Greetings! As a modder from the 9CCN team, bugs related to effects(those defined in ship tuningâs .effect files) are spotted for quite a while. Iâve managed to get rid of them first with differenct approaches, but our recent modding reveals more âgone FXsâ frequently. And now, Iâve come up with a simple gamerule script to demostrate this bug - it happens 100% as long as the conditions meet.
0-Intro
The main issue of this bug is that in SOME CONDITIONS, a shipâs âEFFECTSâ would completely vanish, this includes firing, death, and all the stuffs that are defined in the shipâs .effect file.
Shots of the bug triggered


1-Conditions that cause this
This bug is spotted under different conditions. In the creation of mod FXLF(FX:Legendary Fleet), I met strange things that the 9CCN ships that I manually added into the persistXX.lua for testing(the starting fleets of campaign) has no effects, but PERFORMING A HYPERSPACE JUMP can solve this. I didnât paid much attention to this since this is just for testing.
However, in later modding this bug showed up again. After some testing, I wrote this gamerule script for easy reproduction of the bug.
Get the script here:
https://mega.co.nz/#!8thV2LSA!Oh2U1fcSx6vTVXsZla5bknLP0PXmLIdRNmk7UiOvuHk
HOW-TO-USE:
Place it in Data\leveldata\multiplayer
Add the -overrideBigFile command
Start a Skirmish with race HIIGARA, and rule Classical Homeworld 2
As far as I know, this bug happens when a ship RECIEVES ORDERS(move, attack ,etc) when it is EXITING HYPERSPACE.
Letâs look at the script:
...
SobGroup_Create("Mothership")
Player_FillShipsByType("Mothership", 0, "hgn_mothership")--get the mothership
SobGroup_CreateShip("Mothership", "hgn_battlecruiser")
SobGroup_Create("HBCs")
Player_FillShipsByType("HBCs", 0, "hgn_battlecruiser")
SobGroup_Move(0, "HBCs", "Mid_Pos")
-- I used the SobGroup_CreateShip function above to add a HBC in the "Mothership" Sobgroup, and the BC jumps in since there's no dockpath for it.
--In the last line, issuing "SobGroup_Move" will make the BC move. Conditions meet here, and the BC lost all its effects.
SobGroup_Create("VBOM"..UX_demo_times)
SobGroup_SpawnNewShipInSobGroup(0,"vgr_bomber","VBOMSQUAD_"..UX_demo_times,"VBOM"..UX_demo_times, "Mid_Pos")
SobGroup_SpawnNewShipInSobGroup(0, "vgr_battlecruiser","VBCSQUAD_"..UX_demo_times, "VBOM"..UX_demo_times, "Mid_Pos")
SobGroup_SpawnNewShipInSobGroup(0, "vgr_assaultfrigate","VFFSQUAD_"..UX_demo_times, "VBOM"..UX_demo_times, "Mid_Pos")
SobGroup_SpawnNewShipInSobGroup(0, "kus_carrier","KCVSQUAD_"..UX_demo_times, "VBOM"..UX_demo_times, "Mid_Pos")
SobGroup_ParadeSobGroup("VBOM"..UX_demo_times, "Mothership", 1)
SobGroup_MoveToSobGroup("VBOM"..UX_demo_times, "Mothership")
end
--Here is another demo that uses "SobGroup_ParadeSobGroup" 's pattern "1" which will make units HYPERSPACE PARADE with Mothership group. the move order after it completes the condition as well.
2-Further Thoughts
I personally consider this bug as something like âunfinished hyperspacingâ. It should be noticed that once a ship losts its effect, docking wonât help. The only known way to restore this is make the ship JUMP AGAIN. You can orer the Kushan carrier to jump and see its effect back.
(#if you dock the Vaygr bomber with Kushan carrier and make the carrier jump, the bombers wonât be fixed.)

One Carrier's FXs are back after hyperspacing.
Also, if you quote the two lines that make the sobgroup move
--SobGroup_Move(...
--SobGroup_MoveToSobGroup(..
then the bug wonât happen. In normal hyperspace exit you should have NO CONTROL of the ship. However scripts can do this, and once the move functions are called, player control is restored even when the hyperspacing is not finished.
In current FXMOD Series, weâre using alternate approaches to solve this. In FXLFâs Survival, I created âjumpholesâ that are far away from the map and make units spawn there first, and then jump them to positions within the map range.
FX Galaxyâs Balcora Gate has the same issue (but we donât know why - there could be more conditions to trigger this maybe?) and weâre currently using an instant-replacing script to solve this(thatâs really a bad approach I think).
These conditions mentioned above(e.g. hyperspace spawning ships with either CreateShip or Parade) are very frequent in modding, and the bug really have a strong influence(weâve also spotted AIâs ships lost their FXs, maybe AI issued order when their ships are currently hyperspacing?).
Wish GBX could notice this and give it a fix!


