Build FreeOrion_2016-01-05.bb0103d_Test_Win32_Setup
Windows 10
Just started a game. Home world plus one colony founded from colony ship. No specials shown on either planet. Home world has population of 20 But production is Zero (Actually show 4.7 due to population plus 11. something due to Cultural Archive building, - 16.something Unknown. New Colony shows production small amount from population and the same value negative due to 'unknown'.
Am curious if this is a bug or intentional.
I had saved the game. But it must have been deleted when I downloaded and installed the latest version.
Any ideas what happened?
TIA
- Gene
Zero production issue
Moderator: Oberlus
Re: Zero production issue
On turn one, there's a known issue where some of the population based effects display as not applying even though they actually are, hit end turn and it should have processed properly for the next turn. If not, it's a new bug but it doesn't seem to have been affecting others.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13587
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Zero production issue
I was looking at the turn 1 research and production amounts for starting planets last night actually, but couldn't figure out a combination of meter updating and backpropegating that would make the turn 1 and turn 2 results consistent and equal to the target values.
Re: Zero production issue
Wish I had managed to keep that game. FWIW, I was at least 7 turns into the game. The population of the two planets I had colonized were growing. The Production numbers were increasing, but whatever that 'Unknown' was it was fully negating the production numbers.
This was with a build I had been playing with for almost a month. Guess I'll put it down to Harmonic Convergence.
I have seen the screwy meter thing when the system shows the number of troops needed to invade a planet in the FreeOrion_2016-01-31.3040556_Test_Win32 build I just downloaded yesterday. Don't usually monitor other values that closely so woudln't have noticed anything with them.
Thanks for the feedback.
- Gene
This was with a build I had been playing with for almost a month. Guess I'll put it down to Harmonic Convergence.
I have seen the screwy meter thing when the system shows the number of troops needed to invade a planet in the FreeOrion_2016-01-31.3040556_Test_Win32 build I just downloaded yesterday. Don't usually monitor other values that closely so woudln't have noticed anything with them.
Thanks for the feedback.
- Gene
- Cpeosphoros
- Space Kraken
- Posts: 124
- Joined: Sat Jan 30, 2016 11:29 am
Re: Zero production issue
I actually do get a lot of unknown malus, both to production and research meters. As they are usually quite small, I simply ignore them.
I have sometimes seen a newly invaded planet get an unknown malus equal to the meter Target, but as it goes away the next turn, I've simply ignored them too, interpreting it as some kind of artifact of how/when scripts are processed. I don't remember it happening with newly colonized planets, though. Also, it doesn't happen everytime a planet is invaded.
I can't find any save now with that happening, but I will keep an eye out and post here if I ever see it happening again.
I have sometimes seen a newly invaded planet get an unknown malus equal to the meter Target, but as it goes away the next turn, I've simply ignored them too, interpreting it as some kind of artifact of how/when scripts are processed. I don't remember it happening with newly colonized planets, though. Also, it doesn't happen everytime a planet is invaded.
I can't find any save now with that happening, but I will keep an eye out and post here if I ever see it happening again.
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