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[Fix] Loyalty loss in tactical screen[message #314382] Sat, 19 January 2013 00:25 Go to previous message
mgl is currently offline mgl

 
Messages:255
Registered:December 2007
Location: France
This single line patch should fix the loyalty loss that you suffer when moving in tactical screen between the militia-garrisoned sectors of a city.

I noticed this bug in Cambria but it probably happens in any city except Omerta, Drassen and Chitzena (where it's easier to increase loyalty)

The patch is against Tron's old subversion repository (last update: r7072, 2010-08). I don't know if there is an active repository nowadays. Probably not.


tactical_loyalty_loss_fix.diff:
Index: Build/Strategic/StrategicMap.cc
===================================================================
--- Build/Strategic/StrategicMap.cc	(revision 7072)
+++ Build/Strategic/StrategicMap.cc	(working copy)
@@ -2131,7 +2131,14 @@
 		fEnemiesInLoadedSector = TRUE;
 	}
 
-	HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
+	if (fEnemiesInLoadedSector)
+	{
+		HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
+	}
 
 	//Setup strategic traversal information
 	if( guiAdjacentTraverseTime <= 5 )



Copy the "diff" file at the root of your source code tree, run the patch by typing:
$ patch -p0 < tactical_loyalty_loss_fix.diff
(or simply add the "if" statement in 'StrategicMap.cc').

And recompile.



In the original code, you lost loyalty because the game thought you were fleeing a fight when you left the sector, abandoning your militia to the enemy. I didn't check if the bug has always been there or not.

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