From 5a5b33b090e8b8e92252fe603335233a239ba953 Mon Sep 17 00:00:00 2001 From: Gilad Kapulis <109026976+gkapulis@users.noreply.github.com> Date: Sat, 23 Nov 2024 12:49:31 +0200 Subject: [PATCH] Fix: Enable ability to reverse engineer Remnant hulls (#207) --- Ship_Game/Empire.cs | 2 +- Ship_Game/GameScreens/NewGame/ShipDesignUtils.cs | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Ship_Game/Empire.cs b/Ship_Game/Empire.cs index b4559fe4a8..da641a8fc4 100644 --- a/Ship_Game/Empire.cs +++ b/Ship_Game/Empire.cs @@ -2144,7 +2144,7 @@ bool TryGetTechFromHull(Ship ship, out TechEntry techEntry, out Empire empire) empire = ship.Universe.GetEmpireByShipType(hull.ShipType); if (empire == null) { - Log.Warning("Unlock by Scrap - tried to unlock rom an empire which does" + + Log.Warning("Unlock by Scrap - tried to unlock from an empire which does" + $"not exist in this game ({hull.ShipType}), probably " + "due to debug spawn ships or fleets."); diff --git a/Ship_Game/GameScreens/NewGame/ShipDesignUtils.cs b/Ship_Game/GameScreens/NewGame/ShipDesignUtils.cs index 02fe8553ec..5c83ae6893 100644 --- a/Ship_Game/GameScreens/NewGame/ShipDesignUtils.cs +++ b/Ship_Game/GameScreens/NewGame/ShipDesignUtils.cs @@ -154,10 +154,10 @@ static void MarkShipsUnlockable(Map moduleUnlocks, // add the full tree of techs to TechsNeeded foreach (string techName in leafTechsNeeds) AddRange(ship.TechsNeeded, techTreePaths[techName]); - - // also add techs from basehull (already full tree) - AddRange(ship.TechsNeeded, ship.BaseHull.TechsNeeded); } + + // add techs from basehull (already full tree), allow reverse engineering of this hull. + AddRange(ship.TechsNeeded, ship.BaseHull.TechsNeeded); } } }