.1 turn remaining (Full Version)

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Beorn -> .1 turn remaining (7/7/2020 1:59:30 PM)

Picked the game up again after the latest update, and I am seeing something odd. Every construction so far, I end up needing an extra turn because the first turn of construction only accomplishes .9 of a turn's worth. Even though the construction costs are being paid as scheduled.

Has anyone else seen this? What is going on here?

[image]local://upfiles/17114/3752F4DD380B481FAA24EC812415E79A.jpg[/image]




demiare -> RE: .1 turn remaining (7/7/2020 2:17:28 PM)

This is usually a side effect of Eternity Movement cult ~10% penalty for all workers, including construction ones :)




Beorn -> RE: .1 turn remaining (7/7/2020 2:44:13 PM)

Thanks.

I am curious where this information is in-game, though, since I do not see it on the cults page.

[image]local://upfiles/17114/971C7A08F2B84E7093B98E97E72AD828.jpg[/image]




Malevolence -> RE: .1 turn remaining (7/7/2020 2:56:56 PM)

Reported as a bug, but ignored-- assume working as designed.

[1.04b1] Any production penalty causes full turn delay on construction

A production penalty 0.01% from any source will have the same result.




demiare -> RE: .1 turn remaining (7/7/2020 3:03:39 PM)


quote:

ORIGINAL: Beorn

Thanks.

I am curious where this information is in-game, though, since I do not see it on the cults page.


In zone info screen you will see cults icon (pentagram) where are unrest/militia/danger etc. There you will see that cult produce Public Production penalty. How it's applied is a pure magic :P (imho it's work like admin penalty but without it's saving grace period with 1-9% strain).




Malevolence -> RE: .1 turn remaining (7/7/2020 3:12:20 PM)

Lack of penalties in Cult Reports also reported as a bug, also ignored -- assume working as designed.

[1.04b1] Cults report fails to detail penalties.




demiare -> RE: .1 turn remaining (7/7/2020 3:38:07 PM)

quote:

ORIGINAL: Malevolence

assume working as designed.



It can't be designed in this way. Having separate places for bonuses and penalties fom same cult is a bad UI design. My guess it's simply a very low priority bug, so Vic don't bother with responding.




Beorn -> RE: .1 turn remaining (7/7/2020 4:32:11 PM)



quote:

In zone info screen you will see cults icon (pentagram) where are unrest/militia/danger etc. There you will see that cult produce Public Production penalty.
Thanks!




zgrssd -> RE: .1 turn remaining (7/7/2020 4:54:13 PM)

quote:

ORIGINAL: Beorn

Picked the game up again after the latest update, and I am seeing something odd. Every construction so far, I end up needing an extra turn because the first turn of construction only accomplishes .9 of a turn's worth. Even though the construction costs are being paid as scheduled.

Has anyone else seen this? What is going on here?

[image]local://upfiles/17114/3752F4DD380B481FAA24EC812415E79A.jpg[/image]

This is a general issue with the underlying process of construction. And it is a rather usefull property for upgrades. And adding side-grading, if Vic ever does that. So not something that can be thrown out in general principle.
Maybe a exception for the 1st building of a type could be made?

The soruce can be any public production penalty. And any worker and/or material shortage (inlcuding on the delivery side). For the time being, we have to life with it.




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