I think they stay the same if you place them normally cause I was able to make certain composite buildings with houses always in a certain angle. They change if you change the player’s architecture or if you place them as Gaia units iirc.
Yeah it used to work like that, the one placed in the editor, if you don’t swap the architecture set, kept the original aspect. Only Gaia was changing you’re right.
But now I got that behavior on everything. The randomise just doesn’t always land on another of the three face you’ve set, which misled to think it’s not bugging. Try it multiple time you’ll see.
Didn’t happen in my scenarios to be honest, I went checking and houses face the direction where I put them fortunately. Maybe there’s some other condition that bugs them.
They change when I test and then return to the editor. I’ve tested that with Feudal Age on Spanish and Polish yet, will have to dive into abit more but not for now.
I managed to record the issue but I can’t upload the video to the topic by editing OP nor posting a reply. (it’s just saying it failed to upload)
It’s problematic that this bug occurs at all, but it’s hard to detect it sometime as it may just re-randomise to the same of the 3 possible sprite it was on before the bug occurs upon returning to the editor.
However I noticed that the issue is way worst than expected.
The re-randomizing occures not only after Test play while returning to the editor, it’s just occuring EVERYTIME you open the scenario in the editor.
One more information about this issue. The official campaigns scenarios have their houses sprites staying oriented as they were designed to. That’s the kind of behavior we should be able to turn on/off on scenario editor, because randomized houses sprites alter a lot designing feature. I know many of my designs are based on house specific variant, so having them randomize just kills all those concepts.
Yeah that’s why they shouldn’t mess that up. I checked in my own campaigns but they seem to retain their orientation so maybe it happens only with new scenarios?
Possible, but what I saw also that it’s not ALL the time randoming, as is, if the number of the sprite was 1 before the randomize, and retain 1 as result of the randomize, it LOOKS like it didn’t change, but with like more than 10 reload testing I saw that it’s applying.
I currently did not find any pattern except that it’s randomizing, but I also noticed something else. Something when I load my editor, the architecture is not the one of the civilization the player has set. As if it was resetting to western-european set by default for buildings, but for mediteranean for the sails, which is extremly weird as technically no civ got such combo.
So to me it’s definitly that for some reason, the civ architecture set it re-initialized to the civ everytime you open the file in the editor, why, no idea, but it’s what seems to occure.
Oh yes I took it for granted but if you switch architecture every time you reopen or test the scenario it switches back so that’s probably why it changes orientation. I don’t think it happens if you use the architecture the civ is supposed to have.
Nop it’s not as a manual switching, that is reseting sprites yes.
It was on changing Age that the architecture set was Wrong once, but it was maybe due to a mod, I’ll retest and see if I can reproduce the error. I had few bugs recently on the editor, like suddenly not able to create Guards Tower anymore, which I fixed by restarting my game.
But anyway another problem is that we cannot control the house sprite rotation with any trigger currently. As it’s not an angle rotation method but one single angle with 3 randomized sprite (it’s in the graphic sequence type setting of the house).
The problem I’m facing occurs on both case, having the civ and no architecture changes, and with a civ changed architecture set. But it wasn’t always like that, and I’ve not retested the houses until this patch. It’s still present in the latest one so far.
I definitely think they should add a toggle to choose a building orientation, like you can choose that when you place an object on the map through a trigger. That would solve this issue I think.
All building rotation would be even more crazy, but that’s not the current question ahaha. Actually it’s an issue about how the editor loads files and applies the .dat it’s using.
If I understand correctly for that it would be enough that the editor doesn’t reset the architecture change every time you open it but I’m not sure how to technically implement that.
It seems that on opening a scenario, the editor consider every civ eligible for an architecture-set graphical reload. Probably in an attempt to reduce memory usage, but it seems that this process causes the house sprite rotation. As the sprite displayed is not related to a rotation angle, it’s probably not capable of reading the information anywhere.
However, official campaign scenarios are not affected by this issue, so either the official mission loading process behave differently, or it’s the editor opening process that cause the problem.
So if it’s in the editor loading process, that doesn’t accessinformations on the scenario file about what randomized angle the houses were, it’s there it needs to be fixed.
Another option I see on how to fix it is basically checking the graphic randomization process, for it to only occurs on building, not on loading. To me it’s the most probable place where the issue can be, a simple missing check on the loading process of randomized sprite graphic sequences.
I finally managed to upload the capture of what’s happenning:
Okay so I got more details about one thing I mentionned.
Just right now I set my player 1 civilization to Aztec, and upon changing the player 1 current starting age, instead of changing the sprite of the AZTEC arhcitecture set, it’s printing the Western-European architecture set with the selected age. To be able to get back the Aztec architecture set I have to change the current civilzation to another one and back to Aztec.
So there is definitly a problem on how the Editor is currently handling the sprite to render.