Theatre prerequisite does not prevent AllowedToStartInMultiplayer

Bug #1075554 reported by Rodrigo Gonzales
10
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Undecided
Unassigned

Bug Description

If a unit is AllowedToStartInMultiplayer, it does so even if it is not allowed in the respective theater a game takes place in. If it is allowed to start, it is allowed either way, no way of preventing it from doing so if the theater does not match. Not sure if this is intended, but it leads to odd situations, for example, I have a different camouflage version of a certain tank, one version per theater. Now, wrongly-camouflaged tanks may be part of the initial forces of a game, but only the correctly-camouflaged version can be built later on.

Revision history for this message
mevitar (mevitar) wrote :

I'm not sure if Prerequisite.RequiredTheaters= should even consider that. After all, Prerequisite logic does its checks only if the unit can be produced, and doesn't forbid the game from using units with AllowedToStartInMultiplayer=yes that don't have those requirements met. Doing so for Prerequisite.RequiredTheaters would be an exception from the rule.

You can still edit unit entries per map, and set AllowedToStartInMultiplayer=no on them there. Other than that, i don't think it's possible to replicate AlternateTheaterArt= for voxels, at least for now.

Revision history for this message
Starkku (starkku) wrote :

Yeah, just like Mevitar said, AllowedToStartInMultiplayer does not perform any prerequisite checks (except in regards to Owner, which is obvious). Inclined to say that this is not a bug due to that.

Gluk-v48 (gluk-v48)
Changed in ares:
status: New → Confirmed
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