone status, so now see if this thing gets bonus ships from higher marks
if (this.ForMark.MarkLevel.SquadCapMultiplier > FInt.One)
this.EffectiveSquadCap = (this.EffectiveSquadCap * this.ForMark.MarkLevel.SquadCapMultiplier).GetNearestIntPreferringHigher();
So right now ships will only get the bonus units applied if they have a cap larger than 1. This also introduces a new bug with drones, drones will now have an increased cap when marking up, which is different from before.
||Nvm, does not increase drone cap, I didn't see that this code was nested inside: if ( !IsDrone )|
||This issue really makes the game a lot harder, unless I have just been very unlucky I keep getting fleets with only 1 frigate on them. The forcefields staying at 1 is tough too!|
I'll make the change when I get back from work, but it won't be released until Chris pushes an update to steam.
I would send you a compiled dll with the change, but I suck at compiling the core dll properly and things break
I'm not going to be able to make and push a change for a couple of days due to work schedule.
I'm not sure if we even need the >1 check, since stuff like flagships shouldn't have a multiplier.
||I can't think of any "one of" ship that shouldn't get more than one. Are trader purchases affected by mark level?|
||Any update on this issue? It's frustrating getting only 1 of frigates, especialy with the new ship capture research station. Thanks!|
I think the fix is going to be to add a "This unit's cap size is not allowed to increase" flag to the Membership class, and set that here:
//these are per-fleet now, of course!
switch ( this.TypeData.SpecialType )
this.EffectiveSquadCap = 1;
this.LocalPlayerUISquadCap = 1;
<Add new field here>
Then change the ensuing checks to ask "Is this allowed to have an increased cap" instead of "if ( EffectiveSquadCap > 1 )"
What do people think about that suggestion?
Also, could someone upload a save game to make testing a fix for this easy?
Here you go!
1 of Mugger and Hydra Warbird.savemet (46 bytes)
1 of Mugger and Hydra Warbird.save (716,711 bytes)
||Frigates are now allowed to have their cap increase. If it's still strongly desired to get more forcefields as command stations level up then please open a new bug if this code doesn't fix that too (I didn't check that path)|
||It seems that the forcefield cap does indeed increase with your fix.|
||Sweet! Can't wait for the next update, thanks guys!|
|Aug 10, 2019 7:40 pm||zharmad||New Issue|
|Aug 10, 2019 7:43 pm||BadgerBadger||Assigned To||=> Dominus Arbitrationis|
|Aug 10, 2019 7:43 pm||BadgerBadger||Status||new => assigned|
|Aug 10, 2019 7:43 pm||BadgerBadger||Note Added: 0052526|
|Aug 11, 2019 9:31 am||wm46||Note Added: 0052528|
|Aug 11, 2019 9:50 am||wm46||Note Added: 0052529|
|Aug 14, 2019 9:49 am||Zoreiss||Note Added: 0052557|
|Aug 14, 2019 11:53 am||wm46||Note Added: 0052558|
|Aug 14, 2019 1:11 pm||Dominus Arbitrationis||Note Added: 0052559|
|Aug 14, 2019 1:11 pm||Dominus Arbitrationis||Note Edited: 0052559||View Revisions|
|Aug 14, 2019 8:10 pm||wm46||Note Added: 0052560|
|Sep 2, 2019 7:56 pm||Zoreiss||Note Added: 0052750|
|Sep 2, 2019 11:56 pm||BadgerBadger||Note Added: 0052756|
|Sep 3, 2019 12:18 am||BadgerBadger||Note Edited: 0052756||View Revisions|
|Sep 3, 2019 11:37 am||Zoreiss||File Added: 1 of Mugger and Hydra Warbird.savemet|
|Sep 3, 2019 11:37 am||Zoreiss||File Added: 1 of Mugger and Hydra Warbird.save|
|Sep 3, 2019 11:37 am||Zoreiss||Note Added: 0052768|
|Sep 3, 2019 4:02 pm||BadgerBadger||Assigned To||Dominus Arbitrationis => BadgerBadger|
|Sep 3, 2019 4:02 pm||BadgerBadger||Status||assigned => resolved|
|Sep 3, 2019 4:02 pm||BadgerBadger||Resolution||open => fixed|
|Sep 3, 2019 4:02 pm||BadgerBadger||Fixed in Version||=> 0.886 Zombie Homebodies|
|Sep 3, 2019 4:02 pm||BadgerBadger||Note Added: 0052777|
|Sep 3, 2019 4:26 pm||RocketAssistedPuffin||Note Added: 0052779|
|Sep 3, 2019 4:29 pm||Zoreiss||Note Added: 0052780|