-
Notifications
You must be signed in to change notification settings - Fork 21
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add precondition_power to all factions - Bugs report and detrimental impact #109
Comments
For my own future reference - there are at least two legitimate, separate bugs reported in this issue:
A search through my gulag_general logic dump for regex
I don't think that can happen in the SRP. Can you describe this "attacking" in more detail? There is a feature in the SRP that makes loners voluntarily move out of the way when Freedom wants to take a point if the player is a member of Freedom - are you sure this isn't what you were witnessing? |
You're right. It's not a real attack but it looks as it. I continue my feedback about precondition_power. I reduce the value and load a save at the beginning of my war against Duty. Squads appears in base, it's fine. Some of them are moving to the main target and it's fine regarding war progress. |
@MuadDibAKBorovos Do you have a save from which to reproduce the crash? I checked the job table for esc_smart_terrain_5_4 and it supports at least 5 jobs of each type, so as long as you've not modded the maximum squad size to >5, you shouldn't get a crash. |
I added precondition_power in [expansion_n] for all faction, including faction_neutral.ltx
It created a large number of new squads, moving from escape to garbage & it created this CTD when I was in another level:
! [LUA][ERROR] Insufficient smart_terrain jobs for smart with name 'esc_smart_terrain_5_4'.
! [LUA][ERROR] Abort(): [smart_terrain.se_smart_terrain:task]: [smart_terrain esc_smart_terrain_5_4] task: obj = sim_default_stalker_140350 job_path = nil, CLEARING. job_id = -1
FATAL ERROR
[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description :
[error]Arguments : LUA error: ...r. - clear sky\gamedata\scripts\smart_terrain.script:307: [smart_terrain.se_smart_terrain:task]: [smart_terrain esc_smart_terrain_5_4] task: obj = sim_default_stalker_140350 job_path = nil, CLEARING. job_id = -1
stack trace:
Another bug, I did the same changes for faction_freedom.ltx. It created a lot of new squads in DV and in Military Warehouse.
By the way, when a freedom squad take the red_smart_terrain_4_2 smart terrain, they turned hostile as I'm enemy with Duty.
For information I used this values for faction_freedom.ltx:
`[expansion_4]
precondition_power = 0.5
[expansion_5]
precondition_power = 0.7
[expansion_6]
precondition_power = 0.8
[expansion_7]
precondition_power = 0.9
[expansion_8]
precondition_power = 0.99`
This values are too high. At the expansion_6, it's going crazy. Freedom are attacking neutrals to take the control of level changers in escape.
And it take too much time to pass to the next expansion step.
I'm testing value starting at 0.5 and with a step of 0.05 from expansion_4 to 7, and precondition_power = 0.9 for the last expasion. it looks better. I'll have to test it from the beginning of the faction war.
By the way, add a precondition_power to Freedom correct the bug "faction resource = 0" in the pda during all the war.
The text was updated successfully, but these errors were encountered: