Comments (1)
Why is MapUnit.destroy
called from BaseUnit.shouldBeDisplayed
? Again one of these evil virtual not-really-part-of-the-game-but-linked-into-the-map-anyway things? evil evil evil...
Ha! That code has been moved since and a comment added: // Expensive, since adding and removing the fake unit causes side-effects
- yea causes side effects alright. We should find ways to do without fakeUnits, at least without fakeUnits that get their transients fully initialized. Same for Improvements.
...but that code is over 2 years old. So it's a new hidden side effect... Maybe look for a set of fakeunit helpers that ensure no side effects cascading into civ stats, cities, diplomacy or such get called? That would help but help cement a bad practice... Come to think of it, this is probably also the cause for the performance degrade reported elsewhere.
Ah, I see - the fakeUnit wasn't destroyed all those years up until #11745. Hmmm...
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Related Issues (20)
- Escort formation+Automation bug HOT 1
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- New capital renamed New Babylon/Carthage/Rome, only affects these 3 nations HOT 2
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- retracted
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- Unique stopped working, +1 HOT 2
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- Mod checker objecting to acceptable mapUnitFilter combinations
- Выдает ошибку HOT 1
- Feature request: option to disable animations
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