There is a bug when you travel from one map to another. Every base that has less squads then maximum will spawn new squad. It really ruins everything if you set base timers to spawn squad every day for example
Its happening again, I gave it a try. Also one more thing. When you send squad to capture a base that wasnt occupied before (in the beginning) that base spawns more squads to make it full. So you send one squad to occupy base with max population of 3 and when it does that base has population of 3 instead of 1.
I'm looking into it. At first glance, it did look like the issue was there, but when I added debug statements it ended up being a group of bases with the same next update time. So I'm not entirely sure whats going on - the code is such that it should not be spawning new squads unless the update time is reached.
The code for that stuff hasn't changed, however, it may be due to me decreasing the initial wait time for warfare to begin. For online smarts it seems to be working fine for me, but offline smarts seem to show -1 which then causes the base to respawn.
Gonna do a bit more digging though. And I'm not sure exactly when I'll get to that, I'm not entirely sure when.
Edit: Hmm, offline smarts seemed to correctly keep their timers and the function will return if the timer exists still. Can you explain what exactly the issue is that you're seeing? Its not that I dont believe you, its just that I'm having a hard time to see the issue myself.
I spawned as mercenary in Dead City. There was 6-7 squads of mercs and 7-8 squads of bandits, I rushed out to clear bandits but after 10minutes of gameplay there was arourd 12 squads of mercs. I set timers so high like 10040 for mercs because I want them to spawn after 6-7 days. I started new game and stayed in base just to look how squads fight and new squads spawned after real life 2min and then again new one after around 1-2 min.
Timer for bandits is 3 days.
Were those squads staying at the base or heading out somewhere? I'm having a hard time replicating this, but I did remember this:
Currently, patrol squads are spawned every 2 to 10 in-game minutes if there aren't too many. I feel like its likely that this is what you're experiencing, not sure though. I'll make the patrol squads have their own timer I think.
The update I pushed last night addresses this issue. min_patrol_time and max_patrol_time for factions will now work just like the repawn time for factions but for patrol squads. Also added in a departure chance variable for factions so you can stop them from sending off invasions immediately, causing the full invasion force to linger at their home base.