From: | streu |
---|---|
Thread: | PCC 1.99.23 |
Forum: | News |
In reply to: | Re: PCC 1.99.23 |
Date: | Wed, 2015-02-25 20:11 GMT |
streu in Re: PCC 1.99.23:Bug found, PCC2's "Reset" doubles colonists and torps ("+=" instead of "=").
Where's my brown paper bag...?
Oh. I'll check the torps when I get back home. I thought if I got the money back the torps had to be deleted. Naturally. But double torps and the money back - I'ld rather keep that "reset location" function.
However - will there be a "hotfix" or will we have to wait until v24?
I will do a .24 this weekend, if that's ok (it also has one-and-a-half new features accumulated in the meantime).
The value needs to be changed to trigger the bug. If you build torps and immediately load them onto a ship, everything will be fine.
There is no workaround in PCC2; if you broke your turn file, you have to redo it, i.e. do what this function is intended to save you from. If you have PCC1, you can use that. If you're fluent with the shell command line, you can use PCC2's un-trn (identify the affected ship/planet, "un-trn -d "Planet*42|Base*42|Ship*23|Ship*17" player1.trn" to reset planet 42 and ships 23 and 17).
--Stefan