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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002327 | VCMI | Mechanics - Objects | public | 2015-11-13 21:44 | 2016-02-21 23:15 | ||||||||
Reporter | SXX | ||||||||||||
Assigned To | SXX | ||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | assigned | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 0.98e | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002327: Town always have garrison even if on map it's set otherwise | ||||||||||||
Description | So if you check "Customize" and then make sure there is no guards VCMI still init town with some creature guarding it. | ||||||||||||
Steps To Reproduce | Use my v3 testing map: http://forum.vcmi.eu/viewtopic.php?t=1108 [^] All towns right next to hero should have zero guards (all set to no garrison in H3 map editor) | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0006138) SXX (administrator) 2015-11-30 23:37 edited on: 2015-11-30 23:38 |
Notes about H3 behaviour. If town has custom garrison set with empty garrison then on beginning of first week it's shouldn't be guarded at all. Though on second week it's may get some guards already. Currently handled by CGTownInstance::newTurn, but I not yet sure how to pass information about empty custom garrison from map format reader into there. |
Issue History | |||
Date Modified | Username | Field | Change |
2015-11-13 21:44 | SXX | New Issue | |
2015-11-30 23:37 | SXX | Note Added: 0006138 | |
2015-11-30 23:38 | SXX | Note Edited: 0006138 | View Revisions |
2016-02-21 23:15 | SXX | Assigned To | => SXX |
2016-02-21 23:15 | SXX | Status | new => assigned |
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