17.01.2006, 12:51:29
I'm running WXP with slipstreamed SP2.
My IE details:
Mission S02. IE occurs as soon as I attempt to scroll the screen to the area where the allied WF is, even if the area is shrouded and the mission has only started 5 seconds ago. It doesn't cause that IE anymore once I comment out the [DOG] section from the map. Take note that after my rulesmd tweaking the DOG in question is the soviet-exclusive version, so the AI (Allies) shouldn't be building it at all.
My thinking is this IE has something to do with the automatic object caching even without them being in the appropriate [xxxTypes] lists, like PrismType=ATESLA caches ATESLA as a BuildingType even without it being in the [BuildingTypes] list. Which agrees with Cannis' opinion. What exact combination of coding causes the IE, I do not know, but I am curious what was to happen if you defined a BuildingType [DOG] with TechLevel=11 and other anti-AI stuff. I will try to test this suggestion today.
Edit: Nevermind... not sure what I was thinking when I wrote that... Defining a second [DOG] and [ADOG] with TechLevel=11 does avoid the IE, but then again the TL=11 prevents the real dogs from being buildable in skirmish, plus there's no guarantee the game will assign the right [DOG] to the infantry and structure respectively... No go.
My IE details:
Mission S02. IE occurs as soon as I attempt to scroll the screen to the area where the allied WF is, even if the area is shrouded and the mission has only started 5 seconds ago. It doesn't cause that IE anymore once I comment out the [DOG] section from the map. Take note that after my rulesmd tweaking the DOG in question is the soviet-exclusive version, so the AI (Allies) shouldn't be building it at all.
My thinking is this IE has something to do with the automatic object caching even without them being in the appropriate [xxxTypes] lists, like PrismType=ATESLA caches ATESLA as a BuildingType even without it being in the [BuildingTypes] list. Which agrees with Cannis' opinion. What exact combination of coding causes the IE, I do not know, but I am curious what was to happen if you defined a BuildingType [DOG] with TechLevel=11 and other anti-AI stuff. I will try to test this suggestion today.
Edit: Nevermind... not sure what I was thinking when I wrote that... Defining a second [DOG] and [ADOG] with TechLevel=11 does avoid the IE, but then again the TL=11 prevents the real dogs from being buildable in skirmish, plus there's no guarantee the game will assign the right [DOG] to the infantry and structure respectively... No go.