Philadelphia experiment gone horribly wrong
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Fix Released
|
Medium
|
AlexB |
Bug Description
To put this short - latest superweapon branch allows us to determine whether a building which was deployed from a vehicle can be chronoshifted just like mobile version of it. That's cool, but..
Well, default setting is that you can chronoshift any building.
This bug does not affect infantry - Chronosphere still kills it unless it's a teleporter type.
I've used this opportunity to check building teleportation logic. Here's a short report:
- when there is no space at the destination, building will either appear in the nearest place it is possible for it to appear or explode.
- naval building gets chronosphered, it explodes at the spot it was placed. Same goes for ground building -> water teleportation. It explodes at the original place instead of the destination.
- garrisoned building will be teleported and garrisons will be kept
- if a building which was called to undeploy gets teleported, it will play undeploy anim again. Same goes for a building which is during buildup animation.
- when you teleport an airpad, you can no longer build aircrafts even if it's empty. This does not happen for other factory types.
- when you teleport an airpad with aircraft on it, aircraft will appear next to the airfield instead of next to it. Same goes for tank bunker and service depot with unit on it.
- more to the issue above: if it's a hover unit it won't be able to move afterwards
- bio chamber filled with infantry will be teleported with them just fine
- if chronoshift is used on a tank bunker which is being entered by a unit, unit will stop and game will consider it as a tank-bunkered unit
- building with a turret will appear with it's original turret position
- when you teleport a building with a prepared superweapon, it's still ready. Superweapon will be 'On hold' for the time of teleportation
- chronoshift a spotlight tower with circling spotlight and it will stop circling
- want to have infinite stealth on your buildings? Construct a stealth generator and chronoshift it. Whatever was cloaked by the building before will remain cloaked. Gap Generator's shroud will not remain after the chronoshift.
This takes the cake - I can teleport the activated Chronosphere and nothing happens. YR fears no paradox!!
While this issue is about default setting of building chronoshift, the rest is for your enjoyment mainly and an argument that this logic should REALLY be thought over. Maybe discarded.
##### STEPS TO REPRODUCE #####
1. Superweapon branch.
2. Build Chronosphere.
3. Wait 7:00 (6:00 if you're on MO).
4. PHILADELPHIA HERE I COME.
"aircraft will appear next to the airfield instead of next to it."
Derp. It should be "instead of on it".