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Trinity and Artemis don't even work the same way! This is definitely multiple bugs.
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Trinity and Artemis don't even work the same way! This is definitely multiple bugs.
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Here's how Trinity works. There are two numbers to keep track of: the number on the bottom panel, and the number appearing on the Trinity building.
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Here's how Trinity works. There are two numbers to keep track of: the number on the bottom panel, and the number appearing on the Trinity building.
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* When the number in the bottom panel says (for example) 12/100, the number on the building would say 12/88. The panel number is (stockpile) / (max stockpile), and the building number is (stockpile) / (max stockpile - stockpile).
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* When the number in the bottom panel says (for example) 12/100, the number on the building would say 12/88. The panel number is (stockpile) / (max stockpile), and the building number is (stockpile) / (max stockpile - stockpile).
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* When Trinity builds a missile, the bottom panel number increases to 13/100, and the number on the building changes to 13/87.
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* When Trinity builds a missile, the bottom panel number increases to 13/100, and the number on the building changes to 13/87.
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* When Trinity shoots a missile, the bottom panel number *decreases* to 12/99, and the number on the building changes to 12/87. In other words, it decreases both current stockpile and max stockpile by 1. This is wrong; it shouldn't be decreasing the max stockpile. That makes no sense.
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* When Trinity shoots a missile, the bottom panel number *decreases* to 12/99, and the number on the building changes to 12/87. In other words, it decreases both current stockpile and max stockpile by 1. This is wrong; it shouldn't be decreasing the max stockpile. That makes no sense.
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* You can right click on the number in the bottom panel to decrease the max stockpile, and left click on the number in the bottom panel to increase it. This works correctly, in that when (stockpile) == (max stockpile), Trinity stops building missiles, and when (stockpile) < (max stockpile), Trinity resumes building missiles.
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* You can right click on the number in the bottom panel to decrease the max stockpile, and left click on the number in the bottom panel to increase it. This works correctly, in that when (stockpile) == (max stockpile), Trinity stops building missiles, and when (stockpile) < (max stockpile), Trinity resumes building missiles.
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Here's how Artemis works.
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Here's how Artemis works.
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* Just as with Trinity, the number in the bottom panel is (stockpile) / (max stockpile) and the number on the building is (stockpile) / (max stockpile - stockpile). Say the bottom panel number is 12/112, then the building number would be 12/100. The max stockpile in this case is 112.
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* Just as with Trinity, the number in the bottom panel is (stockpile) / (max stockpile) and the number on the building is (stockpile) / (max stockpile - stockpile). Say the bottom panel number is 12/112, then the building number would be 12/100. The max stockpile in this case is 112.
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* When Artemis builds a missile, both stockpile and max stockpile increase by 1. In this case the bottom panel number would increase to 13/113, and the building number would increase to 13/100. So there is always 100 remaining stockpile if you don't change it; that means Artemis never stops building missiles. This is wrong.
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* When Artemis builds a missile, both stockpile and max stockpile increase by 1. In this case the bottom panel number would increase to 13/113, and the building number would increase to 13/100. So there is always 100 remaining stockpile if you don't change it; that means Artemis never stops building missiles. This is wrong.
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* When Artemis shoots a missile, stockpile decreases by 1, and max stockpile remains the same. So the numbers would change to 12/113 on the panel, and 12/101 on the building. This is correct.
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* When Artemis shoots a missile, stockpile decreases by 1, and max stockpile remains the same. So the numbers would change to 12/113 on the panel, and 12/101 on the building. This is correct.
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* You can decrease the max stockpile by right clicking on the panel number (or shift+right clicking to decrease in increments of 5). If you decrease the max stockpile until it equals the stockpile, Artemis will correctly stop building missiles. If the max stockpile is any number greater than the stockpile, even if it's just 1 greater, Artemis will keep on building missiles and increasing the max stockpile forever.
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* You can decrease the max stockpile by right clicking on the panel number (or shift+right clicking to decrease in increments of 5). If you decrease the max stockpile until it equals the stockpile, Artemis will correctly stop building missiles. If the max stockpile is any number greater than the stockpile, even if it's just 1 greater, Artemis will keep on building missiles and increasing the max stockpile forever.
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Scylla and Reef work the same way as Trinity.
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Scylla and Reef work the same way as Trinity.
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So, these are the bugs:
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So, these are the bugs:
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* Trinity, Scylla, and Reef should not decrease the max stockpile value when they shoot a missile.
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* Trinity, Scylla, and Reef should not decrease the max stockpile value when they shoot a missile.
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* Artemis should not increase the max stockpile value when it builds a missile.
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* Artemis should not increase the max stockpile value when it builds a missile.
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* The numbers on the buildings should not be (stockpile) / (max stockpile - stockpile) because this is confusing to the user and inconsistent with the panel. They should be (stockpile) / (max stockpile), the same as the numbers on the panel and consistent with the usual meaning of "A/B".
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* The numbers on the buildings should not be (stockpile) / (max stockpile - stockpile) because this is confusing to the user and inconsistent with the panel. They should be (stockpile) / (max stockpile), the same as the numbers on the panel and consistent with the usual meaning of "A/B".
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