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Tiberium/Ore Index Confusion Bugs

Open ChthonVII opened this issue 2 years ago • 0 comments

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

ChthonVII avatar Jul 17 '22 16:07 ChthonVII