Author Topic: MKV Fabs not recognising ship complexity settings  (Read 2385 times)

Offline Kahuna

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Re: MKV Fabs not recognising ship complexity settings
« Reply #15 on: July 29, 2014, 12:23:51 am »
I forgot there's an AI Option to disable waves entirely. That would make testing this bug even easier.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline ZaneWolfe

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Re: MKV Fabs not recognising ship complexity settings
« Reply #16 on: August 03, 2014, 01:01:31 am »
I know that if you disable swallowers that the AI will STILL get Starship Dissembler Guardians.
I've not yet been able to find a setup where I can reproduce that bug (the AI unlocking a swallowing unit despite the toggle), or swallowing units being picked for exos in such a case, etc.  I guess I can give it another look this week.

Ok, I will see what I can do to make one. I no longer have internet at home, so it may be some time before I can produce the save, but I will do what I can.

Edit: I find that I run in to it almost every game. But I run FS games only with multiple exo sources, and my AIP gets into quadruple digits without counting reduction. However, it is not always at the end that see them. Sometimes its when I'm only in the 200 total AIP ranges that they start to show up.
« Last Edit: August 03, 2014, 01:09:15 am by ZaneWolfe »

Offline keith.lamothe

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Re: MKV Fabs not recognising ship complexity settings
« Reply #17 on: August 03, 2014, 08:56:36 am »
Edit: I find that I run in to it almost every game. But I run FS games only with multiple exo sources, and my AIP gets into quadruple digits without counting reduction. However, it is not always at the end that see them. Sometimes its when I'm only in the 200 total AIP ranges that they start to show up.
Just a save from when one of the exos is at 99% or thereabouts would probably do, then just run it until you see it send the disassemblers at you.  I believe I fixed that in the last batch of versions, but we'll see :)
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