
transport destored by telsa coils!
Was doing situation-critical in new play test. Was destroying power stations in the southern part of the island. Said something about defenses are down and that Volkov was arriving. Saw the transport get destroyed by by telsa coils. What was that about? Tried to reproduce the results, and have not been able to. The previous day or two, (using a mod with added cruisers), several times saw in the objectives that Volkov had arrived. At the transport site, the fog of war did not should the shore. Don't see how added cruisers would do this? Is this problems with my computer or Dot net? Looked at "situation-critical.lua" the logic seems okay.
Re: transport destored by telsa coils!
Did you destroy any tesla coils with the missile subs? (They might even target those automatically.) When too many tesla coils are destroyed the enemy has power again and the other teslas power up.
Re: transport destored by telsa coils!
I might have destroyed a telsa coil. Don't recall if I did.
But the transport was destroyed.
Volkov and the scientist was destroyed with the transport.
With Volkov and the scientist dead, the game should have ended right there.
But it keep going on.
But the transport was destroyed.
Volkov and the scientist was destroyed with the transport.
With Volkov and the scientist dead, the game should have ended right there.
But it keep going on.
Re: transport destored by telsa coils!
Did any of the objectives fail? Maybe it unloaded and then got destroyed. Volkov is landing in the southern part of the island iirc.
Re: transport destored by telsa coils!
Was at the southern part of the island, and saw the transport destroyed.
None of the objects failed.
None of the objects failed.
Re: transport destored by telsa coils!
Can you share the replay?
Re: transport destored by telsa coils!
The replay shows that you first put the base into low power, which triggers the script to send in Volkov, but then restore their power by destroying the telsa coil. The southern tesla coil then indeed does destroy the transport without failing any objectives. So this does appear to be a scripting bug. I filed #19230 to track this.