Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #346302 is a reply to message #346290] Tue, 19 July 2016 12:59 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
@ratpaz:
1. Sounds very, very odd. Can I also see that in your savegames?
2. + 3.: I'll check that later - keep in mind that it's best if the saves are from a point prior to the bugs happening (otherwise I can't determine how the bug happened).

@sevenfm:
1. See Brot's post, or see in code - see how loading of SOLDIERTYPE uses the savegame versions. We always pad 4-byte blocks, once you get used to it all the oddities in the save/load routines are easier to understand.
2. Absolutely fine by me, likely a problem for others - but if your new commands also use the old ones, there should be no problem. If militia don't immediately forget what we told them to, that seems like a definite plus.
3. Hmm. That could work - but wouldn't that be bad? I mean, if orders persist, and we ordered all militia to storm a building as the last command in the last battle in a sector, wouldn't that cause all of them to always run to that building whenever we load the sector again? In that case, resetting their orders (which we do by not having orders preload upon sector loading) seems reasonable.
I guess I need to better understand how your stuff works, because combining our features definitely has potential.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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