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"Building captured" EVA report plays on 1st-time garrison
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Wed Aug 27, 2014 5:58 am    Post subject:  "Building captured" EVA report plays on 1st-time garrison Reply with quote  Mark this post and the followings unread

Originally I had the flag "ReturnStructures" set to 'yes' in [General], which I thought was the reason I'd hear "Building captured" when I garrisoned a civilian structure for the first time. After turning this off, the problem still persists. Not only that, but damage frames are displayed strangely - the 4th frame in the building's SHP (usually, if not always, rubble) is shown in a heavily-damaged garrisoned structure. Could this perhaps be a bug in Ares 0.7? I haven't had this happen in the previous versions.

Last edited by gameaddict11707 on Thu Aug 28, 2014 1:50 am; edited 1 time in total

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Aug 27, 2014 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I have ReturnStructures=yes, and everything is fine with Garrisonable buildings.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Aug 27, 2014 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

If you turn off a feature in Ares, you can be sure that the effect is removed completely again. Ares will not silently keep a list of features you once enabled and randomly changes behavior.

Who initially owns the building you are occupying?

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Wed Aug 27, 2014 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neutral.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Aug 28, 2014 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Make sure [Neutral]MultiplayPassive=true is set.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Thu Aug 28, 2014 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

It's set.

[Neutral]
UIName=Name:Neutral
Name=Civilian
Suffix=CIV
Prefix=C
Color=Grey
MultiplayPassive=true
SmartAI=yes
Side=Civilian

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Thu Aug 28, 2014 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright, after testing vanilla YR with Ares 0.7, I've found that it is something I've done.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Aug 28, 2014 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

And what did you do?

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Thu Aug 28, 2014 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sadly, I have no idea.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Aug 29, 2014 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Is the occupiable structure's TechLevel=-1?

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Fri Aug 29, 2014 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

11. (max techlevel is 10, like usual - not sure if going higher breaks the game, never really needed to go higher.)

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Aug 29, 2014 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Probably should have kept it -1, it may confuse the civilian garrison logic otherwise thinking its faction item.

Plus difference between -1 and 11, -1 can not be built by player but can be by AI if AIBuiltThis while 11 can not be made by AI either since max techlevel for AI is 10.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Fri Aug 29, 2014 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

That did it. Since changing all instances of TechLevel=11 to -1 on occupyable structures, the bug(s) haven't been appearing. Thanks for the help.

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