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Fix engineers not dying when siege engine they are manning is killed #658
Fix engineers not dying when siege engine they are manning is killed #658
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seems like the file is not working correctly (when trying to run or extract the file it gives me an errormessage) |
Install 7zip, that's how np zips files, and often i need 7zip installed to unzip properly |
Ah sorry, did this one in bit of a rush. Yeah, 7zip should open it. I’ll try and set up a google drive folder for my PRs in the next few days with them zipped regularly |
mhm so I didn't test to confirm engineers being counted towards the final roundup of the killed troops but I can confidently say that this doesn't seem to help with the raid siege engines not being build anymore. it also introduces other issues like ai lords increasingly spawning as "dead" sometimes even making it so that all lords spawn as dead =/ the installation of the PR is also excessively slow compared to the other PRs this is ofc not a biggy per se but something to consider. |
@patel-nikhil do you know why this might cause the AI lords spawning as dead? |
Just did a bunch of testing in multiplayer Extreme.
Note that this is present in vanilla game, not introduced by this PR (we specifically tested on another install that did not have this option installed) I bring it up here simply because it might be related in some way to the code NP has already worked on. |
So I'm not sure how my change could affect this. It works based on number of manning engineers, and when a siege engine dies. I have to revisit to give a more detailed answer.
When developing this I ensured the engineers get 'killed' and count updates accordingly, but the game stores a matrix of unit kills/losses and at the time I had not taken that into account. It'd be rather complex and time consuming to attribute it properly, but in theory possible - it assumes the siege engine is being counted properly towards kills/losses and there is some value we can get and use to figure out what killed it. |
The seige engine is not counted towards kill/lost units either. |
Hmm okay then that makes it more complicated. Will have to investigate further to figure out if and how this can be done. |
https://youtu.be/XcvSr73ERnI this is a recording if Grhin and me investistiagting it in multiplayer, maybe it helps. But it could as well be not useful at all. |
It seems this has been tested for multiplayer and works as expected. Fixing this for single player (for AI) would require a set of different, independent bugfixes - is it worth doing in a separate pull request? For making siege engines count towards lost/killed units, that may or may not be possible - because it would have to be attributed to the correct count (either PlayerX kill PlayerY, or death by map (lions etc)). Is that considered essential to this fix? |
The ai fix is a different bug, that can be easily confused with this one, in that it has the same result, but a different cause. Therfore it would be a different feature, not impacting on this. |
how to resolve merge conflicts so people can test this? |
* Revert "Merge pull request #634 from LordHansCapon/feature/fix_assassin" This reverts commit 21f203d, reversing changes made to b686f90. * Revert "Merge pull request #658 from patel-nikhil/ghost-eng" This reverts commit b686f90, reversing changes made to 0386db7. * Revert "Merge pull request #688 from LordHansCapon/feature/add_restore_ai_siege_message" This reverts commit 0386db7, reversing changes made to d4fa4a1. * Revert "Merge pull request #746 from patel-nikhil/numpad" This reverts commit 6c61300, reversing changes made to 74c4bbe.
Works for player siege engine, may work for some AI siege weapons, but not all