Neutral TC Generation logic code bug IMPLEMENTED

Put here any issue you find, please avoid repetitions, so check if your issue is already there.
User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Neutral TC Generation logic code bug IMPLEMENTED

Post by makazuwr32 » Wed Oct 09, 2019 4:50 pm

@Stratego (dev)
Reporting:
In latest google AND dev versions on this map is generating for unknown reason 1 additional tc at random part of the map with starting units for both players instead of in tc i placed.

Please fix.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Fri Oct 11, 2019 9:02 am

@Stratego (dev) ?

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Fri Oct 11, 2019 3:45 pm

i had no time to check - even that if it is even a bug or not.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Fri Oct 11, 2019 6:24 pm

Supposed to be a bug because it is skirmish multiplayer map with 1 starting tc for each side.
There point is that there must be no randomness in it apart from animal movements.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Fri Oct 11, 2019 6:41 pm

i have not checked but the logic was to make as many TCs as the "TC count" setting of that map needs and now makes only the remainings if u have placed some already by default.

have u used grey TC-s on map, or the new Purple 1..6 player spawners?

i think using player spawners might have different logic

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Fri Oct 11, 2019 6:43 pm

It is not random map. It must not spawn ANY additional tcs. It is skirmish-like map with triggers and such.
Last edited by makazuwr32 on Fri Oct 11, 2019 6:45 pm, edited 2 times in total.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Fri Oct 11, 2019 6:43 pm

have u used grey TC-s on map, or the new Purple 1..6 player spawners?

i think using player spawners might have different logic

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Fri Oct 11, 2019 6:44 pm

oh, i see.
ok, not sure, i need to check.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Fri Oct 25, 2019 8:13 am

Any progress, @Stratego (dev) ?
Also i must report one more bug:
In new skirmish maps like ones i sent to you already despite the fact that i made starting tcs for all players they keep generating random starting positions with tc and starting units.

This is really annoying, please fix!!!

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Sat Nov 02, 2019 3:07 pm

makazuwr32 wrote:
Fri Oct 25, 2019 8:13 am
Any progress, @Stratego (dev)?
Also i must report one more bug:
In new skirmish maps like ones i sent to you already despite the fact that i made starting tcs for all players they keep generating random starting positions with tc and starting units.

This is really annoying, please fix!!!
@Stratego (dev) ?
Did you check this?

Please. I want to send you more maps but in latest dev this bug still exists and thus those maps despite the fact that they should be without any randomness gain this random thing that annoys a lot. Especially when this extra tc spawns in a restricted zone where it shoudn't be.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Sat Nov 02, 2019 3:12 pm

ok, but i have yet checked if it was intentional or not (to spawn the TC amount based on setting)

i feel it is intentional, so if you have not put enough TCs into design it will generate the extra needed ones.

try putting down as many TC-s as the maximum TC generation would generate.

(otherwise the few/normal/many TC setting would do nothing)

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Sat Nov 02, 2019 3:59 pm

The map has more tcs than even many settings would spawn for that map.
Normally in "many" settings 20x20 map spawns 14 tcs for 2 players including 2 starting tcs for players.

This map already has 2 starting tcs and 14 extra empty or 16 tcs in total. And by the way. Did i say that it spawns new STARTING tcs? And generates starting units in it?

By the way - i have same problem with even skirmish maps (dunno why) for single player. Where tcs should not even be in the first place! (When i am testing those maps at least they are generating. Again, starting tcs)

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Sat Nov 02, 2019 4:11 pm

please email me a photo of the map so i can re-create the map and test on my device - thanks!

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Sat Nov 02, 2019 5:02 pm

Here is an example of multiplayer map that i wanted to send to you:
Image
Image

And here is result of launching this map:
Image
Image

On the map there are in total 44 tcs (map size is 33x33).
When i am launching map it generates additional tcs.

If you need i can even send you map itself.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Tue Nov 05, 2019 8:16 am

Any progress, @Stratego (dev)?

