If a satellite (Sky hydroponics, Nessus mining, Orbital power, or Orbital defense pod) is finished with nothing left in the queue, the base will not switch to Stockpile Energy, but rather begin making another of the same satellite.This is a good idea, but doesn't seem to function, unless it relies on changing some unmentioned alphax setting. Tried with Governor on and off. I'm not using base multibuild ATM.
Awesome. ;b;
I forgot to mention this before, but:Quote from: wiki on Yitzi's patchIf a satellite (Sky hydroponics, Nessus mining, Orbital power, or Orbital defense pod) is finished with nothing left in the queue, the base will not switch to Stockpile Energy, but rather begin making another of the same satellite.This is a good idea, but doesn't seem to function, unless it relies on changing some unmentioned alphax setting. Tried with Governor on and off. I'm not using base multibuild ATM.
I like the 'enhanced information' feature (also that the patch version is now in game's About dialog), very neat. The game misses more information dumps... as people already suggested to you, stuff like listing the last council meeting, who's the current Planetary governor, U.N. Charter status, number of fungal pops that occurred for your faction, and more (game rules, perhaps?) stuff you can't view/validate readily. I presume creating some new window to dump those is a pain, though.
Is it a bug that the troop transport module decreases the movement rate of the chassis it is on by one?I don't think so. It is simply making it a "slow" unit.
Okay. Regarding that map window, I might have found something interesting. First, their is a bug with the menu for the world map. The selection "Recenter this window here" does not function at all. Located two spaces beneath it in the labels.txt file is a label for "Open new map window". Could they be connected?Is it a bug that the troop transport module decreases the movement rate of the chassis it is on by one?I don't think so. It is simply making it a "slow" unit.
Yay great work as always! And yay for someone else trying mode 2/4 (actually I've been playing on a mix of modes). I believe previously mode 2/4 didn't have the divide by 4 applied? This actually better though since now you can set cost multipliers such as 1.25x, 1.50x, 1.75x, etc.
That's nice.
Wouldn't it be a good idea to idiot-proof? Maybe a master list of boilerplate instructions with each update?
Since related to TarMinyatur's post above. I noted that when using cost mode:2, adding a special ability to a unit with a weapon+armor cost of 1 crashes the game. This is even if you set chassis factor to 4 or 8. Probably order of operations resulting in divide by 0 as you explained already Yitzi
Ok you're right that weapon cost: 0, armor cost: 1 doesn't crash the game. What I was using was the opposite - weapon cost: 1, armor cost: 0 which crashed the game for me.
I found the problem. The formula, if you remember, is (weapon cost+armor cost)*chassis cost/4. This is rounded down, so for a scout patrol there is a cost of 0. To fix it, simply set chassis costs high enough that every unit has cost at least 1 (or make those that don't into predesigned units and set their cost manually.) For the original idea of "1 for infantry, 2 for other land and sea units, and 3 for air" you'd want to set chassis costs to 4, 8, and 12 respectively.
Artillery costs are unusually high when I use Unit Cost Formula #4.
The infantry chassis cost is set to 4. The costs of special abilities are unmodified.
My (4)-1-1 Impact Battery costs 7 rows, instead of 4!
(In comparison, a regular 4-1-1 Impact Squad costs 4, as expected.)
The calculation for artillery appears to be:
cost = (The greater of Weapon or Armor) * ( 4 + Special_Abilities + 3) / 4 * Chassis/4
The number in bold represents the inflated cost of artillery.
Let's do the calculation...
Start with Artillery Special Ability cost = Armor + Speed - 2
(4)-1-1 Battery's Special Ability cost = 1 + 1 - 2 = 0 (Artillery doesn't add to the cost of unarmored speed-1 units.)
cost = 4 * ( 4 + 0 + 3 ) / 4 * 4/4
cost = 4 * 7/4 * 1
cost = 7 rows
--------------------
My (4)-5-1 Photon Battery costs 13, instead of 10.
