InitialReady=yes issues with Type=Battery

Bug #1840387 reported by mevitar
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Bug Description

I have 4 Type=Battery superweapons, used by 5 buildings total. All have SW.InitialReady=yes. However, only two of these start ready, the other two have to charge anyway.

There doesn't seem any obvious reason for this, even copying and pasting code from the working SWs doesn't fix it. What's worse, swapping SWs between buildings makes the working SWs no longer start charged, and the ones that didn't, now do.

Basically, the SWs on 2 buildings always respect SW.InitialReady=yes, while the SWs on the other 3 don't, no matter what. I even tried copying all code from working buildings to the ones that don't, nothing changed.

Revision history for this message
mevitar (mevitar) wrote :

I found a way to replicate it - if multiple buildings of a type are present on the map, any Type=Battery SW on that building will ignore SW.InitialReady=yes. Other SWs don't seem to have this issue.

Revision history for this message
mevitar (mevitar) wrote :

Checked in 19.335.566, the issue still persists.

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