InitialReady=yes issues with Type=Battery
Bug #1840387 reported by
mevitar
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
New
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Undecided
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Unassigned |
Bug Description
I have 4 Type=Battery superweapons, used by 5 buildings total. All have SW.InitialReady
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
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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.