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RULE_SHIP_SPEED_FACTOR creates various buggy effects #4408

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MichaelCourtney opened this issue Feb 27, 2023 · 3 comments
Open

RULE_SHIP_SPEED_FACTOR creates various buggy effects #4408

MichaelCourtney opened this issue Feb 27, 2023 · 3 comments
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category:bug The Issue/PR describes or solves a perceived malfunction within the game. component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator.

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@MichaelCourtney
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https://freeorion.org/forum/viewtopic.php?t=12702&sid=a09694ba0800090ad5a8ba10696fb97f

@MichaelCourtney MichaelCourtney added the category:bug The Issue/PR describes or solves a perceived malfunction within the game. label Feb 27, 2023
@Vezzra Vezzra added the component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator. label Feb 27, 2023
@agrrr3
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agrrr3 commented Mar 1, 2023

description is very vague; linked thread is mostly off-topic

i checked what works: hull basic speed, engine parts
what is confirmed not to work: lighthouse bonus

note also it is fun to set the speed rule to 10

@MichaelCourtney
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I'll test myself when I get a good chance. I suspect traffic control policy will also be out, and the build times for colonies will be based on normal speed ships

@agrrr3
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agrrr3 commented Mar 1, 2023

colony buildtime could be divided by the speed rule value (default value is 1)

else i think checking the focs files if the relevant SetSpeed effects (lighthouse,exploration,traffic control) use the speed rule multiplier should be enough.

one thing which needs consideration is the charge policy. i guess it should scale with the game rule. i.e. if the game rule is 10, a minimum speed of 1000 and not 100 should be necessary

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Labels
category:bug The Issue/PR describes or solves a perceived malfunction within the game. component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator.
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