From: SourceForge.net <no...@so...> - 2008-07-01 05:19:10
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Bugs item #1768168, was opened at 2007-08-05 23:54 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1768168&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion >Status: Closed >Resolution: Fixed Priority: 2 Private: No Submitted By: Geoff Topping (geoffthemedio) Assigned to: Geoff Topping (geoffthemedio) Summary: Effect Accounting Occasionally Wrong Initial Comment: On the turn after a building is built, or (I think) a special appears or tech is discovered, the list of effects that alter a meter in the UI will be incorrect. The incorrectness is the appearance of an "unknown" factor in the list. This unknown is calculated as the difference between the meter value that the server sends, and the value that the player's client calculates. These are not necessarily the same, as there may be factors altering meters that the player doesn't know about, but should be able to see the net effect of (as one can tell how much food or research a planet produced, even if one can't tell why the amounts expected weren't accurate). On the turn after a change, the meter values the server sends are the amounts that actually occured on the previous turn. This excludes any buildings or techs completed that turn. The player's client calculates the expected meter values on the next turn, however, so that the effects changes due to focus settings or other orders can be evaluated. These do take into account new buildings or techs, leading to a discrepancy. The expected value for the player's next turn, and the true amount from the server for the previous turn are compared, and the difference is the unknown factor listed to the player, leading to the unnecessary discrepancy in the case described. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-06-30 22:19 Message: Logged In: YES user_id=913462 Originator: YES Fixed in Subversion. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-02-08 20:04 Message: Logged In: YES user_id=913462 Originator: YES No - my changes to the effect prediction code created the problem (and the ability to see the problem, and the possibility that the problem even could exist). It's a minor issue, so I haven't spent any time trying to fix it. (Unless you're referring to the unrelated and oft-mentioned issue in the comments where specials are created by the tech "Test Tech", as it is supposed to do, in which case: yes; I removed that tech) ---------------------------------------------------------------------- Comment By: Zach Laine (tzlaine) Date: 2008-02-08 19:52 Message: Logged In: YES user_id=729903 Originator: NO Geoff, has this been fixed by any of the changes you've been making to the effects prediction code? ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-01-20 22:34 Message: Logged In: YES user_id=913462 Originator: YES You researched the tech called "Test Tech" which adds these specials. This is expected behaviour. Read tech descriptions before researching them. Also, please don't post comments unrelated to the bug you're commenting on. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-01-20 22:28 Message: Logged In: NO Just installed and played with v0.3. Researched all 1rp, 1pp items with 12 RP's available. Do-able in 3-turns. After a research complete, changed to production of Industrial Center and Atomic Theory Prover. After completion, my 'home' planet gained 'specials': slow rotation, tidal lock. The effect caused a loss of 1/2 population (30pp droped to 15) and have a constant drop from there down to zero pp, ultimately ending the game. -- JJ -- email:jason at bogus injected text at jorgsolutions dott com -- ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1768168&group_id=75752 |