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fuel efficiency maybe gets wrong values for BAD_FUEL species #2620
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Or maybe we want it to be the way it is. Hm... |
The more I think of this I think it is already working the right way. Solution number 3 would actually only change the UI (no negative bonus, only positive scaling) but the result would stay the same. We do not want a fixed bonus and we probably want linear scaling bonus along the BAD/AV/GOOD/GREAT axis. Implementing solution 3 only for different/nicer UI is not worth it in my opinion. So I will leave this shortly opened and close in a few days if nobody opposes. |
One solution is to use the same approach as is already done for bad population |
That is a bug I strongly prefer to be fixed for 0.4.9. |
@Morlic-fo i am not sure what that approach achieves. Does it lead to a different display of the effect? Max fuel is never below zero currently so i do not see what taking the absolute does. edit1: also tried the suggested change and i did not see the effect in game @Vezzra what is the bug you would like to see fixed? The UI issue? |
For the UI issue I found three approaches:
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I think regarding approach 1) that Universe::UpdateMeterEstimatesImpl adds the starting meter value with cause ECT_INHERENT as the first entry to the m_effect_accounting_map[<object_id>][<meter_type>] vector. Afterwards it executes the effects and does the account and as a last step it writes another entry if there is a discrepancy between the calculated and the expected final value. It should be possible to switch order before writing the accounting values out though. Somewhere in the FleetDetailWnd probably. |
So having spent some time in the code, the right approach is to move the meter effect from the hull max fuel meter to be very late. The hackaround in FOCS The other options are much more hackish. |
Should be reasonably fixed by #2632 by shifting the base effect to the end. |
Well, I have to admit I don't fully understand what's going on, but what you said here sounds pretty serious to me:
If that means that having any of the XX_FUEL species traits will cause negative fuel boni scale the wrong way, then this is a game mechanic bug which needs to be fixed. If it's only a display bug, then it's not quite as serious, but still something I'd like to see fixed for 0.4.9. |
"Scaling the wrong way" was the impression i got by looking at the IMO confusing UI. |
Argh, of course... I'm obviously somewhat confused... 😉 |
I observe myself playing on the @o01eg's longturn server as a species w/o the fuel efficiency specified in focs.txt file (i guess that means i should be average?), and the ship designer tells me that the large/medium/small hull carry 1.5/3/8 fuel. WTF?! |
Could you be specific and perhaps attach a screenshot of the fuel meter accounting breakdown? |
I'm as specific as possible. There's no breakdown in the ship designer. |
What species? |
Chato. |
What exactly is the WTF? The base values changed in order to stress differences in fuel (small hulls almost no restrictiions, large hulls very dependent on supply network). |
The description mentions the small hull having one unit of fuel more than the rest of the crowd. Also WTF is the 1.5 fuel value: it's effectively 1. |
Thank you! The description is wrong and I fixed it for the coming weekly build. Fuel efficiency is a big change, if you find more inconsistencies please share.
If you are stranded with 0.5 fuel and have 0.1 refuel it takes only 5 turns to be able to make a jump instead of 10 turns. |
Please keep in mind that the coming weekly build will already be based on the release branch, which is going to be created in less than 4 hours (as of the time of this post). |
With the newest patches a negative fuel bonus looks like it scales the wrong way (being better means less max fuel).
E.g. so the base malus (-0.5) gets smaller for bad efficiency hulls and higher for better efficiency hulls.
It is the expected value for good efficiency hulls (-1 max fuel).
I am not sure what the solution to this is - I am contemplating following
I probably prefer the third one (shift the species fuel bonus) - it makes for the lowest number of exceptions in code and is also similar to other values (e.g. BAD_SUPPLY 0 AVERAGE_SUPPLY 1...)
Edit1: I do not anymore think this is a functional issue; following shows the current values
Bad fuel species always is reasonably worse than average fuel species (you have to add one fuel tank on starting tech to get to average level). It is just the UI that saying there is a negative bonus and then its multiplied.
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