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Prod Cost Pop Divider on Models nonfunctional

 
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Prod Cost Pop Divider on Models nonfunctional - 6/17/2020 3:07:54 PM   
ussdefiant

 

Posts: 60
Joined: 6/18/2009
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Simply put, i look at the design log for my starting trucks, and they have a Prod Cost Pop Divider of 5, because Trucks Need Less Pop. Ingame though, they still cost the same 100 manpower as any other unit.

My intepretation of that line suggests that Trucks should only be costing 20 manpower, and APCs/similiar might have the same issue?
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RE: Prod Cost Pop Divider on Models nonfunctional - 6/17/2020 3:46:56 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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The game can not measure Population, Workers, Colonsits or soldiers in units smaler then 100. When you read "1100", it means "11 units".

This modifier is something else.

< Message edited by zgrssd -- 6/17/2020 3:47:18 PM >

(in reply to ussdefiant)
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RE: Prod Cost Pop Divider on Models nonfunctional - 6/17/2020 7:05:22 PM   
DTurtle

 

Posts: 443
Joined: 4/26/2010
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Huh, that is an interesting find. That definitely sounds like its not working like it is supposed to.

There are various pop dividers for Buggies, APC, etc. It seems like it is running into the problem that the population cost is either an integer or can't go below 1.

I wonder if robot soldiers use the same mechanic and if they are working?

(in reply to zgrssd)
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RE: Prod Cost Pop Divider on Models nonfunctional - 6/18/2020 11:45:44 AM   
Vic


Posts: 8262
Joined: 5/17/2004
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Ah... that's what you get when you open up the 'design log' for inspection.

In fact i have started work on lowering the Pop cost for Trucks/APC/Buggy but never managed to finish my work, because it was more complicated than expected.

It is still on the to-do list however.

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