Description
[3.0.3][bfcc] Can have both a research institute and a planetary supercomputer if conquered (wrong destroy trigger)
Game Version
3.0.3
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
These two buildings are supposed to be switched between one-another when conquered by gestalts/normals, however it is possible to end up with both when gestalts conquer organic and vice-versa.
buildings/05_research_buildings.txt
This should be:
Similarly, for supercomputer:
This should be:
This bug has been confirmed by several players in another forum.
Steps to reproduce the issue.
Place research institute on planet, conquer.
Upload Attachment
File(s) attached
[3.0.3][bfcc] Can have both a research institute and a planetary supercomputer if conquered (wrong destroy trigger)
Game Version
3.0.3
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
These two buildings are supposed to be switched between one-another when conquered by gestalts/normals, however it is possible to end up with both when gestalts conquer organic and vice-versa.
buildings/05_research_buildings.txt
Code:
building_institute = {
base_buildtime = @b2_time
base_cap_amount = 1
category = research
potential = {
NOT = { has_modifier = resort_colony }
NOT = { has_modifier = slave_colony }
exists = owner
owner = { is_regular_empire = yes }
}
destroy_trigger = {
exists = owner
OR = {
has_modifier = resort_colony
has_modifier = slave_colony
owner = {
is_gestalt = no
is_regular_empire = no
}
buildings_no_exotic_gases = yes
}
}
convert_to = {
building_supercomputer
}
This should be:
Code:
destroy_trigger = {
exists = owner
OR = {
has_modifier = resort_colony
has_modifier = slave_colony
owner = { is_gestalt = yes }
owner = { is_regular_empire = no }
buildings_no_exotic_gases = yes
}
}
Similarly, for supercomputer:
Code:
building_supercomputer = {
base_buildtime = @b2_time
base_cap_amount = 1
icon = building_institute
category = research
potential = {
exists = owner
owner = { is_gestalt = yes }
NOR = {
has_modifier = resort_colony
has_modifier = slave_colony
}
}
allow = {
has_major_upgraded_capital = yes
}
destroy_trigger = {
exists = owner
OR = {
has_modifier = resort_colony
has_modifier = slave_colony
owner = {
is_gestalt = no
is_regular_empire = no
}
}
}
convert_to = {
building_institute
}
This should be:
Code:
destroy_trigger = {
exists = owner
OR = {
has_modifier = resort_colony
has_modifier = slave_colony
owner = { is_gestalt = no }
owner = { is_regular_empire = no }
}
}
This bug has been confirmed by several players in another forum.
Steps to reproduce the issue.
Place research institute on planet, conquer.
Upload Attachment
File(s) attached
Attachments
Last edited:
Upvote
0