Special = Armor + Speed - 2
Special = 5 + 1 - 2
Special = 4
cost = 5 * ( 4 + 4 + 3 ) /4 * 4/4
cost = 5 * 11/4 * 1
cost = 55/4
cost = 13.75 = 13 rows
If the special ability cost indicates "0" during workshop then there should be no increase. It's confusing otherwise.
As to whether the special ability cost for artillery should be...
Armor + Chassis - 2 // a minimum increase of 75%, since Chassis must be >=4
...instead of...
Armor + Speed - 2 // a minimum increase of 0%
...that's a separate issue (and would require a change in the reported cost).
I prefer the latter calculation so you can deploy effective low-cost anti-Mindworm/Sealurk/IoD forces, pre-Empath Song. Such as (4)-2-1 units for 50 minerals.
Thanks for all the work on this patch, I've combined it with the Smaniac mod and been enjoying it for about a week now. A couple possible bugs I've noticed:
1) When I utilize the "enhanced information" variable, the game crashes at seemingly random points within the first 10-20 turns. No rhyme or reason that I can figure out.
2) Game also seems to crash regularly when I scroll over enemy units on the very bottom row (where it shows each unit of the stack) to look at their abilities and whatnot.
3) The 6th or 7th base I found (always around the b-limit) seems to operate by a different support value than my other bases. For example, if my support value in SE is zero, most of my bases will have the regular 2 units free, but one or two will commonly have only one unit free while all other require mineral support.
Thanks again for the fantastic patch. If I notice any other anomalies I will be sure to post them.
Here's a save for 3 (along with alphax), notice Lindley's Rest has me spending one mineral to support the scout patrol whereas other bases get the first unit free.
As for the others, #1 happens every single game but there is no rhyme or reason as to when it happens, and I spent a considerable amount of time trying to pin one down. Sometimes it is at the beginning of a turn, sometimes the end, sometimes after I move a unit, sometimes when I come into contact with another faction, sometimes when I discover a tech. I will continue experimenting though and report back.
It doesn't matter what I do with the colony pod for the second save- I get the crash regardless of if I move it or simply end the turn. I suppose it has something to do with the merging of your patch with the Smaniac Mod?
Thanks for looking in to the other bug. These things don't bother me, I'm just doing my part to report possible bugs that I experience.
One more I forgot to mention earlier, and you may have covered it in another place, but after I build satellites the production reverts back to Stockpile Energy. Should I post a save?
Ok, I've run across another example of the support bug, in this case with a base that I founded (ie it wasn't captured). If you play out the turn in the below save, the game will notify you that Tinker's Junction cannot support the AI Formers Unit and it will be disbanded. The thing is, I never build AI Formers (Smaniac's Mod uses them to improve AI performance) and there isn't one listed in the supported units pane. So apparently the base is somehow supporting another faction's AI Formers. Weird.
Are you aware that the rule in Alphax "Defend vs. mobile in rough" controls both the bonus for defending against mobile units in rough terrain and the bonus defenders get against mobile units while in a base?
By the way, what's the alphax line for AI formers?
I fixed this bug. The bug occured while in Scenario Editor and you have the toolbar open. Then, if you open the right click menu while the cursor is over the world map and select the "Show info on this square option"; the rectangle showing the Scenario information like rainfall and mapsize disappears until you select another tool option in the window or open another window. A screenshot showing the bug is attached below.
To the fix the bug, I changed the call command at address 0046D13A from 00458F10 to 00458D60. My testing so far has shown that the change causes no adverse effects to functionality.
Yitzi, as requested here is a save of the turn before the support bug appears. The bug occurs as soon as Otkrietia-Discovery finishes the scout patrol.
Thanks for all the work on this patch, I've combined it with the Smaniac mod and been enjoying it for about a week now. A couple possible bugs I've noticed:
1) When I utilize the "enhanced information" variable, the game crashes at seemingly random points within the first 10-20 turns. No rhyme or reason that I can figure out.
2) Game also seems to crash regularly when I scroll over enemy units on the very bottom row (where it shows each unit of the stack) to look at their abilities and whatnot.
Yitzi, as requested here is a save of the turn before the support bug appears. The bug occurs as soon as Otkrietia-Discovery finishes the scout patrol.