mikemike
Posts: 501
Joined: 6/3/2004 From: a maze of twisty little passages, all different Status: offline
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quote:
ORIGINAL: n01487477 OK I've reworked it, taking account for: 1. accelerated ships with delay > durability * 10 && durability < 35 (as you can see in the red -- you said <30 but actually it's 35) 2. These ships just use durability points NOT durability * 3 3. Navy & Merchant Points Used are now correct. 4. I also found that ML are also Naval ... I have tested looking at points used and Global Points turn for turn, so I hope this will almost close the issue (the only thing I haven't done is change "Start Building") ... So this reworked version will be included next build...thanks for teaching me, I certainly don't know everything ... Hmm - you can only Accelerate a ship if the delay is <= 30 times durability, can't see how you came up with 35 times. Also, ships that have a delay of exactly ten times durability are Building and should be counted as such. I think it would be best if ships with (30 times durability) >= delay > (10 times durability) should stay as Queued even if they are Accelerated. Invested a few hours testing where the building points of the several types are counted. Result: you are right, type ML is built by Naval yards, but so is Type PC! No doubt about that. WitPDecoder got that wrong, too. Sorry about the stream of nits, but this should conclude the issue. Oh, just another one: do you think it might be possible to mark the ships in the building queue (name in red, perhaps) that haven't advanced since the last turn?
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