[Bug/design flaw] Edicts also multiply negative-income

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Xilmi
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[Bug/design flaw] Edicts also multiply negative-income

Post by Xilmi »

Edicts multiply the income of their respective resource by x1.25... no matter whether the gross-income of that resource is positive or negative.

I really don't think that this can be intended.

Editcts should only impact the buildings that actually produce something, not that use it.

I just used the "Running Hot" edict in my capital with 2 plasma ioniersers as a means to prevent energy-shortage... but the effect was: Even more energy-shortage as the "output" of things that require a resource was multiplied aswell, bringing me from a small energy-deficit to a moderate one.

So I think the code for when edicts work should be on building level rather than on a city-level and only if the generation of the resource in question is > 0.
zakblood
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Re: [Bug/design flaw] Edicts also multiply negative-income

Post by zakblood »

yes seems one of those undiscovered and unwanted side effects, so sure a developer will chip in and mention what will or could happen with it over time as soon as most of the work is done fixing the issues reported to date etc, thanks for the report and hope it sorted asap for everyone
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