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Ticket Resolution Summary Owner Reporter
#6708 fixed Catapults fire infinitely marder Langbart
Description

this issue has several reporters:

to reproduce

  • build a siege catapult, attack a large building (fortress, city center).
  • the siege units do not see the progress of their destruction and therefore fire continuously.

reproducible

  • there is no such issue in A23
    • in A23 the difference between Range and MaxRange was 40
    • average CC has a footprint of 32x32 (diagonal 45)

bisect

  • the initial change was [24658]
    • reducing the Range from 120 to 100
  • then came [25341] making the issue worse
    • MaxRange gets increased from 80 to 100
  • [26703] adds a bit of range back
    • Range goes from 100 to 115

expected behavior

  • Catapults need to know when a buildings is down, they can't just fire for ever

possible solutions

  • (A) decrease attack range again
  • (B) increase vision range even more
  • in the forum is a mentioning of a patch to making attackers temporary visible
#6707 fixed Animal actor on siege catapult changes color through packing Freagarach Langbart
Description

This issue was reported by Aristippus of Cyrene in the forum

to reproduce

  • start a game with Han, or any other civ that has a catapult
  • unpack it and pack it a couple of times, pay attention to the color of the animal
HAN

MACE

reproducible

  • this has been the case since at least A24 [24937]

possible workaround

  • change the settings to None for Model appearance randomization

expected behaviour

  • the animal actor changes back to its original color instead of choosing a random color
#6705 fixed GAIA woman requirement errors Freagarach Langbart
Description

to reproduce

  • start a game with any civ, except Han
  • type exodia 1 or resign immediately
  • select a GAIA woman

errors

ERROR: Error calling component script function ScriptCall
 ERROR: JavaScript error: simulation/helpers/Requirements.js line 124
cmpTechManager is null
  RequirementsHelper.prototype.AllRequirementsMet@simulation/helpers/Requirements.js:124:6
  RequirementsHelper.prototype.AreRequirementsMet@simulation/helpers/Requirements.js:93:14
  GuiInterface.prototype.AreRequirementsMet@simulation/components/GuiInterface.js:667:50
  GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2130:20
  setupButton@gui/session/selection_panels.js:169:34
  setupUnitPanel@gui/session/unit_commands.js:94:35
  updateUnitCommands@gui/session/unit_commands.js:152:18
  updateSelectionDetails@gui/session/selection_details.js:537:20
  updateGUIObjects@gui/session/session.js:730:2
  onSimulationUpdate@gui/session/session.js:680:2
  __eventhandler54 (SimulationUpdate)@session SimulationUpdate:1:1

bisect

[27245]

possible solution ?

  • binaries/data/mods/public/simulation/helpers/Requirements.js

    a b RequirementsHelper.prototype.AllRequirementsMet = function(template, cmpTechMana  
    121121        if (requirementType === "Techs")
    122122            for (const tech of requirement.split(" "))
    123123                if (tech[0] === "!" ? cmpTechManager.IsTechnologyResearched(tech.substring(1)) :
    124                     !cmpTechManager.IsTechnologyResearched(tech))
     124                    !cmpTechManager?.IsTechnologyResearched(tech))
    125125                    return false;
    126126    }
    127127    return true;
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