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Bug #757442

wrong Space Module score

Added by fomalhaut pa over 2 years ago. Updated 10 months ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
General
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

Regardless of whether Space Modules are connected or not, each of them score 100 points.
By leaving them unconnected, spaceships get lighter and faster.
So we can cheat and get the same score as correctly built spaceship.

26spaceshop.tar.bz2 (67.6 KB) 26spaceshop.tar.bz2 Jacob Nevins, 2018-06-27 09:31 PM
m-30-26-25-spaceship-pop-score.patch (991 Bytes) m-30-26-25-spaceship-pop-score.patch Jacob Nevins, 2018-06-27 09:31 PM

History

#1 Updated by Jacob Nevins over 2 years ago

Oops. Fix attached.

I dug back through code history and didn't find any rationale for this; and it's been like that forever. (In particular, although the spaceship behaviour is closely modelled on Civ1, I don't think the score contribution is particularly closely modeled. Even if this were civ1 behaviour, it's silly behaviour.)

Also attached a hand-constructed savegame to test it.

#2 Updated by Jacob Nevins over 2 years ago

(At game end from this savegame, with the patch, score reduces from 580 to 280, which is what I expected.)

#3 Updated by Jacob Nevins over 2 years ago

  • Status changed from Resolved to Closed

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