Joined: 18 Aug 2015 Location: The UK. It's raining here.
Posted: Tue Aug 18, 2015 8:43 am Post subject:
GDI 09, Minor Construction Glitch
Note: I keep TI up to date. Version as of typing; 0.40.32
So, I've been playing my way through the campaign, having restarted since v0.40 came out. All's been going well so far and I'm really enjoying it, but I've spotted an oddity in GDI 09, Flight. Ignoring my highly disorganised forces, can you see it?
Check the bottom right corner. See that I can apparently build a "Hall of Faith"? Except, it's not actually possible. Click on it, EVA tells me "building", nothing happens. Also, I keep getting random "new construction options", and my structure build menu keeps jumping up and down. It appears that the UI keeps adding and removing the Hall of Faith.
A few more details: I played this mission with an eye to requisitioning Nod assets as I came across them. You may notice a few patches of gold in odd places on the minimap; I fully captured every little outpost (minus turrets) on the western side of the map, and some of the main western base. This ultimately gave me a pair of tiberium reactors, an advanced tiberium reactor, an additional service depot, a Nod radar, and most importantly, a hand of Nod and three Nod helipads. Thus I can train basic Nod militants, tank hunters, machinists, incinerators, ghosts and hornets. In addition, all GDI structures on the western side of the map remain intact at this point (*grumble* mole artillery ambushes *grumble*).
But even though it's a GDI construction yard and I don't have a Fist of Nod, the game seems confused on the matter of this Hall of Faith...
On the plus side, Nod is active from the moment the MCV deploys in this mission, unlike the last one where it took me launching an airstrike on their construction yard to actually get them to start properly fighting back! QUICK_EDIT
Click on it, EVA tells me "building", nothing happens. Also, I keep getting random "new construction options", and my structure build menu keeps jumping up and down. It appears that the UI keeps adding and removing the Hall of Faith.
He captured a Hand of Nod and a Nod Radar.
These give him the necessary Prerequisites to build it, but the Owner doesn't match. Thus the NCO bug.
This can not be fixed, until GDI and Nod get different construction yards, so these are added to all buildings as additional prerequisite. Only this way we could prevent a GDI player from building Nod buildings with his GDI conyard (and vice versa) _________________ SHP Artist of Twisted Insurrection: Nod buildings
He captured a Hand of Nod and a Nod Radar.
These give him the necessary Prerequisites to build it, but the Owner doesn't match. Thus the NCO bug.
But why? I don't remember capturing buildings causing the NCO bug before Why doesn't it show the Seismic Projector then, since its only prerequisite is the Nod Radar. _________________
Joined: 18 Aug 2015 Location: The UK. It's raining here.
Posted: Tue Aug 18, 2015 12:01 pm Post subject:
Uh, just for the record, my original post linked the Fist of Nod as a requisite for the Hall of Faith. That was because I was investigating the factions page on the main TI site at the time; it says the Hall of Faith needs a War Factory to become available (it doesn't, as I've just confirmed through skirmish). You may want to change that. QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Tue Aug 18, 2015 12:43 pm Post subject:
Couldn't it be fixed for the mission by adding a building one cannot aquire (outside map or something) but is owned by the AI, and set that as one extra prerequisite?
Or perhaps at least make the issue less annoying by adding one of the buildings in the Nod base that do not exist to the west as extra prerequisite(like Fist of Nod)? QUICK_EDIT
A hotfix for this mission is indeed possible and easy.
I meant more the general solution, which also works for every other map and multiplayer. _________________ SHP Artist of Twisted Insurrection: Nod buildings
But why? I don't remember capturing buildings causing the NCO bug before Why doesn't it show the Seismic Projector then, since its only prerequisite is the Nod Radar.
This is because the Hall of Faith has 2 owners: Nod and NodB.
With only one owner this problem wouldn't be happening, but it needs 2 owners to prevent regular infantry from being produced at this structure and to prevent cyborgs from being produced at the Hand of Nod.
As LKO already mentioned, this can only be fixed by giving GDI and Nod separate Construction Yards (even if they look the same) and these are then used as prerequisites.
It takes some effort to code this however (since it requires several work-arounds), which is most likely the reason why this hasn't been done already.
Edit:
Judging from the code, regular Nod infantry can actually be produced from the Hall of Faith as well. Is this intentional? _________________ QUICK_EDIT
Judging from the code, regular Nod infantry can actually be produced from the Hall of Faith as well. Is this intentional?
I don't know if it's intentional, but I have built regular infantry from the Hall of Faith. _________________ Peace through overwhelming POWER! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Tue Aug 18, 2015 5:17 pm Post subject:
If you set the Hall of Faith as the primary 'barracks' it will indeed also produce normal inf. Can't recall if it works the other way around (Hand of Nod producing Cyborgs). QUICK_EDIT
If you set the Hall of Faith as the primary 'barracks' it will indeed also produce normal inf. Can't recall if it works the other way around (Hand of Nod producing Cyborgs).
No, you can't produce cyborgs from Hand of Nod. I'm also not sure if the other way is intentional or not, but it can be bothersome. Sometimes I've trained a Machinist and wondered where he is when he's actually spawned near the HoF _________________
yes, it was intentional that the HoF can build normal infantry too.
Because otherwise HoN and HoF would have both needed the alternate warfactory workaround, thus making the code unnecessary complicated (might have been also problematic if Nod has no infantry at all and only NodA and NodB, e.g. there would need to be survivor clones of the Nod minigunner and engineer for house Nod, to prevent crashes when buildings are destroyed).
In addition is the HoF like an enhanced barracks, so there is no problem if it can produce simple infantry too.
You can't abuse the more expensive, slower producing HoF (due to door) like you can do with the cheap HoN. So it's also balanced if the HoF can produce simple infantry. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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