Author Topic: Bugs, crashes, typos & bad taste  (Read 1457553 times)

Online CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4455 on: January 04, 2025, 01:56:47 am »
There's an issue with the new mission Forest Lodge Defense. Only the 1st unit of the entire squad spawns in. The issue lies in that the Lodge block is spawned in as a craft and there's only a single open entry tile ouside the door. There's actually 2 more entry floor tiles next to that one, but they're both occupied by a content element. For craft spawning, soldiers will only be placed on valid entry tiles, ignoring xcom nodes by what I've observed. I've experimented around and managed to get it to work. Had to redeclare the block as a terrain map and used verticalLevels to get the desired effect. When no craft has been placed on a map via addCraft, xcom units will use xcom marked nodes for spawning and will clump up randomly around them if there's not enough nodes for all units.

During my testing I discovered that one of the forest terrains: FINNIKFOREST01 had an xcom node defined so they all spawned over that side far from the lodge. I've changed that node to another type so xcom units don't spawn over there, but don't know if that is intented for another mission which could break. I haven't seen such a mission while working on my submod, but then again, there's plenty of missions I haven't adapted yet.

Also, since I no longer used an addCraft, I had to change the node at the Lodge entrance to an xcom node as at least 1 is needed to spawn xcom units this way.

I've attached all modified RMP and the small ruleset files that fixes this. You can always add or modify nodes in the lodge to let the xcom spawns spread out a bit more.
« Last Edit: January 04, 2025, 02:01:21 am by CrazedHarpooner »

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4456 on: January 04, 2025, 12:56:56 pm »
There's an issue with the new mission Forest Lodge Defense. Only the 1st unit of the entire squad spawns in. The issue lies in that the Lodge block is spawned in as a craft and there's only a single open entry tile ouside the door.

Yeah... That's how it's supposed to be. The description specifically says "To avoid attention, send only one agent to investigate." Allowing more people would trivialize this mission, and I wanted a mission with desperate civilians, not yet another zombie slaughter by a group of cyborg commandos from the future.

During my testing I discovered that one of the forest terrains: FINNIKFOREST01 had an xcom node defined so they all spawned over that side far from the lodge. I've changed that node to another type so xcom units don't spawn over there, but don't know if that is intented for another mission which could break. I haven't seen such a mission while working on my submod, but then again, there's plenty of missions I haven't adapted yet.

You're right, this looks like a 100% bug. Weird...
Thank you!

Online CrazedHarpooner

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Re: Bugs, crashes, typos & bad taste
« Reply #4457 on: January 04, 2025, 01:01:29 pm »
Ah, my bad, I assumed more was allowed since the lodge 'craft' ruleset defined room for 18 soldiers. I'll take note of this.

Offline Solarius Scorch

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Re: Bugs, crashes, typos & bad taste
« Reply #4458 on: January 04, 2025, 01:46:36 pm »
Ah, my bad, I assumed more was allowed since the lodge 'craft' ruleset defined room for 18 soldiers. I'll take note of this.

You're right, it should be 1. Doesn't impact the game in any way, but is quite inelegant.