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MORVAEL : Vehicle Production Bug ?

 
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MORVAEL : Vehicle Production Bug ? - 3/24/2018 8:32:10 PM   
GamesaurusRex


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I've moved all the vehicle plants and they are mostly repaired.
Out of 150 points, only 4 factories are still damaged.
THE DAMAGED PLANTS ARE:
17pts at 15% = reduction of 2.55
17pts at 9% = reduction of 1.53
5pts at 5% = reduction of 0.25
4pts at 1% = reduction of 0.04
--------------------------------
For a total reduction of 4.37 points of the 150 plant points.
This should give : 150-4.37 = 145.63 X 10 = 1456.3 vehicles,
which is further reduced by 1456.3 X .55 = 800.965 vehicles (since this is 1942 and the .55 reduction applies.)

I'm not getting the 800 vehicles... the production report shows only 665 vehicles produced.
Interestingly, if you treat the damage percents above as "point subtractions" from production points, rather than damage "percents"... you get a calculation of 15+9+5+1 = 30 So, 150-30 = 120
then 120 X 10 = 1200 x .55 = 660 vehicles produced... WHICH IS SUSPICIOUSLY CLOSE TO THE 665 REPORTED IN THE REPORT.

This appears to be an error? Or did something get changed in a patch?



Post #: 1
RE: MORVAEL : Vehicle Production Bug ? - 3/25/2018 1:51:16 AM   
56ajax


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From: Carnegie, Australia
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Um, I thought factory damage % x 2 was the chance that the factory would not produce anything that turn.

Thats why 50% damage or greater produces nothing; 50 x 2 = 100% chance of producing nothing

so damage of 48% means 96% chance of producing nothing that turn....

so 17pts at 15% has 30% chance of producing nothing....

I think you get the idea....die roll/chance/Stalins Hat Size strikes again

I think...

_____________________________

Molotov : This we did not deserve.

Foch : This is not peace. This is a 20 year armistice.

C'est la guerre aérienne

(in reply to GamesaurusRex)
Post #: 2
RE: MORVAEL : Vehicle Production Bug ? - 3/25/2018 2:52:10 PM   
Telemecus


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Worth also adding that if the factory produces something that turn - it produces the full amount.

so a 17 point factory with 15% damage has 30% chance of producing nothing as pointed out above, and 70% chance of producing 17. The results are binary with nothing in between.

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Post #: 3
RE: MORVAEL : Vehicle Production Bug ? - 3/26/2018 3:32:00 AM   
GamesaurusRex


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Thanks for the replies gents, but I am one turn on and the game seems to have cleared itself and the vehicle production is now at 803 where it should be.
What this tells me is that the numbers shown in the report are those that will be used in the NEXT turn and not the last one. So no problem here other than knowing what the report is showing.

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Post #: 4
RE: MORVAEL : Vehicle Production Bug ? - 3/26/2018 10:23:14 AM   
Denniss

 

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and AFAIR the production is calculated per factory, not summed together with boni/multiplier applied afterwards

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Post #: 5
RE: MORVAEL : Vehicle Production Bug ? - 3/28/2018 2:48:56 PM   
GamesaurusRex


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Thanks for the reply Denniss. Five years of playing this beast and I am still trying to understand it's inner workings.
I guess that is part of the "fun"...

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Post #: 6
RE: MORVAEL : Vehicle Production Bug ? - 3/29/2018 12:03:15 PM   
morvael


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At 15% damage there is 30% chance you will get 0 production, otherwise you will get all production.

Next patch will change this to the model that you assumed there is.

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Post #: 7
RE: MORVAEL : Vehicle Production Bug ? - 3/29/2018 1:39:38 PM   
Telemecus


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quote:

ORIGINAL: morvael
Next patch will change this to the model that you assumed there is.


You mean it will no longer be binary - all or nothing?

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Post #: 8
RE: MORVAEL : Vehicle Production Bug ? - 3/29/2018 3:40:10 PM   
GamesaurusRex


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Thanks Morvael ! Another mystery solved.


[EDIT: Ooops ! I forgot... >>> !]

< Message edited by GamesaurusRex -- 3/31/2018 2:55:28 PM >

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Post #: 9
RE: MORVAEL : Vehicle Production Bug ? - 4/16/2018 7:54:59 AM   
morvael


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quote:

ORIGINAL: Telemecus

You mean it will no longer be binary - all or nothing?



Yes, that's the idea. Reduction will still be double the damage though, so 0 production at 50% damage.

(in reply to Telemecus)
Post #: 10
RE: MORVAEL : Vehicle Production Bug ? - 4/16/2018 8:17:06 AM   
SparkleyTits

 

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Uh oh.. the air meta is about to heat up dramatically in that case

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Post #: 11
RE: MORVAEL : Vehicle Production Bug ? - 4/16/2018 12:57:20 PM   
Telemecus


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quote:

ORIGINAL: SparkleyTits

Uh oh.. the air meta is about to heat up dramatically in that case



Funny thing is from the other side doing the bombing you do not know what the effect is. So if tracking with a spreadsheet you have to take the expected average. With this change all my spreadsheets will be exactly right rather than expected averages. Beyond that not sure what will change?

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Post #: 12
RE: MORVAEL : Vehicle Production Bug ? - 4/17/2018 2:17:35 AM   
GamesaurusRex


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Joined: 10/13/2013
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quote:

ORIGINAL: morvael


quote:

ORIGINAL: Telemecus

You mean it will no longer be binary - all or nothing?



Yes, that's the idea. Reduction will still be double the damage though, so 0 production at 50% damage.


Wait a minute... now I don't understand.
Why would the damage to vehicle plant production not be simple math? If the plant is fifty percent damaged>>> then, 100% minus 50% = 50% points produced. If you are saying that in the past, there was some random chance applied to damaged factories, then making a certain loss could nerf the Russian vehicles more... depending upon the damage level and the random factor used. The Russians already have a truck shortage without adding to the problem. 1941 and 1942 is already a cake walk for the Germans with normal game settings. Why add to the problem ?

[Edit: Or are you saying that the plants will produce at (2 X the working percent above 50%).... so a plant at 75% functionality would produce at 50% of capacity ? This seems like it will be less than in the past.]

< Message edited by GamesaurusRex -- 4/17/2018 2:31:13 AM >

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Post #: 13
RE: MORVAEL : Vehicle Production Bug ? - 4/17/2018 6:57:25 AM   
morvael


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In both methods production stops at 50% damage. The only difference is that in the first (original) method you have 2*Damage% chance to produce nothing at all for the turn (or you get full production). In the second method you are simply getting 2*Damage% production less.

First method:
Factory size 20 at 25% damage has 50% chance to produce 0, and 50% chance to produce 20.
Second method:
Factory size 20 at 25% damage produces 10.

(in reply to GamesaurusRex)
Post #: 14
RE: MORVAEL : Vehicle Production Bug ? - 4/17/2018 2:26:11 PM   
GamesaurusRex


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Oh, I see...

Given my "rolls"... I take the second method.

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Post #: 15
RE: MORVAEL : Vehicle Production Bug ? - 4/18/2018 9:41:22 AM   
Denniss

 

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Second method is better but I'd like to see production if damage is below ~70%, modified by damage and a small extra penalty

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Post #: 16
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