Energy output bugs
Posted: Fri Nov 17, 2017 2:07 pm
... Not sure where to put this thread, and not sure if it's already been discussed (or fixed), but I haven't found the topic mentioned elsewhere and don't mind if it's moved ...
First game bug ...
Newly-built structures are unpowered if the exact amount of needed Energy is available.
Example: a Shipyard needs 25 Energy and is built on a system with exactly +25 Energy available but it initially stays unpowered.
Manually clicking to power the structure on then Save/Load game can be used as a workaround (which is important when you immediately need the increased range from that new Shipyard to move ships this turn).
But it's sometimes a little annoying and it seems like a simple thing to fix (change a specific conditional CMP instruction or increment/decrement the parameter it checks against by one).
Second game bug ...
Scrapping Energy-producing structures subtracts from Energy output.
When population is unallocated from Energy-producing structures AND some of Energy-producing structures are scrapped then the game subtracts Energy output from both together in some strange combination.
Example: starting a new game with Federation tech 1, the Sol system has three Plasma Reactor I (which provide 21 Energy each, +2% Tech bonus, +150% System bonus = 52.92 Energy each, rounded up to 53) and three population units are allocated to these three Plasma Reactors (producing a total of 159 Energy).
Unallocating one of these population units (into the Labour Pool) subtracts 54 from total Energy (105 remaining).
Scrapping one of these Reactors subtracts 53 total Energy (106 remaining).
This second subtraction is obviously unintended/wrong, but at least the minor discrepancy appears to be caused by rounding errors applied by calculating total Energy output from opposite directions, one's an addition and one's a subtraction.
Then things gets worse ...
Unallocating two population units or scrapping two Reactors subtracts 106 total Energy (53 remaining).
Unallocating one population unit and scrapping one Reactor subtracts 89 total Energy (70 remaining).
Unallocating one population unit and scrapping two Reactors, or unallocating two population units and scrapping one Reactor subtracts 124 total Energy (35 remaining).
Unallocating two population units and scrapping two Reactors subtracts 141 total Energy (18 remaining).
Unallocating/scrapping any more results in 0 total Energy output (even if three population units are still busy working the Reactors).
This bug mostly affects me only when my empire's economy is precarious, so I sell needless buildings for a few extra Credits and/or to reduce upgrade costs, every Credit and every population and turn and point adds up when you're broke and suffering, lol. But it also comes into play on newly-acquired member/subject worlds (previously under AI control) where I decide to reallocate population away from those 35 Fusion Plants and into useful things while simultaneously cleaning some ugly things up. The numbers become far more bizarre when things are complicated with higher Energy tech, different system bonuses, different base Energy structures (Plasma Reactor, Gravitic Turbine, Fusion Plant, etc) at different upgrade levels, and larger raw numbers of population and buildings.
Not sure how you'd fix this. It looks like two code segments involving different versions of the same calculations are invoked. Shouldn't scrapped structures remain active until the next turn?
First game bug ...
Newly-built structures are unpowered if the exact amount of needed Energy is available.
Example: a Shipyard needs 25 Energy and is built on a system with exactly +25 Energy available but it initially stays unpowered.
Manually clicking to power the structure on then Save/Load game can be used as a workaround (which is important when you immediately need the increased range from that new Shipyard to move ships this turn).
But it's sometimes a little annoying and it seems like a simple thing to fix (change a specific conditional CMP instruction or increment/decrement the parameter it checks against by one).
Second game bug ...
Scrapping Energy-producing structures subtracts from Energy output.
When population is unallocated from Energy-producing structures AND some of Energy-producing structures are scrapped then the game subtracts Energy output from both together in some strange combination.
Example: starting a new game with Federation tech 1, the Sol system has three Plasma Reactor I (which provide 21 Energy each, +2% Tech bonus, +150% System bonus = 52.92 Energy each, rounded up to 53) and three population units are allocated to these three Plasma Reactors (producing a total of 159 Energy).
Unallocating one of these population units (into the Labour Pool) subtracts 54 from total Energy (105 remaining).
Scrapping one of these Reactors subtracts 53 total Energy (106 remaining).
This second subtraction is obviously unintended/wrong, but at least the minor discrepancy appears to be caused by rounding errors applied by calculating total Energy output from opposite directions, one's an addition and one's a subtraction.
Then things gets worse ...
Unallocating two population units or scrapping two Reactors subtracts 106 total Energy (53 remaining).
Unallocating one population unit and scrapping one Reactor subtracts 89 total Energy (70 remaining).
Unallocating one population unit and scrapping two Reactors, or unallocating two population units and scrapping one Reactor subtracts 124 total Energy (35 remaining).
Unallocating two population units and scrapping two Reactors subtracts 141 total Energy (18 remaining).
Unallocating/scrapping any more results in 0 total Energy output (even if three population units are still busy working the Reactors).
This bug mostly affects me only when my empire's economy is precarious, so I sell needless buildings for a few extra Credits and/or to reduce upgrade costs, every Credit and every population and turn and point adds up when you're broke and suffering, lol. But it also comes into play on newly-acquired member/subject worlds (previously under AI control) where I decide to reallocate population away from those 35 Fusion Plants and into useful things while simultaneously cleaning some ugly things up. The numbers become far more bizarre when things are complicated with higher Energy tech, different system bonuses, different base Energy structures (Plasma Reactor, Gravitic Turbine, Fusion Plant, etc) at different upgrade levels, and larger raw numbers of population and buildings.
Not sure how you'd fix this. It looks like two code segments involving different versions of the same calculations are invoked. Shouldn't scrapped structures remain active until the next turn?