Code: Select all
in utype_veteran_level() [../../../../common/unittype.c::1625]: assertion 'vsystem->levels > level' failed.
in base_get_attack_power() [../../../../common/combat.c::436]: assertion 'vlevel != ((void *)0)' failed.
Code: Select all
in utype_veteran_level() [../../../../common/unittype.c::1625]: assertion 'vsystem->levels > level' failed.
in base_get_attack_power() [../../../../common/combat.c::436]: assertion 'vlevel != ((void *)0)' failed.
Not sure I remember what do you mean "for the top level"...Ignatus wrote:Have you set vet.chance to 0 for the top level?
Code: Select all
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
Code: Select all
"UnitClass", "Small Land", "Local", TRUE
"UnitFlag", "NonMil", "Local", FALSE
"UnitFlag", "NoVeteran", "Local", FALSE
I mean that any veteran_raise_chance list in the game must end in 0.Wahazar wrote:Not sure I remember what do you mean "for the top level"...Ignatus wrote:Have you set vet.chance to 0 for the top level?
You mean other unit type of the same class? Does it have different veteran system? Does the green-only type have explicit NoVeteran flag (to avoid triggering the barracks effect)? Be sure not to have Veteran_Build effect above defined values for any buildable unit type.I have unit, which have:Some other units from this class can be trained in BarrackCode: Select all
veteran_names = _("green") ...