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Post by anrdaemon on Jun 21, 2015 16:00:57 GMT -5
anrdaemon- Way to extend a warm welcome, give him a reason to come back, right? Yes, because we need more disconnected replies to this topic.
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Post by En1gma on Jun 21, 2015 18:20:11 GMT -5
So because there was a disconnected reply from a brand new forum member, they need to have that as their first response? Bad form. We are a more welcoming forum than that, especially in the TB's absence.
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Post by fallen on Jun 21, 2015 18:24:34 GMT -5
Long build queues are great economic protection during solar wars and such. Construction lasts throughout the conflict. stilcho - welcome to the forum and thanks for the post!
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Post by Cory Trese on Jun 23, 2015 9:40:02 GMT -5
After a pretty ridiculous set of machinations in the code, I have figured out a way to give a CP rebate for overflow in a way that does not reduce turn performance.
Woot. Next release will pay out excess CP after project completion at the same rate it will pay idle CP next turn.
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Post by Brutus Aurelius on Jun 23, 2015 12:09:47 GMT -5
After a pretty ridiculous set of machinations in the code, I have figured out a way to give a CP rebate for overflow in a way that does not reduce turn performance. Woot. Next release will pay out excess CP after project completion at the same rate it will pay idle CP next turn. Wow! Great job Cory! This just goes to show how dedicated you and Andrew are.
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Post by anrdaemon on Jun 24, 2015 12:44:40 GMT -5
Thanks, that settles it then.
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Post by Cory Trese on Jun 24, 2015 12:52:01 GMT -5
Thanks, that settles it then. Very nicely, right? I think it is the best solution.
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Post by elwoodps on Jun 24, 2015 14:39:19 GMT -5
Thanks, that settles it then. Very nicely, right? I think it is the best solution. Great solution! Much appreciated. A few more credits here and there can sometimes make a big difference in the early part of the game.
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Post by Cory Trese on Jun 24, 2015 21:52:29 GMT -5
Very nicely, right? I think it is the best solution. Great solution! Much appreciated. A few more credits here and there can sometimes make a big difference in the early part of the game. Oh huh, I fixed the wrong thing. I fixed the thing I was talking about -- that is "Conservation of CP" but I do see the issue. I will fix the Explorer thing to follow the new law as well. Thanks again for posting
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Post by elwoodps on Jun 25, 2015 6:42:17 GMT -5
Oh huh, I fixed the wrong thing. I fixed the thing I was talking about -- that is "Conservation of CP" but I do see the issue. I will fix the Explorer thing to follow the new law as well. Thanks again for posting I don't think you fixed the "wrong thing". It seems to me that the OP ( anrdaemon ) was asking for two different things, and you fixed one of them (the excess CP leftover from normal factory production at the end of most jobs). Not in exactly in the way he preferred (if there's another job in the queue, apply the leftover CP to that job), but still a fine solution. The one you solved IMO was by far the more significant of the two issues. There's at least a few CP leftover at the end of almost every construction job, while successful exploration that happens to pay off in CP is a comparatively rare event.
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Post by Cory Trese on Jun 25, 2015 11:41:29 GMT -5
Fixed half of it. This CP conservation rule is much, much better *for the game* than allowing multiple projects to complete the same turn. Discounting entirely the performance penalty CP trickle down would incur the overall game impact runs towards exploits rather than fairness.
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Post by anrdaemon on Jun 25, 2015 12:51:36 GMT -5
I think my explanation was explicit in that no more than one project per turn would be allowed to complete on a single planet. If that was what elwoodps was referring to, I apologize for not being clear enough.
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Post by Cory Trese on Jun 25, 2015 12:57:38 GMT -5
No matter -- the right rules were implemented and all is well =)
EDIT: Almost, as we said I missed a few places where that rule needs to be applied.
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