[1.1.0] Force values

Bugs that are actually features.
EmuLegs
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[1.1.0] Force values

Post by EmuLegs »

i was running a custom scenario where one team was given +100 mining drill productivity, in the latest patch, the custom settings where disregarded Image
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boskid
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Re: [1.1.0] Force values

Post by boskid »

This is not a bug.

Whenever a base game or a mod calls LuaForce::reset_technology_effects those values are recomputed based on the tech tree state. 1.1.0 loading anything below is requesting that migration (it is not visible in migration files as it is baked into the code now).
EmuLegs
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Re: [1.1.0] Force values

Post by EmuLegs »

it was an unmodded game with 2 force's with differing values, it just lost all that info and that's not a bug?
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boskid
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Re: [1.1.0] Force values

Post by boskid »

If you say game has custom scenario you can no longer say it is unmodded. Custom scenario is capable of catching defines.events.on_technology_effects_reset event to restore proper values and if it does not do that, well... not a (base game) bug.
EmuLegs
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Re: [1.1.0] Force values

Post by EmuLegs »

yea i guess it is 'custom' but even the scenario save (pre playing) lost the changed information :(
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