Phobos
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Let the MCV belonging to AI and with special locomotor can deploys normally when game start
First check
- [X] The issue is not introduced by Phobos or any other engine extension, such as Ares, Kratos etc.
- [X] The issue wasn't fixed in the most recent version of Ares/Phobos yet.
- [X] I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
- [X] I added a very descriptive title to this issue.
- [X] I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- [X] I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).
Description
In WW's original program, AI's MCV will go through a Hunt mission, If MCV's Locomotor uses Jumpjet or Chrono, AI will get stuck in this step, it will not deploy it as a constructionyard at the beginning of the game
Conditions to reproduce
No response
INI code
No response
Steps to reproduce
Change the locomotor of MCV to jumpjet, etc
Expected behaviour
AI deploys MCV as usual, no matter what locmotor it uses
Actual behaviour
AI's MCV stands blankly at the birth point unless it is violently interrupted by something else, such as EMP
Additional context
After using DynamicPatcher Script to replace hunt with guard, this problem has been solved. At present, no side effects have been found