Crewed=yes/no (for units with survivors) cannot be overwritten by custom game modes
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Fix Released
|
High
|
AlexB |
Bug Description
Ares 0.1.995. I only tested it with jumpjet units so far. If "Crewed" is set to "no" for a jumpjet unit, it cannot be overridden by a custom game mode. There won't be any survivors if the unit gets destroyed.
The problem does not occur with buildings, no matter if I use plain YR or Ares.
##### STEPS TO REPRODUCE #####
Add the following lines to [SHAD]:
Survivor.
Survivor.
Survivor.
Survivor.
Survivor.
Survivor.
Survivor.
Survivor.Side0=E1
Survivor.Side1=E2
Survivor.Side2=INIT
Changes in [SHAD]:
Crewed=no
Create a custom game mode with just
[SHAD]
Crewed=yes
There won't be a survivor if the unit gets destroyed. The other way round (Crewed=yes in rulesmd.ini and Crewed=no in mpxxxxmd.ini) will lead to random behaviour. If you start the game the first time, there might be no survivor during the whole game, if you start the game another time, there might be a survivor.
##### ADDITIONAL INFORMATION #####
This sounds overall like a ridiculous issue, but there is more to come as soon as I figured out what exactly is going wrong. The described bug is the only thing so far which can be reproduced at any time. My actual problems are IEs when my jumpjet unit (a hind transport for the soviets) leaves the weapon factory. This happens randomly (random regarding to game starts). There is nothing wrong with the code. If it works once, it always does as long as I restart YR. Then things might have changed.
Changed in ares: | |
status: | Fix Committed → Fix Released |
This sounds like a spinoff of bug:1453.
As for IEs, uploading the crashdump would help us determine the actual causes.