| View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
| ID | Project | Category | View Status | Date Submitted | Last Update | ||||
|---|---|---|---|---|---|---|---|---|---|
| 0002435 | Spring engine | General | public | 2011-05-15 17:09 | 2011-05-27 14:57 | ||||
| Reporter | FLOZi | ||||||||
| Assigned To | Kloot | ||||||||
| Priority | normal | Severity | feature | Reproducibility | N/A | ||||
| Status | resolved | Resolution | fixed | ||||||
| Product Version | 0.82.7+git | ||||||||
| Target Version | Fixed in Version | 0.82.7+git | |||||||
| Summary | 0002435: Maxunits restriction applies to GAIA | ||||||||
| Description | <[S44]FLOZi> Any chance that maxunits engineoption.lua could be made to not apply to gaia? <[LCC]jK> no, unitid range is limited <BrainDamage> [LCC]jK: maxunits further limits the max units per player than 32k/numteams <BrainDamage> in theory gaia could allocate 32k-(numteams-1)*maxunits <BrainDamage> as in, get all ids that cannot be reached by players due to maxunits restrictions <BrainDamage> also, maxunits restrictions also applies to gaia, which doesn't make much sense <[S44]FLOZi> that would be what i was after BD <[S44]FLOZi> consider maps that use gaia units for animated features etc <[S44]FLOZi> if your game uses maxunits to limit actual units in play, you'll mess up the gaia units too (the alternative of course is to write your own maxunits implementation in lua) | ||||||||
| Tags | No tags attached. | ||||||||
| Checked infolog.txt for Errors | |||||||||
| Attached Files |
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Issue History |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2011-05-15 17:09 | FLOZi | New Issue | |
| 2011-05-27 14:57 | Kloot | Note Added: 0006670 | |
| 2011-05-27 14:57 | Kloot | Status | new => resolved |
| 2011-05-27 14:57 | Kloot | Fixed in Version | => 0.82.7+git |
| 2011-05-27 14:57 | Kloot | Resolution | open => fixed |
| 2011-05-27 14:57 | Kloot | Assigned To | => Kloot |


