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Strange NCO bug handling in ARES 0.E
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Nov 08, 2017 7:36 pm    Post subject:  Strange NCO bug handling in ARES 0.E Reply with quote  Mark this post and the followings unread

So, I encountered a crash today, and going through the log, the game is reporting a lot of "NCO bugs" where there shouldn't be any, it's claiming the AI has reached all the requirements to build a conscript, but the conscripts only requirement is a Soviet Barracks, things like that, it's even claiming the AI can't build a slave.

I'll upload the log and crashdump if you'd like, but I'm just giving you a heads-up about this.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Thu Nov 09, 2017 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Odd, I turned on debug logging for grins and noticed lots of the same.

The funny thing is, aside from one NCO bug warning right at the start about AMCV, I don't see the logs complaining about any NCO bugs until well over halfway in to the game, it appears to start happening right around the point I start to turn the tide of the battle and start destroying some of the buildings in the AI's base.

Perhaps the logger isn't getting the memo that the factory is being destroyed, and assuming the AI being unable to fill a TeamType due to lack of factory is a bug? I don't notice any degradation of my AI's performance so it seems like a false positive.

I didn't test this in vanilla YR yet, I'd be interested to see if the logger whines then. I'll report back when I get a chance.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Nov 09, 2017 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I assumed the same, it's only after factories start getting destroyed it happens, so I assume a check is being skipped or isn't registering somewhere.

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