EcoManager ignoring mex upgrade restrictions in coop

Everything about mods can be found here.

EcoManager ignoring mex upgrade restrictions in coop

Postby Omnix » 08 Nov 2018, 04:10

I've recently noticed when playing with my bud that "i think" eco manager script for automatic mex upgrade slightly breaks certain mission upgrade limits.

I base that on the mod doing automatic mex upgrade que up to t2 and even t3 in second mission of vanilla aeon and cybran campaign which i think shouldnt be possible unless some rules changed. Although i asked my bud if he can upgrade mex and he couldn't. I dont think i also had the specific upgrade icon for them aswell.

Maybe eco managers automatic mex upgrade script skips build restrictions on mex (that might also apply to normal multiplayer games so it may be harmfull and opens way to expoitation >> i didnt test that though << ) but if this mod still gets new updates could you please look into that.
Omnix
 
Posts: 4
Joined: 21 Sep 2018, 02:17
Has liked: 0 time
Been liked: 0 time
FAF User Name: Omnix

Re: EcoManager ignoring mex upgrade restrictions in coop

Postby JoonasTo » 08 Nov 2018, 08:28

Yeah it does enable mex upgrades in coop a bug that’s been here for years now. Can confirm this.
User avatar
JoonasTo
Priest
 
Posts: 498
Joined: 08 Feb 2015, 01:11
Has liked: 18 times
Been liked: 81 times
FAF User Name: JoonasTo

Re: EcoManager ignoring mex upgrade restrictions in coop

Postby speed2 » 08 Nov 2018, 15:20

It got fixed a long time ago, but the fix broke other aspects of the coop missions. It was deleting units that player count not build, eg higher tech reinforcements, captured higher tech building.

So I decided to revert this fix for the coop, the side effect is that UI mods can avoid these unit restrictions.
User avatar
speed2
Supreme Commander
 
Posts: 2975
Joined: 05 Jan 2013, 15:11
Has liked: 541 times
Been liked: 999 times
FAF User Name: speed2


Return to Mods & Tools

Who is online

Users browsing this forum: Franck83 and 1 guest