Inaccurate Ship Cost/Maintenance values.

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iancmtaylor
Posts: 181
Joined: Wed May 09, 2012 6:38 pm

Inaccurate Ship Cost/Maintenance values.

Post by iancmtaylor »

Costs of ships and bases as displayed on the Design screen is calculated on resource cost at the time the Design is made. Updates to resource costs do not get calculated. So for example a Design made at game start, when resources are much more expensive, will show a much higher value than you would actually pay if you built it farther into the game when resources are cheaper. If you copy said design you will see that its cost changes according to current pricing.

Also, there is a difference between the cost on the Design screen, and what you actually pay. Which appears do be the square root of 2, for some reason. (Used a new Design to get current pricing.)
the numbers Mason, what do they mean.png
the numbers Mason, what do they mean.png (8.33 KiB) Viewed 457 times
It's been two weeks since I was looking at this, and I don't feel like opening the game to poke around more, but I believe there is another issue, where when you use one of the ship building tools that allows you to enter a number of ships to be built, then hit construct- I'm pretty sure that it does not take into account an incremental change in resource cost for that order. So if you were to queue up a number of ships that would wipe out your Nekros supply, all subsequent orders would have higher cost, but that order of x number of ships would all cost the same, regardless of their incurred rarity of resources.
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mordachai
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Joined: Fri Mar 06, 2015 4:55 pm

Re: Inaccurate Ship Cost/Maintenance values.

Post by mordachai »

Sorry to piggyback on this - but it reminds me -
Why aren't colonizers on the list of ships that can be built in that interface?!

A BUG related to this:
If you get the event that suggests a set of ships to build - and you click on it to jump to this build-order-entry screen - adjust some values (and obvs. you cannot adjust the colonizer count, it's not on this screen) - then hit build from here - it *seems* to also build any colonizers that were on that original suggestion order - which makes zero sense.

Fixes:
* Add colonizers to this interface
* Don't add those colonizers in some background hidden way as part of clicking on that suggestion event...
Gamecat
Posts: 7
Joined: Fri Apr 22, 2022 4:03 pm

Re: Inaccurate Ship Cost/Maintenance values.

Post by Gamecat »

Is it possible to get maintenance costs of 0 (zero)? In a current game (1.0.4.7) playing as Teeken, anything I design comes up with a maintenance costs of zero when I begin upgrading things. Even colony ships. Just thought it was strange.
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Erik Rutins
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Re: Inaccurate Ship Cost/Maintenance values.

Post by Erik Rutins »

Gamecat wrote: Fri May 27, 2022 12:13 pm Is it possible to get maintenance costs of 0 (zero)? In a current game (1.0.4.7) playing as Teeken, anything I design comes up with a maintenance costs of zero when I begin upgrading things. Even colony ships. Just thought it was strange.
Yes, that's a bug in 1.0.4.7 which we plan to fix in 1.0.4.8 today.
Erik Rutins
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Gamecat
Posts: 7
Joined: Fri Apr 22, 2022 4:03 pm

Re: Inaccurate Ship Cost/Maintenance values.

Post by Gamecat »

Yall are too amazing!

Will a new game (fresh start) be required if coming from 4.7 into 4.8 ?
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