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no trucks available in beta 7 if you don't build a HQ #3337

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wzdev-ci opened this issue Mar 18, 2012 · 14 comments
Closed

no trucks available in beta 7 if you don't build a HQ #3337

wzdev-ci opened this issue Mar 18, 2012 · 14 comments

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resolution_fixed type_bug | by zany


here comes beta 8!


Issue migrated from trac:3337 at 2022-04-16 09:39:13 -0700

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Asgorath uploaded file wz2100-20120319_121844-Sk-SandCastles-T1.jpg (507.8 KiB)

Screenshot before building a HQ
wz2100-20120319_121844-Sk-SandCastles-T1.jpg

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Asgorath uploaded file wz2100-20120319_122007-Sk-SandCastles-T1.jpg (570.7 KiB)

Screenshot after building a HQ
wz2100-20120319_122007-Sk-SandCastles-T1.jpg

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Asgorath uploaded file no_trucks_available.7z (45.2 KiB)

Savegame before building a HQ

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Asgorath commented


I´ve got the same problem. I can´t build trucks if there is no HQ

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vexed commented


Thanks for the pics Asgorath, at least you know how to be helpful unlike certain other individuals.
see patch in Ticket #3344 for one way to fix this.

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Per commented


This is getting out of hand. I regret caving in to the purists on this one. We're adding a ton of ugly exceptions to the code so that a few individuals should not have to learn anything new.

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Cyp commented


T1, no bases: No templates, and unit design not available.
T1, partial bases: Have templates, unit design available, even if not starting with HQ.
T2, no bases: Have templates, but unit design not available.

The T2, no bases case is an actual problem, since it means players with stored templates have an advantage over players without.

Simplest fix is to make templates and template design unconditionally available.

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zany commented


if that fixes it then what is the problem? making new rules because you don't like the old rules is lame

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Iluvalar commented


I suggest that design is always available (so saved templates are ok as well). But the factories refuse to build something with a weapon before you had a cc the first time.

It will be the closest to the 2.3 behavior with the least amount of exceptions.

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Per Inge Mathisen changed status from new to closed

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Per Inge Mathisen changed resolution from `` to fixed

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Per Inge Mathisen commented


Fix problem with trucks not being available before HQ. This closes
#3344 and closes #3337 and adds new qtscript function
enableTemplate(). Original patch by vexed.

  • Changeset: [/changeset/7291bb9b28e3d5835bf9cee6f5e407f4112cc8a9 7291bb9b28e3d5835bf9cee6f5e407f4112cc8a9]
  • URL: [7291]bb9b28e3d5835bf9cee6f5e407f4112cc8a9

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cybersphinx commented


Merge branch 'bugfixes' into 3.1

  • bugfixes: (22 commits)
    Actually use the include from our included quesoglc.
    Spanish translation update by Saberuneko.
    Update translations.
    Make unit design/radar depend on the existence of an HQ, not the base setting.
    Disable unit design when HQ gets destroyed in mp.
    Avoid mixing up droid orders during lag.
    Don't bother even checking to send maps if not host.
    Handle host drop errors. Restart the background screen on errors (instead of looking at a small map preview)
    Add debug command "damage me" to facilitate debugging issues related to damage level. Note: you can't kill a droid / structure with this command. Used to debug retreat levels & autorepair issues & ...
    Subtract closed slots from displayed max players.
    Distinguish between wrong version, wrong mod and full game.
    Add IMAGE_NOJOIN_FULL and IMAGE_NOJOIN_MOD.
    Fix the lock icon to always show it being locked when a password is set. Remove the box when we don't use a password & in skirmish games.
    Try to fix the output of netlogs.
    Fix border on tooltips
    Try to switch to windowed mode if user is in FS mode on LOG_FATAL errors. This may, or may not work on some platforms. (http://www.libsdl.org/docs/html/sdlwmtogglefullscreen.html) "Toggles the application between windowed and fullscreen mode, if supported."
    Don't display repair icon if we are hovering the mouse over ourselves, and we are damaged.
    Update changelog
    Fix problem with continent generation, where rightmost and bottommost tiles would be treated as passable. Closes JS: droidCanReach works incorrectly #3269. Thanks to NoQ for debugging.
    Fix problem with trucks not being available before HQ. This closes adding ForceTemplate function #3344 and closes no trucks available in beta 7 if you don't build a HQ #3337 and adds new qtscript function enableTemplate(). Original patch by vexed.
    ...
  • Changeset: [/changeset/5e1740adf7c82a6ab203b3c88f8b65bbc2fae767 5e1740adf7c82a6ab203b3c88f8b65bbc2fae767]
  • URL: [5]e1740adf7c82a6ab203b3c88f8b65bbc2fae767

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wzdev-ci commented Aug 4, 2012

Per Inge Mathisen commented


Fix problem with trucks not being available before HQ. This closes
#3344 and closes #3337 and adds new qtscript function
enableTemplate(). Original patch by vexed.

  • Changeset: [/changeset/7291bb9b28e3d5835bf9cee6f5e407f4112cc8a9 7291bb9b28e3d5835bf9cee6f5e407f4112cc8a9]
  • URL: [7291]bb9b28e3d5835bf9cee6f5e407f4112cc8a9

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