Units automatically renamed

:arrow_forward: GAME INFORMATION

:point_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: ######
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED


When you save the game while playing a custom scenario, close it and load it later, the units renamed through trigger change their name to a string in capital letters (example: CARAVEL).

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (ALWAYS)

:arrow_forward: REPRODUCTION STEPS

:point_down: List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!

Here’s the steps to reproduce the issue:

  1. Play a custom scenario with renamed units.
  2. Save the game and close it.
  3. Units will be renamed once you load the game.

:arrow_forward: EXPECTED RESULT

:point_down: What was SUPPOSED to happen if the bug you encountered were not present?

Units should retain the name given to them.

:arrow_forward: IMAGE

:point_down: ALWAYS attach a PICTURE (.jpg, .png, .gif) or VIDEO (.mp4, YouTube link) that highlights the problem.

:arrow_forward: GAME FILES (SAVE / RECORDING)

:point_down: Attach a SAVE GAME (.aoe2spgame) or GAME RECORDING (.aoe2record) of the match where you encountered the issue. Link it below if using an external file service.

This was already reported Objects renamed with "Object Name ID" will show their INTERNAL NAME after loading a saved game



Funnily enough, I don’t experience the Object Name ID bug on my game, but the Change Icon ID is bugged.

Upon loading a saved game in which icons have been assigned a new string through the Change Icon ID effect (Modify Attribute), then the game reads the original string, and the icon appearing is the regular one.

I guess all effects using ID to identify a string and read it are bugged to some capacity upon loading a saved game.

EDIT: So in my game, the names appear correctly because the strings the effect are supposed to read are custom ones. But if you use IDs linked to strings already existing in the game, then the names are bugged in my game too.

Conclusion: It means that all effects using ID to identify a string are currently bugged upon loading saved games, if these strings are already existing in the game. The fact that custom strings work 100% should pretty much allow you to identify the origin of the bug I think.

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