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MCV Bugs
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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Sat Oct 08, 2016 11:14 am    Post subject:  MCV Bugs
Subject description: I'm at it again...
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Here's the screenshot:


Here's the story behind it:
I started as Soviet against 2 easy AIs (GDI and NOD), quickly engied both for their bases. First, I noticed that I produce very strange MCVs from their war factories, which have icons of Soviet MCVs, names of "GDI MCV" and "NOD MCV", and no effects at all (other than production speed-up, I suppose). When undeployed the captured GDI MCV (but having the strange GDI MCV deployed), I do not have access to GDI buildings.

But the interesting part started when I let the AI destroy my soviet construction yard and war factory. The remaining deployed GDI MCV seemed to provide Soviet buildings, but they are not available for actual purchase (see those BLACK soviet building icons? By the time screenshot was taken, I had no soviet construction buildings).

Also, the same thing happened to the Ore Truck, which appears on the sidebar, but can't be purchased (since there is no Soviet war factory).

PS. The version is current, as of 08.10.2016 14:13 GMT+3.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Oct 08, 2016 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

This problem is known, but it's caused by something at the engine level and I'm unable to deal with that myself, so I don't know how long it'll take to fix this.

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Sat Oct 08, 2016 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know, I know. It is just that I thought the more reports, the merrier... er, the more probable they could contain something useful.

Perhaps it'll be possible to treat each produced MCV as a captured one? I mean, there obviously is some kind of a flag on captured ones...

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Oct 09, 2016 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

There is probably no simple "flag", but each MCV knows which side it belongs to, and when you produce an MCV, its side is always set to your original side. When you capture an MCV, it keeps its own original side.

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Mon Oct 10, 2016 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

So it comes down to an EXE patch that hooks every created unit and, upon finding a newly produced MCV, sets its side properly. Would sould easy, if only there were enough data on symbols...

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Wed Oct 12, 2016 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, come to think of it, this does not explain how the MCV units receive wrong icons (see the sidebar in the above screenshot)...

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Isaac_The_Madd
AA Infantry


Joined: 16 Jul 2015

PostPosted: Wed Oct 12, 2016 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe the MCV has side specific cameos, and always has. (AKA it shows your sides cameo no matter what.)

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Wed Oct 12, 2016 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is bad, if so it is, this will mean more exe hacking in order to get things to work.

As a workaround... Could making construction yards buildable probably fix things in a roundabout way?

PS. Just checked it, the construction yard does not give any techs.

In RA2/YR, IIRC, all buildings are available to everyone (Owner=all), it is just a question of prerequisites to actually build them. Could this work here?

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Wed Oct 12, 2016 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Come to think about it... Yep, this could solve the problem!
If we make all buildings Owner=GDI,Nod,Allies,Soviet, what could possibly go wrong?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Oct 13, 2016 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

The AI can't build anything that has the Construction Yard as a prerequisite, meaning that I'd have to make the AI use some other AI-only structure instead of it. I'd then have to use the Prerequisite groups in order to make structures available to both human and AI players, but there's unfortunately no longer enough groups available to make this work.

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Thu Oct 13, 2016 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
The AI can't build anything that has the Construction Yard as a prerequisite, meaning that I'd have to make the AI use some other AI-only structure instead of it. I'd then have to use the Prerequisite groups in order to make structures available to both human and AI players, but there's unfortunately no longer enough groups available to make this work.


But perhaps patching the AI build logic to fix this will be easier?
Also I presume you already tried hacking exe to add more prerequisite groups, yes?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Oct 13, 2016 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hacking the exe to add new stuff is not something I can do myself. I can only change simple stuff in the exe.

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