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Sacred forest Small bug

Post by Stratego (dev) » Tue Nov 05, 2019 8:23 am

not yet, sorry i am a little swamped with AOW British and Japan regiments (as seems no one is into AOW from the forum to help it :( )

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Sacred forest Small bug

Post by makazuwr32 » Fri Nov 22, 2019 8:57 am

Still exists in the very latest versions.
@Stratego (dev) please fix this at last!
1.5 months already have passed!

I have already 4 pending for sending skirmish multiplayer maps which are broken due to this annoying bug.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug

Post by Stratego (dev) » Fri Nov 22, 2019 9:06 am

ok, i checked it and made a modification that i hope will fix it.
i expected that TC-s have set the IS_TC specunitaction (that is in AOW and AOS) but as i see it is not in AOF.

so it could be fixed using json modification only, but i made a change in code so old type setting "isoccupiablebuilding=true" will also count as TC on this check, so from now AOF is also should work.

uos 10

(Sorry for the delay, i was scanning over this topic title several times thinking is only a single map (local) "small" problem, not even a more urgent code bug, so i suggest of using topic titles that shows the problem itself for this like: "Neutral TC Generation logic code bug" or something)

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by makazuwr32 » Fri Nov 22, 2019 9:31 am

I will test this immideately.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Neutral TC Generation logic code bug

Post by makazuwr32 » Fri Nov 22, 2019 9:43 am

Stratego (dev) wrote:
Fri Nov 22, 2019 9:06 am
ok, i checked it and made a modification that i hope will fix it.
i expected that TC-s have set the IS_TC specunitaction (that is in AOW and AOS) but as i see it is not in AOF.

so it could be fixed using json modification only, but i made a change in code so old type setting "isoccupiablebuilding=true" will also count as TC on this check, so from now AOF is also should work.

uos 10

(Sorry for the delay, i was scanning over this topic title several times thinking is only a single map (local) "small" problem, not even a more urgent code bug, so i suggest of using topic titles that shows the problem itself for this like: "Neutral TC Generation logic code bug" or something)
Is this up on server already?
If yes than it doesn't work still on my ready maps.

Unless i need to update preoccupied tcs in map editor.

Upd. Tried to update tcs - still exists bug. Tried on 3 currently ready maps.

@Stratego (dev)?

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by Stratego (dev) » Fri Nov 22, 2019 10:19 am

re u trying it in AOF dev version?

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by makazuwr32 » Fri Nov 22, 2019 10:22 am

Yes just downloaded and installed.

Well downloaded 40 minutes ago if to be more precise.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by Stratego (dev) » Fri Nov 22, 2019 10:23 am

also i see your maps are not ok, or i am not sure if they are ok.

you have fixed the player TCs in mapeditor instead of using the purple numbered TC spawnpoints, was it intentional? this way it will be a campaigns like map or multiplayer skirmish map - but in these cases you need to put in at least one unit too per player as i remember - but not sure

Question1: was the extra automtic TC spawned as neutral or in player posession?

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by Stratego (dev) » Fri Nov 22, 2019 10:36 am

ok i was a little wron in thinking it is a random map and its generation logic, it is a normal campaign map (or multip. skirmish) that should not generate any TC-s ever.

Question1: was the extra automtic TC spawned as neutral or in player posession? (i assume it was Player posession)

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by Stratego (dev) » Fri Nov 22, 2019 10:45 am

ok i have chcecked the map launch logic:

it works (i think worked always) like this:

Is there any pre placed player units? (TCs not count) -> if yes than it wants to be a Campaign like map, if no than random map like map (running automatic generations)
also in automatic generation section it tries to generate
- player TC-s (runs always)
- starter units into player TC-s (runs always)
- neutral TC-s aound players (it does not run if map had at least 1 neutral TC placed)
- other neutral TCs everywhere (it does not run if map had at least 1 neutral TC placed)




SOLUTION1 without coding: so simply put down 1-1 units beside all TC-s and will work fine.

