Prod Cost Pop Divider on Models nonfunctional

Moderator: Vic

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ussdefiant
Posts: 62
Joined: Thu Jun 18, 2009 7:06 pm

Prod Cost Pop Divider on Models nonfunctional

Post by ussdefiant »

Simply put, i look at the design log for my starting trucks, and they have a Prod Cost Pop Divider of 5, because Trucks Need Less Pop. Ingame though, they still cost the same 100 manpower as any other unit.

My intepretation of that line suggests that Trucks should only be costing 20 manpower, and APCs/similiar might have the same issue?
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Prod Cost Pop Divider on Models nonfunctional

Post by zgrssd »

The game can not measure Population, Workers, Colonsits or soldiers in units smaler then 100. When you read "1100", it means "11 units".

This modifier is something else.
DTurtle
Posts: 443
Joined: Mon Apr 26, 2010 6:05 pm

RE: Prod Cost Pop Divider on Models nonfunctional

Post by DTurtle »

Huh, that is an interesting find. That definitely sounds like its not working like it is supposed to.

There are various pop dividers for Buggies, APC, etc. It seems like it is running into the problem that the population cost is either an integer or can't go below 1.

I wonder if robot soldiers use the same mechanic and if they are working?
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Vic
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RE: Prod Cost Pop Divider on Models nonfunctional

Post by Vic »

Ah... that's what you get when you open up the 'design log' for inspection.

In fact i have started work on lowering the Pop cost for Trucks/APC/Buggy but never managed to finish my work, because it was more complicated than expected.

It is still on the to-do list however.
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