Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
When canceling a construction in my game, the player gets back too much resources. (metal) Seems like the payback is the whole unitcost even if the unit was just started a few percent. How to reproduce: 1) download game (its zipped .sdd) 2) use up some resources so the storage is not filled anymore (eg build 5 of the 1st unit in buildlist -> you now have 500 metal) 3) make an "Erector" construction vehicle -> you now have 0 metal 4) wait and notice how the resources do not fill up because nothing produces metal 5) start making a factory with the con vehicle, with no metal it will stay at 0% build progress 6) cancel the construction with the stop button -> omg 800 instant metal for canceling a construction only costs 200 metal to make.
How to fix that? It does not seem to happen in other mods. Also canceling units in the factory does not have that effect. self-d the unit during construction does not give back metal.
modrules.lua looks like this:
Code:
return {construction = { constructionDecay = true; -- defaults to true constructionDecayTime = 5; -- defaults to 6.66 constructionDecaySpeed = 0.01; -- defaults to 0.03 }, }
things that do not solve it: -adding energycost -putting negative constructionDecaySpeed (makes autocompleting nanoframes with endless growing health. cool.)
It does happen elsewhere, but XTA units have much larger buildtimes so 1.0 / (buildTime * constructionDecaySpeed) is << 1 (even with the default constructionDecaySpeed value of 0.03) and you do not get game-breaking amounts of free metal from them.
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