#1917: Two commander bugs
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        Reporter:  kringled          |        Type:  bug  
          Status:  new               |    Priority:  major
       Milestone:  unspecified       |   Component:  other
         Version:  2.3.0             |    Keywords:       
Operating_system:  All/Non-Specific  |   Blockedby:       
        Blocking:                    |  
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 The more minor bug is that sometimes in skirmish, units made at a factory
 that is dedicated to a commander are not actually linked to the commander,
 but just follow them around.  In the savegame attached, cbgm, commanders 3
 and 4 each had a cyborg factory assigned, and then 6 cyborgs were
 produced.  5 of the 6 are correctly linked, but in each case, one is not.
 This bug is somewhat intermittent, but to my knowledge, only occurs in
 skirmish but not campaign, and I have only seen it when playing against
 the stock AI, not against DyDo AI.

 The more serious bug is that the stronger level commanders are not
 available.  In the second savegame, I have researched all alloys and then
 designed a series of command vehicles, all based on python Hovers, one at
 a time after I researched all 3 stronger command turrets, and the
 researched turret is denoted in each design name by me "Command Turret
 Python Hover (r3)", for example.  All of them have identical hitpoints,
 and at no point do I see the name in the design screen make any reference
 to Command Turret II, III, or IV.  Range is trickier to test but could be
 done as I have made commanders of each type up through III - commanders
 3,4,and 5.  Looking at the F5 intelligence screen will show that they were
 all researched.

 The other savegame, skgmpc, was saved before I started researching the
 higher level command turrets, in case someone wants to test that for
 themselves.

-- 
Ticket URL: <http://developer.wz2100.net/ticket/1917>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
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