[1.09.05] Negative money after resolving striking workers.

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Jadey
Posts: 22
Joined: Tue Mar 09, 2021 8:33 am

[1.09.05] Negative money after resolving striking workers.

Post by Jadey »

So somehow in a multiplayer turn I resolved some strikers with a payment and for some reason it took all of my money and then some. I already emailed Vic a copy of my save game post incident along with a report, I'm making a post here for visibility.

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Clandestine
Posts: 32
Joined: Wed Jun 16, 2021 2:15 pm

RE: [1.09.05] Negative money after resolving striking workers.

Post by Clandestine »

Yes.

It put me in the negatives as well which as far as I know is impossible to do with any decisions: You don't have the money, the respective decision is grayed out.
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Vic
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Joined: Mon May 17, 2004 2:17 pm
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RE: [1.09.05] Negative money after resolving striking workers.

Post by Vic »

I'd really appreciate a save game from where i can make the decision and see the same effect occuring.

(the save sent was appreciated but not what i was looking for)

Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: [1.09.05] Negative money after resolving striking workers.

Post by zgrssd »

I can not give you any savegame, but I can take a look at the code.

Decision format is Epsilon, propably to account for the rolls needed in option 3.

The credit cost from Epislon 1 and the effect from Episilon 2 are:
Minor Worker Strike:
"ZONEKEY.worker" for the minor strike
"The protestors were happy that their demands were accepted."

Major worker strike:
"ZONEKEY.worker*2"
"The protestors were happy that their demands were accepted."

So there is no room for any mistakes on that side. It is the KISS principle in action.

However one thing I did notice is a incredibly convoluted formula on the minor worker strike conditions:

Code: Select all

TEMP1=((ZONEKEY.workerHapiness)-(ZONEKEY.unrest+REGKEY.epochUnrest)+(dth(3,20))+(REGIMEKEY.popularity/4)+ZONEKEY.fear);
 TEMP1<110|ZONEKEY.union1_strike>=ROUND;
 ZONEKEY.worker>9; dth(1,100)<30|ZONEKEY.union1_strike>=ROUND; ROUND>2;
 ROUND>ZONEKEY.workerUnrest|ZONEKEY.union1_strike>=ROUND;

As opposed to the check from Major unrest:

Code: Select all

ROUND>10; 
 ((ZONEKEY.workerHapiness)-(ZONEKEY.unrest+REGKEY.epochUnrest)+(dth(3,20))+(REGIMEKEY.popularity/4)+ZONEKEY.fear)<90;
 ZONEKEY.worker>9;
 dth(1,100)<30; ROUND>ZONEKEY.workerUnrest;

Maybe TEMP1 ends up somehow used in the credit assignment code? It would be about the only case I can think off.
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