*not sure if this is the sort of thing you guys are looking for*
*apologies in advance*
Warzone2100 Version
2.0.5_rc1
Operating System
xp:sp2 (NOT xp64!)
Hardware Information
amd64X2,nvidia 7600gt, not really related
Warzone2100 Configuration
basically recently installed, only changed rez.
Bug Description
ok so when recycling units, next combat thing you build gets that 'experience'
sometimes when saving and loading, this 'experience' is lost.
like recycle a commander hero, sart building a commander, save, load, commander is
built with no rank or experience.
maybe related, when moving between the chapters on the campaign
the units, and experience are all lost...
most noticeable moving to ch3 because it loads, and you fail immediately because you have no units
saves/loads killing experience
- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: saves/loads killing experience
right from the begining - this was a very often repeated (bug/feature ::) )... pick any of the old forums and there would be at least once or 10 times a year that same complaint... supposedly it was to be looked at when the source was released to GPL. seems we all overlooked this one . oh well , we are not perfect... please to be adding this to the list of things to do. thankyou. ;D
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
Re: saves/loads killing experience
lol sorry i didn't know, i'm new here...
well i suppose u can kill this thread,
if its a known thing.
sorry for bringing it up again.
ps good work guys, looks sweet etc
well i suppose u can kill this thread,
if its a known thing.
sorry for bringing it up again.
ps good work guys, looks sweet etc
- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: saves/loads killing experience
no . dont kill this - its the only way to make sure all those annoying little (features) get fixed... even if its the last one to get looked at... it still needs to be done.
;D
;D
"to prepare for disaster is to invite it, to not prepare for disaster is a fools choice" -me (kim-lav_coyote25-metcalfe) - it used to be attributed to unknown - but adding the last bit , it now makes sense.
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: saves/loads killing experience
you'll probably need to change production run and production save struct to store another int value to store the exp level/number of kills of the current unit in production.
tasks postponed until the trunk is relatively stable again.
Re: saves/loads killing experience
thats sorta what i was going to say, so your saying change the save routineWatermelon wrote: you'll probably need to change production run and production save struct to store another int value to store the exp level/number of kills of the current unit in production.
to record them, you make it sound so easy!
the only other logical solutions i can see is change it so that the experience is
only assinged when the units are finished.
but this would cause problems with build queues, i think. and change when
units would get the EXP so u would need to be carefull upgrading commanders.
- Watermelon
- Code contributor
- Posts: 551
- Joined: 08 Oct 2006, 09:37
Re: saves/loads killing experience
assign exp when units are finished will probably cause more problems than the exp loss,like the build queues problem you mentioned,changing factory production save format is the best solution I can think of by far.sq2 wrote: thats sorta what i was going to say, so your saying change the save routine
to record them, you make it sound so easy!
the only other logical solutions i can see is change it so that the experience is
only assinged when the units are finished.
but this would cause problems with build queues, i think. and change when
units would get the EXP so u would need to be carefull upgrading commanders.
tasks postponed until the trunk is relatively stable again.