View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016556 | Stars Beyond Reach | Bug - Gameplay | May 6, 2015 3:47 am | May 29, 2015 1:32 pm | |
Reporter | GarathJJ | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.813 | ||||
Fixed in Version | 0.870 (Yellowshirts and the Giant Revision) | ||||
Summary | 0016556: Something is very strange with wounded population assignment | ||||
Description | Well, I've just come back from a weekend off, and boy a lot has changed! Changing to use healthy population first when staffing is a nice one, but unfortunately something has gone very wrong with it. I've started a new game (with the Evucks, who I hadn't played before) and first off I'm seeing ptarth's negative wounded bug: it started at -9 a few turns ago, and has rapidly gone down to the -30 that you see here over the intervening time. However, I want to expand upon some more strange things I'm seeing here, which might well not be directly related to that and thus should be separately considered: I was moving population around to fully staff my bank which finished a couple turns ago, as per normal, by turning off the constructor and some of the explorer camps and then turning them back on again. The inefficiencies seemed to be getting worse, though - it would appear that in some way the wounded count isn't being cleared when a building is disabled? You can see this most directly in the building details for the bank, which not only has 77 out of 38 citizens wounded, but that number increases if you disable it and then enable it again! Also, presumably also related to the wounded in some way, citizens aren't moving around anymore when I disable buildings. Again, if you disable the bank then the citizens should be reassigned elsewhere, but in fact they are not and then when it is re-enabled the full staffing is immediately present. | ||||
Tags | No tags attached. | ||||
related to | 0016553 | resolved | keith.lamothe | Negative Wounded |
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For 0.855: * Fixed several bugs with wounded population tracking, mostly due to wounded population once being city-wide, and then being building-specific, and more recently being changed to be kind of both. ** Any old saves with negative wounded at the city level (shows on the top gui bar) will just have the city-wide number set to the sum of the building specific numbers (it's possible to have "unemployed" wounded, but that will be ignored in this repair). ** Allocating citizens will now always start from scratch in terms of number of wounded, rather than working with what's there. This should prevent the city-wide number of wounded from changing during a reallocation. Thanks :) |
Date Modified | Username | Field | Change |
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May 6, 2015 3:47 am | GarathJJ | New Issue | |
May 6, 2015 3:47 am | GarathJJ | File Added: 813 evucks.save | |
May 6, 2015 3:48 am | GarathJJ | File Added: more wounded than total staffing.png | |
May 6, 2015 7:56 pm | ptarth | Relationship added | related to 0016553 |
May 26, 2015 2:09 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
May 26, 2015 2:09 pm | Chris_McElligottPark | Status | new => assigned |
May 29, 2015 1:32 pm | keith.lamothe | Note Added: 0041400 | |
May 29, 2015 1:32 pm | keith.lamothe | Status | assigned => resolved |
May 29, 2015 1:32 pm | keith.lamothe | Fixed in Version | => 0.870 (Yellowshirts and the Giant Revision) |
May 29, 2015 1:32 pm | keith.lamothe | Resolution | open => fixed |