sven wrote:This is a harder one to fix properly. The issue, more or less, is that the tool I'm using to draw the icons shown in the combat estimates only supports drawing single icons, but, of course, many different unit/population types may potentially be destroyed by ground combat. To solve the problem properly, I should really switch to a clustered icon drawing tool (which is a thing the game does have), and use that to form the suffix, rather than just kludging in a single static image. But... it's a minor, largely cosmetic issue, and making sure the clustered icons looked good and where positioned correctly would be a bit of a job to really get right.
I don't think we're talking about the same thing. I'm referring to the text blurb that says:
Our fleet is bombing Grumium I. We have destroyed 1,500,000 Gremak, 1,500,000 Human Slaves, and 1 battle mech brigade.
But the enemy, a minor marauder faction, does not have battle mech brigades, it only has marauder raiders. IIRC, when the combat started, they had 8 militia, 5 raiders, and 4 800 000 civilians.
sven wrote:Yeah, the pattern "if lua_load_complete and X" is sufficient to stop test code from running when the program first boots up for players, regardless of whether X is true or false. I'll usually try to remember to set X to false when I'm done with a test set anyways, just so I don't trigger the code accidentally if I'm editing the file for some other reason while the game is running, but, I don't always remember to. (In short, yes, it should be false, but there are probably many other incompletely disabled pieces of test code scattered around the codebase, and while they might surprise modders, they shouldn't cause bugs for players.)
Okay. I guessed it wasn't that much of a problem after I noticed the one in Drawers\ImportDrawer\quick_pop_icon_import.lua that changes the population on Dzibix and saw it didn't actually affect a Tinkers game. There's also one in AI\peace_war_trades.lua, one in Galaxy\stargates.lua, and one in debuggee\debugtest.lua.
sven wrote:This looks like a fairly deep bug in the tactical combat data structures. If you see a negative fighter count appearing again, please upload the save, I'd like to take a closer look at it.
Will do. Though we can't save during tactical combat, can we? So it'd be a save from after the fight.