Bug: Council task priorities sliders apply changes half-way (Full Version)

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ydmatrix2 -> Bug: Council task priorities sliders apply changes half-way (6/11/2020 5:05:53 PM)

For example, I've set up a new Secret Service council, with three possible tasks.

They start with a third each (shown as 34% priority) initially.
I've set one of the tasks to 0%, and the others to 50%-50%, and Confirmed.
The actual applied priorities are 17%, 41%, 42% (can be seen immediately on the same turn via Reports => Organizations => Secret Service Council Overview => Current Task Priority).

Game Build Version: 1.02 - 8th June.

[image]local://upfiles/72301/B6E0D3863B2F4A449C3F2380D50C1A00.jpg[/image]




Destragon -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 3:12:13 PM)

I noticed that the sliders were different from what I set them at, too.
Now that I think about it, I guess it's probably intentional, so that you can't change funding from 100% to 0% in one go and have to spend more PP for bigger changes.




Jdane -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 3:23:45 PM)

Your leader loves you to death, so it isn't an issue of them messing with your instructions. Although I have yet to see evidence of such bad faith, some beta tester Youtubers were under the impression it was a thing.




Krisam -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 3:25:30 PM)


quote:

ORIGINAL: Destragon

I noticed that the sliders were different from what I set them at, too.
Now that I think about it, I guess it's probably intentional, so that you can't change funding from 100% to 0% in one go and have to spend more PP for bigger changes.


Yes, seems like this is intentional, I also wonder how this works though, maybe this is related to your Director stats? authority comes to mind, maybe relation/loyalty too?




GodwinW -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 7:31:37 PM)

Maybe it simulates the unwieldiness of systems/bureaucracy and the inherent problems with hiring/firing when budgets shift.




Culthrasa -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 8:27:50 PM)

It also has to do with authority, a high stat will mean they will go there own way, and thus change your input as they see fit...
low relation also has an effect.




Destragon -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 8:39:10 PM)

quote:

ORIGINAL: Culthrasa

It also has to do with authority, a high stat will mean they will go there own way, and thus change your input as they see fit...
low relation also has an effect.

Are you sure? When you are changing priorities, doesn't it always say something like "I will fully support any change you envision."?
I think OP had it right. Whenever you adjust these sliders, it doesn't change them by the full amount, but instead just by a percentage.
This is pretty easy to check in your report screen under the organisations tab. See what the percentages were like before you adjust them and then again after you've done so.




Culthrasa -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 8:43:34 PM)


quote:

ORIGINAL: Destragon

quote:

ORIGINAL: Culthrasa

It also has to do with authority, a high stat will mean they will go there own way, and thus change your input as they see fit...
low relation also has an effect.

Are you sure? When you are changing priorities, doesn't it always say something like "I will fully support any change you envision."?
I think OP had it right. Whenever you adjust these sliders, it doesn't change them by the full amount, but instead just by a percentage.
This is pretty easy to check in your report screen under the organisations tab. See what the percentages were like before you adjust them and then again after you've done so.


Thats what i deducted from the manual at least. I might be wrong, there is no underlying info given but that's my educated guess.

[image]https://snipboard.io/5wgelp.jpg[/image]




zgrssd -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 8:46:17 PM)

quote:

ORIGINAL: ydmatrix2

For example, I've set up a new Secret Service council, with three possible tasks.

They start with a third each (shown as 34% priority) initially.
I've set one of the tasks to 0%, and the others to 50%-50%, and Confirmed.
The actual applied priorities are 17%, 41%, 42% (can be seen immediately on the same turn via Reports => Organizations => Secret Service Council Overview => Current Task Priority).

Game Build Version: 1.02 - 8th June.

[image]local://upfiles/72301/B6E0D3863B2F4A449C3F2380D50C1A00.jpg[/image]

Not a bug, but very intentional!

If a Deparment lead does not like you, he will not follow your budget plan 1:1. He will shift the numbers, based on his prefences.
So you may have to "demand the extreme, just to get your goal". Or repeat it by spending more PP.




Jdane -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 9:09:06 PM)

That's the first thing I thought about, but look at the relationship score.
There's obviously some other factor at play here.




Krisam -> RE: Bug: Council task priorities sliders apply changes half-way (6/12/2020 9:10:03 PM)

Ok guys I just tested this with 2 characters at 100 relation/loyalty, but high and low authority, and conclusion is that character stats doesn't matter at all.

The game just makes it hard to put it all in one slider in one go, forcing you to invest more political points, and in my experience the game has a tendency to equaly provide all deparments with the same points, so even if you finally set one slider to 0 and another to 100, the sliders will slowly move towards 50% turn after turn.




Destragon -> RE: Bug: Council task priorities sliders apply changes half-way (6/14/2020 5:58:55 PM)

quote:

ORIGINAL: Krisam

Ok guys I just tested this with 2 characters at 100 relation/loyalty, but high and low authority, and conclusion is that character stats doesn't matter at all.

The game just makes it hard to put it all in one slider in one go, forcing you to invest more political points, and in my experience the game has a tendency to equaly provide all deparments with the same points, so even if you finally set one slider to 0 and another to 100, the sliders will slowly move towards 50% turn after turn.


Yeah, exactly. I dunno why people keep bringing up character loyalty.

quote:

ORIGINAL: Culthrasa

Thats what i deducted from the manual at least. I might be wrong, there is no underlying info given but that's my educated guess.

[image]https://snipboard.io/5wgelp.jpg[/image]

To me that sounds a lot like it has more to do with the decisions that impact your regime profile, not budget sliders.




Cornuthaum -> RE: Bug: Council task priorities sliders apply changes half-way (6/14/2020 10:39:26 PM)

leader stats have nothing to do with it, changes are just never applied properly. even to just remove 2% you need to decrement the slider by 4%, the only slider that works every time is 1% (because it rounds up to 1%, I suspect)




Twotribes -> RE: Bug: Council task priorities sliders apply changes half-way (6/15/2020 12:33:15 AM)

The only place I have never seen the slider move turn to turn is national Budget.




liq3 -> RE: Bug: Council task priorities sliders apply changes half-way (6/15/2020 12:54:53 AM)


The Authority is for when you end turn with decisions left over. Your leaders will decide them for you (mostly your secretary).




jpwrunyan -> RE: Bug: Council task priorities sliders apply changes half-way (6/15/2020 1:06:40 PM)

Sliders drift over time toward balance. I feel it makes sense and is a feature not a bug.




Destragon -> RE: Bug: Council task priorities sliders apply changes half-way (6/15/2020 5:35:10 PM)

The latest beta update has this:
-Fixed glitch with Task priority sliders not doing exactly what they were supposed to do.
Might be related.




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