[0.15.1] Technology + effect percentages inconsistent
Posted: Tue Apr 25, 2017 11:41 am
It may just be the text, as I reported in a similar bug (which was also fixed) in a prior update long ago.
The text percentage bonus when hovering over "effect" for technology research seems to be incorrect in various places, even for research which I had already completed (maybe it was a copy&paste?).
For example:
Flame thrower damage:
damage 1: 20%
damage 2: 20%
damage 3: 30%
damage 4: 30%
damage 5: 40%
damage 6: 20%
damage 7: 20%
Mining productivity:
productivity 1-2: research does not exist
productivity 3: 2%
productivity 4-6: research does not exist
productivity 7: 2%
productivity 8-11: 2%
productivity 12-15: 2%
productivity 16-∞: 2%
To report the textual error for the flame thrower damage, I decided to give a closer look at some of the others, and the scaling is very different, all around. I don't know what should be the correct scaling of percentages, or how to interpret them. Some scale 10,20,20,20,30,30,50,70 and others scale more linearly, but if it's copy&paste for the text, I'm sure one of you software developers would be able to more easily and quickly confirm that everything (including that which didn't change in 0.15) displays and reflects the actual game code percentages rather than me manually typing out every single one (hopefully, without typos).
I'd also appreciate some clarification, because I've never known how the scaling actually works. Is it compounded?
If it's compounded, would I correctly infer that mining productivity 8 should equate to a ~117.1659381% output? Or, is it ~106.1208% (assuming that productivity 8 is level 3, as the tree effectively shows) when compounded?
The text percentage bonus when hovering over "effect" for technology research seems to be incorrect in various places, even for research which I had already completed (maybe it was a copy&paste?).
For example:
Flame thrower damage:
damage 1: 20%
damage 2: 20%
damage 3: 30%
damage 4: 30%
damage 5: 40%
damage 6: 20%
damage 7: 20%
Mining productivity:
productivity 1-2: research does not exist
productivity 3: 2%
productivity 4-6: research does not exist
productivity 7: 2%
productivity 8-11: 2%
productivity 12-15: 2%
productivity 16-∞: 2%
To report the textual error for the flame thrower damage, I decided to give a closer look at some of the others, and the scaling is very different, all around. I don't know what should be the correct scaling of percentages, or how to interpret them. Some scale 10,20,20,20,30,30,50,70 and others scale more linearly, but if it's copy&paste for the text, I'm sure one of you software developers would be able to more easily and quickly confirm that everything (including that which didn't change in 0.15) displays and reflects the actual game code percentages rather than me manually typing out every single one (hopefully, without typos).
I'd also appreciate some clarification, because I've never known how the scaling actually works. Is it compounded?
If it's compounded, would I correctly infer that mining productivity 8 should equate to a ~117.1659381% output? Or, is it ~106.1208% (assuming that productivity 8 is level 3, as the tree effectively shows) when compounded?