Losing a non-short game with infantry units in garrisoned buildings

Bug #896088 reported by GMBigB
14
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
New
Low
Unassigned

Bug Description

A non-short game is lost if you lose all your units (vehicles, infantry, aircrafts). But if you only have infantry units left and use them to garrison a building, you lose instantly. Westwoods logic only seems to check "what is left on the map."

The logic triggering your defeat should check if you still have infantry units within garrisoned buildings.

##### STEPS TO REPRODUCE #####
Start a non-short game. Kill all your units except one GI. Move him into a building.

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GMBigB (gmbigb) wrote :

I am surprised that this bug never attracted attention. I discovered it when creating a new game mode without buildings: you start with infantry units only and get paradrops and tankdrops regularly. The goal is to destroy all you enemies units. But if you move all your starting units into buildings, you surprisingly lost the game...

I would love to see it being fixed quickly. But I know there are more importants issues...

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mevitar (mevitar) wrote :

Just adding that this problem existed in regular YR and still exists in r980.

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WoRmINaToR (worminator) wrote :

This probably wouldn't be an easy fix... as you may know this problem is caused by Insignificant=yes on the building, which removes the garrison building from the list of things to check to see if a player should stay alive... the game considers the building in this check, not the occupants.

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GMBigB (gmbigb) wrote :

@WoRmINaToR
Are you sure? I tried to set Insignificant=no for a certain building and moved in with my last GI. Same effect. I used CAMSC10 (McBurger Kong) to test, very unlikely I mixed up the buildings, but I will try others.

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DCoder DCoder (dcoder1337) wrote :

This can probably be fixed in Ext\House\Hooks.cpp @ DEFINE_HOOK(4F8EBD, HouseClass_Update_HasBeenDefeated, 0).

Revision history for this message
GMBigB (gmbigb) wrote :

My mistake... setting Insignificant=no for all buildings works perfectly and could be called a workaround to this bug. Only problem: it messes up the radar screen.

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WoRmINaToR (worminator) wrote :

But it keeps players alive in a short game...

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GMBigB (gmbigb) wrote :

I thought that's what we were talking about... :-) Keeping players alive in a short game if they still have units.

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Graion Dilach (graiondilach) wrote :

In a non-short game, maybe.

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GMBigB (gmbigb) wrote :

I mixed it up... i meant a non-short game in my last post, right. Sorry again.

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Chanterier (speederyr) wrote :

A similar issue happens in the campaign. If there's a "Destroyed, all" condition for a house to lose and the only thing that remains for that house is infantry garrisoning a building, the condition will be fullified and player will lose.

It doesn't happen if player owns buildings or other objects with Insignificant=yes though, afaik.

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