------------

SOLUTION2 without coding: but i feel you wanted here a random map to be able to play in multiplayer with any player counts ( without TC generations)
so you should
- make a "random" map type
- put down neutral TC-s -> neutral TC-s will not be generated
- put down player SPAWNERS (purple TC-s) -> on these spots will be the players generated


and that is what u wanted originally with these maps - at least i think you wanted this :)


(possible)SOLUTION3 without coding: also you can TRY: use your current a "campaign type" map so u can use triggers, but that case use spawner points for player instead of pre-placing them.


maybe we should write down (in modders documentary) how it works as i always forget :)
- maybe it is already written?

(possible)SOLUTION4 with coding: when logic goes to Player generation, simply look for already yexisting TC for palyer and if any than consider that the TC it wanted to use starter units generation logic
and as a result: now i this change is taht you have requested with this topic - are you? :) - was long way for me to understand :)

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by makazuwr32 » Fri Nov 22, 2019 11:11 am

I want skirmish maps with choosable races. Similar to random maps but with fully preset generation like: starting position, tc placement (neutrals).
Players alas should be able to choose their races, visibility and unit count in starting tc.

As for those extra and unwanted tcs - they are in posession of players.

Also solution 2 will not work because i am also using slightly triggers (or not so slightly on some maps).

As for solution 1: will this allow to spawn chosen amount of units in starting tc?

Also another reason why i do not want to choose random map type is because my maps are designed for specific preset amount of players and they could gone wrong if you will choose different amount of players.

I will try solution 3 though.

And i must admit that on some maps i already sent to you this bug is not existing (if to be more correct - all Sacred forest maps exept small one; Battle of Forts). All those do not spawn extra tcs and normally spawn units in the starting tc of player.

But on new maps i do not why but the game spawns extra tcs.

If i am trying to edit those maps i mentioned above than they also are spawning extra tcs as well.


As for change in general:
I want to be able to place exactly owned by players tcs (1 per player), they should spawn new units at start of the game for chosen player, no additional tcs should be spawnable at random locations. This all must be exactly in skirmish maps because i am using triggers for some things.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by Stratego (dev) » Fri Nov 22, 2019 11:20 am

i made this to all of us, to remember.
http://www.ageofstrategy.net/viewtopic. ... 170#p93170

also i have implemented solution 4. (the above texting already shows taht way of working)
And i must admit that on some maps i already sent to you this bug is not existing (if to be more correct - all Sacred forest maps exept small one; Battle of Forts). All those do not spawn extra tcs and normally spawn units in the starting tc of player.
this is very bad news, what are the differences?
can u tell me 2 map names
- one that spawns extras
- and other that does not spawn extras? maybe i see the difference.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by makazuwr32 » Fri Nov 22, 2019 11:24 am

Solution 4 is exactly how that supposed to work (and worked by the way for some time) in the first place.
Thanks for fixing it.

I think this problem began existing when you have added those purple spawners.

As for maps:
The one that is spawning is "Sacred forest Small".
Other "Sacred Forest" maps do not spawning any.

Stratego (dev)
Site Admin
Posts: 10405
Joined: Fri Apr 25, 2014 9:28 pm

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by Stratego (dev) » Fri Nov 22, 2019 11:26 am

makazuwr32 wrote:
Fri Nov 22, 2019 11:24 am
Solution 4 is exactly how that supposed to work (and worked by the way for some time) in the first place.
Thanks for fixing it.

I think this problem began existing when you have added those purple spawners.
needless to argue, but i am sure it never worked seeing the code - but God knows :)

modification is uos 10 i had not time to test.

User avatar
makazuwr32
Posts: 4839
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Neutral TC Generation logic code bug IMPLEMENTED

Post by makazuwr32 » Fri Nov 22, 2019 11:29 am

Uhm we even played on "Sacred Forest Small" with you during testing of skirmish maps.

Post Reply

Return to “Reporting Issues”