Fix Issue #16: Remove obsolete _prerollRaiders check in ImmigrationEvent #56

Merged
HLaan merged 1 commit from master into master 2016-01-26 19:01:28 +00:00
HLaan commented 2016-01-23 20:02:15 +00:00 (Migrated from gitlab.com)

An obsolete check was placed in ImmigrationEvent that caused
CompoundEvent to shit its proverbial pants when processing
HostileImmigrationEvents because this check prevented tCharSpawnStats to
get added to the Event. This _prerollRaiders check was deemed obsolete
because this was the only place (left) in the code that mentioned this
variable.

An obsolete check was placed in ImmigrationEvent that caused CompoundEvent to shit its proverbial pants when processing HostileImmigrationEvents because this check prevented tCharSpawnStats to get added to the Event. This _prerollRaiders check was deemed obsolete because this was the only place (left) in the code that mentioned this variable.
HLaan commented 2016-01-23 20:05:54 +00:00 (Migrated from gitlab.com)

mentioned in issue #16

mentioned in issue #16
HLaan commented 2016-01-24 14:24:15 +00:00 (Migrated from gitlab.com)

I've played some more with this patch and I'm noticing that an high amount of raiders show up, compared to vanilla/pre-patch. On a save with a nearby warp portal, I noticed raiders jumping in every minute or so: situations with multiple breachers at the same time happened, also all the nearby ship hails appeared to be raiders, a pattern that re-emerged in a new save, far away from warpgates and with a low danger level (bottom right corner). Though based on mostly anecdotal evidence, this simple patch seemed to have great consequences in raider spawns, prompting for a balance change. Please test before merging. The crashes this patch addresses are solved though.

tl;dr Patch works, though probably caused balance regression.

I've played some more with this patch and I'm noticing that an high amount of raiders show up, compared to vanilla/pre-patch. On a save with a nearby warp portal, I noticed raiders jumping in every minute or so: situations with multiple breachers at the same time happened, also all the nearby ship hails appeared to be raiders, a pattern that re-emerged in a new save, far away from warpgates and with a low danger level (bottom right corner). Though based on mostly anecdotal evidence, this simple patch seemed to have great consequences in raider spawns, prompting for a balance change. Please test before merging. The crashes this patch addresses are solved though. tl;dr Patch works, though probably caused balance regression.
bryceharrington commented 2016-01-26 19:01:27 +00:00 (Migrated from gitlab.com)

mentioned in commit 7bc9be6625

mentioned in commit 7bc9be6625e92bd1dce946921584b6c02d130634
bryceharrington commented 2016-01-26 19:01:28 +00:00 (Migrated from gitlab.com)

Status changed to merged

Status changed to merged
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