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Horatio lose splice bonus when no more spliced population

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8 years ago
Jun 4, 2017, 5:20:05 AM

Summary / Title

Horatio lose spliced bonus when you have no more spliced population


Description

This one is a little tricky to see.

So, as said in title, if you no more have population that you spliced, you lose the bonus.

Here is the tricky part, you only see that after, on planet that you newly colonize, or where you moved population by bunch


What I mean is that after you spliced a race, to death or after you killed every last one and don't have that race anymore, you won't see a problem, your systems will show correct informations, with the bonus. But if you colonize a new planet, or remove all pop from a planet and put them back, your horatio population lose the spliced bonus.


Steps to Reproduce

It's easier to see by turn 2 by modifying the Horatio so that 1) you can splice a race with only 1 pop 2) you have enough industry to colonize a planet by turn 2

So :


Turn 1 : Colonize a not-hot-planet in home system

Turn 2 : Move all pop on your homeworld

- Splice the Zvali


Now, Horatio is supposed to be +2 Happiness on Hot, +1 on all

You have 2 pop on your homeworld, and the game display a correct +6 Happiness from Horatio pop

Move one pop from homeworld to other planet, the game display +3 Happiness from Horatio (from the pop on homeworld) ( already no bonus from the other planet )

Move the last pop from homeworld to other planet, Happiness from Horatio is +0

Move back the 2 pop to homeworld, and you now only have +4 Happiness ( 2 * +2 Happiness on hot Horatio trait ) ( Zvali bonus completely lost )


Reproducibility

5/5


Version

V1.0.52 S5 GOLD-Public


Notes

I've a save from not modded/modified game with systems that have have happiness problems easy to see if needed

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8 years ago
Jun 5, 2017, 11:56:12 PM

Bonsoir,


Une toute petite modif' dans DepartmentOfTheInterior corrige le problème de mon côté

Mais je ne suis pas un spécialiste de votre code, et ne sait pas ce qu'implique de conserver une Population avec un Count à 0 ;) :


public void DestroyPopulation(Population populationEmpire)
{
    if (this.IsGeneHunter())
    {
        return;
    }
    if (this.populationsByAffinity.ContainsKey(populationEmpire.Affinity))
    {
        this.populationsByAffinity.Remove(populationEmpire.Affinity);
    }
    populationEmpire.Dispose();
}

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