#221 closed defect (fixed)
Resource counters went negative
Reported by: | Jan Wassenberg | Owned by: | |
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Priority: | Nice to Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Anton Galitch, dacian | Patch: |
Description (last modified by )
In an 1v1 game of Oasis, the stone resource counter was observed to be -1. After starting at 100 and building two houses (50 stone each), it should have been zero (and probably was). After a while of further play - without any harvesting of stone - the resource counter was shown as "-1". Failed to duplicate this in SP, so it's probably related to network transmission of the value.
Change History (7)
comment:1 by , 15 years ago
Description: | modified (diff) |
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follow-up: 3 comment:2 by , 15 years ago
Good call! Confirmed, Philip and I saw this in a network game today. (There was a probably unrelated desync issue, possibly because I starting giving orders when my host session started but while Philip's machine was still loading.) Anyway, exactly when my riders and also inf spearmen were killed, the -1 (per death) was deducted. So: we'd just need ensure resources are positive before allowing looting.
comment:3 by , 15 years ago
Replying to jan:
Good call! Confirmed, Philip and I saw this in a network game today. (There was a probably unrelated desync issue, possibly because I starting giving orders when my host session started but while Philip's machine was still loading.) Anyway, exactly when my riders and also inf spearmen were killed, the -1 (per death) was deducted. So: we'd just need ensure resources are positive before allowing looting.
I don't think we should penalize the attacking player (the one that killed the enemy unit) by taking away the loot, just because the player who owns the killed/dead unit doesn't have enough resources. The resources were invested into the unit upon training, so I say the loot gained should not come from the stockpile at all.
comment:4 by , 15 years ago
That makes sense. We (Philip,Anton,Jan) talked about this in the meeting and agree that the resources would already have been invested and that the player whose unit died doesn't need to be punished further. So: it'd be fine to just reward the player who killed a unit with loot without actually subtracting it from another player.
comment:5 by , 15 years ago
I commited a fix yesterday, that has to be confirmed if it really fixes this or not.
comment:6 by , 15 years ago
Resolution: | → fixed |
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Status: | new → closed |
Indeed; we tested during the meeting :)
Replying to jan:
Unverified: Could also possibly have to do with the "looting" feature. If one of your units was killed, it is possible the "loot" from his death was taking from your stockpile. I believe by default (in one of the parent files), "loot" is set at 1 for each resource. But of course your idea about network transmission might be correct.
This will take some verification (testing).