Vanilla-Conquer
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Tiberium/Ore Index Confusion Bugs
In some places:
- The absence of LAND_TIBERIUM means "there is no tiberium(/ore) in this cell."
- OverlayData == 0 means "there is the very smallest possible amount of tiberium(/ore) in this cell."
- There are 13 possible levels of tiberium(/ore), 0-12.
However, in other places:
- The absence of LAND_TIBERIUM means "there is no tiberium(/ore) in this cell"
- OverlayData == 0 also means "there is no tiberium(/ore) in this cell."
- There are 12 possible levels of tiberium(/ore), 1-12.
This inconsistency causes all sorts of weirdness, including harvesters scooping a cell with OverlayData == 0 but gaining zero bails for their trouble, and certain tiberium artwork being almost impossible to see.
For my mod, I fixed this by changing everything to use the 0-12 index. However, this slightly changes the game economics by changing how much cash is on a given map at the start, and also changing how long it takes a cell to grow big enough to spread or to grow to max. You'll have to decide which is worse from your "vanilla" standpoint: the scooping for zero bails and other bugs, or the slight economic changes.
See:
- 424a994 (Also includes mod thing about RA gems which you can ignore, and TD harv change that I later reverted because, on reconsideration, my understanding of the original design intent was likely wrong.)
- 9238afd
- 453f222 (Also includes a not-very-vanilla fix for gem bails going poof if the harvester doesn't have enough free space.)
- 011e2e8