What steps will reproduce the problem?
1. Run the mod in the diplomacy developer exe
2. While running the game, you will receive an endless stream of the same
"assert" -
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Player\PlayerOrbitBodyInfo
.cpp(170): assert! [squad != 0]
What version of the product are you using? On what operating system?
SGI Dip 1.21 on 2008R2
ADDITIONAL INFORMATION:
I know that JTaylor has looked into this problem before based on this thread -
http://forums.sinsofasolarempire.com/402373
For once I write to do more than point out a bug - I think I know the fix.
The number of unique Squads defined for a Frigate must be equal or greater than
its number of max command points. Meaning, if you want a Frigate to have 3
command points, then you need to define at least 3 unique Squads for that
Frigate. If you want 4 (eg, Zephyr and other Frigate carriers), then you need
to define 4 unique Squad types. Once you get above 4 command points (eg,
Shipwrecked Frigates Aurora, Hive, & Excal), you are in the free and clear so
long as there are 4 unique Squads defined for the Frigate.
Idea to prevent the assert:
(1) Create 2 new squad entities: SquadPlaceholder0 & SquadPlaceholder1
(2) Create 1 new research entity: RESEARCHSUBJECT_SQUADPLACEHOLDER
(3a) Make RESEARCHSUBJECT_SQUADPLACEHOLDER a research prerequisite of the 2
squad entities above
(3b) DO NOT add the research entity to any of the Player% entities, so that no
player will ever be able to build the placeholder squads
(4) List SquadPlaceholder0 & SquadPlaceholder1 as uniquely defined squads for
Frigates wherever needed
I tested this idea already on the mod. In the developer exe at 8x playing
through over 20 auto updates (about 50-60 mins game time), I did not receive
the assert once.
Feel free to email me if you need more information.
Original issue reported on code.google.com by Wayne.S....@gmail.com on 19 Jul 2011 at 11:55
Original issue reported on code.google.com by
Wayne.S....@gmail.com
on 19 Jul 2011 at 11:55