[1.09.05] Negative money after resolving striking workers. (Full Version)

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Jadey -> [1.09.05] Negative money after resolving striking workers. (6/28/2021 10:20:16 AM)

So somehow in a multiplayer turn I resolved some strikers with a payment and for some reason it took all of my money and then some. I already emailed Vic a copy of my save game post incident along with a report, I'm making a post here for visibility.

[image]local://upfiles/78690/7E43D1F935F94CA188DACE92A6475DFD.jpg[/image]




BlueTemplar -> RE: [1.09.05] Negative money after resolving striking workers. (6/29/2021 9:51:54 AM)

Duplicate ?

https://www.matrixgames.com/forums/tm.asp?m=5041645




Clandestine -> RE: [1.09.05] Negative money after resolving striking workers. (6/30/2021 11:56:36 AM)

Yes.

It put me in the negatives as well which as far as I know is impossible to do with any decisions: You don't have the money, the respective decision is grayed out.




Vic -> RE: [1.09.05] Negative money after resolving striking workers. (7/16/2021 7:09:26 AM)

I'd really appreciate a save game from where i can make the decision and see the same effect occuring.

(the save sent was appreciated but not what i was looking for)

Best wishes,
Vic




zgrssd -> RE: [1.09.05] Negative money after resolving striking workers. (7/16/2021 12:43:50 PM)

I can not give you any savegame, but I can take a look at the code.

Decision format is Epsilon, propably to account for the rolls needed in option 3.

The credit cost from Epislon 1 and the effect from Episilon 2 are:
Minor Worker Strike:
"ZONEKEY.worker" for the minor strike
"The protestors were happy that their demands were accepted."

Major worker strike:
"ZONEKEY.worker*2"
"The protestors were happy that their demands were accepted."

So there is no room for any mistakes on that side. It is the KISS principle in action.

However one thing I did notice is a incredibly convoluted formula on the minor worker strike conditions:
TEMP1=((ZONEKEY.workerHapiness)-(ZONEKEY.unrest+REGKEY.epochUnrest)+(dth(3,20))+(REGIMEKEY.popularity/4)+ZONEKEY.fear);
TEMP1<110|ZONEKEY.union1_strike>=ROUND;
ZONEKEY.worker>9; dth(1,100)<30|ZONEKEY.union1_strike>=ROUND; ROUND>2;
ROUND>ZONEKEY.workerUnrest|ZONEKEY.union1_strike>=ROUND;


As opposed to the check from Major unrest:
ROUND>10; 
((ZONEKEY.workerHapiness)-(ZONEKEY.unrest+REGKEY.epochUnrest)+(dth(3,20))+(REGIMEKEY.popularity/4)+ZONEKEY.fear)<90;
ZONEKEY.worker>9;
dth(1,100)<30; ROUND>ZONEKEY.workerUnrest;


Maybe TEMP1 ends up somehow used in the credit assignment code? It would be about the only case I can think off.




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