project-navigation
Personal tools

Author Topic: [Fixed] Rev 28695 Possible workshop bug  (Read 3925 times)

Offline jfrv24

  • Rookie
  • ***
  • Posts: 12
    • View Profile
[Fixed] Rev 28695 Possible workshop bug
« on: February 27, 2010, 01:10:59 am »
A base with 2 workshops and 20 workers produces things at 4x the speed as a base with 1 workshop and 10 workers.  I can't be sure that's a bug, but it doesn't make sense to me that it would be that way. (Example: plasma grenades take 72h to produce at a base with 1 workshop and 10 workers, and 18h to produce at a base with 2 workshops and 20 workers)
« Last Edit: March 05, 2010, 11:40:52 pm by jfrv24 »

Offline LtCustard

  • Cannon Fodder
  • **
  • Posts: 9
    • View Profile
Re: Rev 28695 Possible workshop bug
« Reply #1 on: February 27, 2010, 01:18:46 pm »
I don't think it is a bug. Although having 3x as many workers making a job 9x as fast may be a little unrealistic, I find it is a good incentive to create specialised bases (as opposed to general-purpose ones); workshops take up considerable amounts of space, and I prefer to have different bases serving different purposes - it makes the "economy" of the game feel more tactical.

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Rev 28695 Possible workshop bug
« Reply #2 on: February 27, 2010, 01:32:22 pm »
I'm pretty sure it's a bug.

Offline LtCustard

  • Cannon Fodder
  • **
  • Posts: 9
    • View Profile
Re: Rev 28695 Possible workshop bug
« Reply #3 on: February 27, 2010, 11:27:33 pm »
It worked the same way in the stable release (2.2); surely they'd have removed it by now if it was unintentional?

Offline WyerByter

  • Cannon Fodder
  • **
  • Posts: 3
    • View Profile
Re: Rev 28695 Possible workshop bug
« Reply #4 on: March 01, 2010, 01:47:29 pm »
It worked the same way in the stable release (2.2); surely they'd have removed it by now if it was unintentional?

Unless nobody reported it because they thought it was a feature and not a bug.

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Rev 28695 Possible workshop bug
« Reply #5 on: March 02, 2010, 12:32:31 am »
Any idea, geever ?

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Rev 28695 Possible workshop bug
« Reply #6 on: March 05, 2010, 12:23:37 pm »
I changed this in trunk. The time taken is now simply time / workers.

Unless I messed up and it just explodes, of course.