Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: individual militia
Re: New feature: individual militia[message #353177 is a reply to message #353133] Mon, 16 April 2018 18:49 Go to previous messageGo to previous message
RunAwayScientist is currently offline RunAwayScientist

 
Messages:84
Registered:September 2001
Flugente wrote on Sat, 14 April 2018 14:32
So if we do not find a profile, this militia now has usIndividualMilitiaID 0 which means no ID. This means that this guy has no profile, thus no data will be stored etc.. As a result the feature now only works partially.



Yes, this is correct only for people who are updating their existing savegame from dev build <=r8202 where their existing militia must be given profiles, or from when they switch the feature on. (You know this, I'm just clarifying to anyone reading)


It's a safer alternative to leaving it on. If all root causes cannot be addressed, this might be a half-measure solution. Otherwise, yes, this is not an ideal workaround.




Quote:
Not satisfactory at that doesn't cure the root of the problem



I'm crossing my fingers, but I believe with the missing moveMilitiaProfiles call added in the if/elseif/else chain, this will cure all errors and writing a 'Clean-Up' method will not be required.


Is there any way we can check for a duplicate ID or reference during profile creation?

Or check for profiles in a sector where there are no corresponding militia? (This will catch orphaned IDs, since orphaned IDs do not have their sector X, Y coords changed)


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