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Two possible bugs in a modded multi-attack game: 2/14/2020 23:13:20

M. Poireau 
Level 55
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I've been experimenting with multi-attack games with Connected Commanders and Late Airlifts - it makes for some interesting tactical challenges.

However, there are two bugs, and the second is absolutely bizarre.

1. The first is that Late Airlifts interact in a funny with the Connected Commanders rule. It seems to process the Airlift AFTER taking into consideration the position of the Commanders.

As a result, you can lose the territories you're Airlifting to!

Imagine that you have an isolated area on the map, and you use an Airlift to send a Commander there. The game seems to flag those territories as "Disconnected", THEN Lift the Commander there, and finally apply the function which turns them into neutrals. As a result, the Commander becomes neutral, and the territories are lost. (However, the territories the Commander has vacated are retained until the following turn!)

I illustrate that here:

https://imgur.com/a/lQsAkwV

It's kind of an odd bug; not game-breaking so long as everyone knows how it works, but it's an odd interaction, and likely to result in some accidental deaths in your games if you use these two mods together.

It's especially odd that the new "neutral" Commander still causes immediate elimination if it is attacked and captured. (You can be playing along and suddenly "lose the game", and have no idea why, because it happened in the fog!)

Edited 2/14/2020 23:15:29
Two possible bugs in a modded multi-attack game: 2/14/2020 23:36:15

M. Poireau 
Level 55
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2. The second bug is even more strange. I don't know what's causing it, and therefore don't know how to replicate it.

I can't link to the game, because it is still in progress, but I can show the action in question via screenshots.

On two subsequent turns, I order an attack which sends 100% of the armies, but not all the armies attack, causing the attack to fail.

https://imgur.com/a/5r5yewY

This game uses the same mods as the game in the first example: Connected Commanders and Late Airlifts. However, just in case it's relevant, the game also uses Deployment Limits (10/turn) as well as Randomized Wastelands.

There are NO other orders coming out of that territory, nor any cards being used in that location. However, on both turns, the territory is *receiving* an Airlift. Perhaps that is causing something odd to happen?
Two possible bugs in a modded multi-attack game: 2/15/2020 09:19:51


TBest 
Level 60
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It's especially odd that the new "neutral" Commander still causes immediate elimination if it is attacked and captured. (You can be playing along and suddenly "lose the game", and have no idea why, because it happened in the fog!)

The fact that you can have a (Player) Commander on a neutral territory is interesting and can make for some fun capture the flag games. Pretty sure this is absolutely not intended thur, so Fizzer might patch that out at some point I suppose.

Anyway, the first 'bug' looks like a mod conflict. If two mods use the same hook, things can get wonky. Basically, the mods are not aware of each other's changes. (The Connected Commanders don't see the airlift w/commander. Since the mods use the same hook.)

2nd bug: IDK for sure. One theory that you can easily check in history; if the number of armies that actually attack matches the number of armies before any deployment is made. [ 6 armies. 10 deploy (16 toatal). 100% = 6. ]

Feel free to give the gamelink despite the game being in progress btw. Easy and fast to recreate in SP that way

Edited 2/15/2020 09:21:15
Two possible bugs in a modded multi-attack game: 2/17/2020 06:02:35

M. Poireau 
Level 55
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Thanks again, TBest.

The numbers don't correspond to pre-deployment armies. On the first turn, there were 10 armies pre-deployment, and 6 attacked. On the second, there were 31, and 27 attacked.

It's most odd and it hasn't happened again!

I'll send you a link by PM.
Two possible bugs in a modded multi-attack game: 2/17/2020 09:14:52

Derfellios 
Level 61
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Hey!

The connected commanders mod does not work perfectly, I have to rework it sometime. For the checking whether aq commander is linked to a territory, it uses the Server_AdvanceTurn_End hook. I guess the late-airlift mod uses the same hook for the saved orders.

Commanders are programmed in WZ to be dependent on the owner. In their settings, it is saved whose commander it is, and this can give strange results. WZ removes all your territories, when you lose your commander, hence you are eliminated. These restrictions made it pretty hard to implement and explain some of the choices made.

But it's cool you try my mod, but yeah, compatibility with other mods is not something I thought about.
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