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#4632 Initiative Problems

stable 0.42
closed
None
fixed
1
2015-10-15
2015-10-03
Alex
No

0.41.9

I assume this is due to "Infantry don't count for initiative" as was previously the case... I was also using lance movement for tanks and mechs.

I had a recent game where after a few hovercraft skidded, I was forced to move an additional platoon of them. I also received the old "Player has no units to move" issue. As a result, at the end of the round - despite winning initiative - the other player was the last to move his ground forces.

Nothing apeared in the log.

1 Attachments

Discussion

  • Alex

    Alex - 2015-10-11

    Adding the game options per request.

     
  • Nicholas Walczak

    • assigned_to: Nicholas Walczak
    • Resolution: none --> fixed
    • Milestone: undetermined --> stable 0.42
     
  • Nicholas Walczak

    Fixed in [c4e861].

    This is related to [#4271]. Basically, my fix was not quite right for that bug. The issue is that, when skids/falls/etc happen during movement, a new SpecificEntityTurn is added to the turn vector. Then, after Server.processMovement, Server.endMyTurn is called (in Server.receiveMovement). endMyTurn will add more turns for the move-multi rules.

    In my previous fix, I made the new SpecificEntityTurn inherit the isMultiTurn state from the current turn. Actually, it should always be true. The multi-turns will get added when the turn that caused the new SpecificEntityTurn ends, so if the SpecificEntityTurn has the false isMultiTurn state of that current turn, you'll get too many turns. I missed this before because the bug only happens if the first unit in a lance skids/falls.

     

    Related

    Bugs: #4271
    Commit: [c4e861]

  • Dylan Myers

    Dylan Myers - 2015-10-15
    • Status: open --> closed
     

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