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Posts: 11/67
(25-Jun-2004 at 02:38)
Um... Sorry, I got that wrong... It's not January 24, it's January 23. If you logout January 24 you get it on February 12, but if you logout on January 23 you don't get anything no matter how long you go.
#41  
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(Posted as Mythmaker)
Posts: 2/14
(15-Jul-2004 at 00:57)
Starting gold for mid round is 400k, not 530k.
#42  
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(Posted as Mythmaker)
Posts: 3/14
(15-Jul-2004 at 01:00)
And while ur at it, pls fix this too:

Protection time is incorrect. Should be 72 hours instead of 71 hours. (Try advancing 1 day than undo. It will show the real value, 71 days)

Amount of land in main page shows 10 more acres than it should after some amount of exploration.
#43  
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Posts: 1/8
(20-Aug-2004 at 15:29)
Merchant - Elite Maintenance

I've not actually played a merchant in the game yet, but aren't Elite maintenance costs only supposed to be 2gc instead of 4gc per elite?
#44  
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Posts: 120/253
(20-Aug-2004 at 17:05)
Re: Merchant - Elite Maintenance

Quote:
(Originally posted by DragonKnight141)

I've not actually played a merchant in the game yet, but aren't Elite maintenance costs only supposed to be 2gc instead of 4gc per elite?
Quote:
ELITE UNIT: Elites have 50% maintenance costs
So basically true... with exception of Faery... in which case it be 2.5. Hmm I see that I have taken this into account in the code, so I'll have to see if I can reproduce the issue... do you have an example of elites costing full price otherwise?

-justin
#45  
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Posts: 2/8
(20-Aug-2004 at 19:03)
Re: Merchant - Elite Maintenance

Quote:
(Originally posted by swetty)

So basically true... with exception of Faery... in which case it be 2.5. Hmm I see that I have taken this into account in the code, so I'll have to see if I can reproduce the issue... do you have an example of elites costing full price otherwise?
I only tried it with a Human Merchant and didn't think to save it. Only reason i noticed it is because I was running an all elite army and was only making 93gc each day.
#46  
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Posts: 122/253
(20-Aug-2004 at 20:00)
Quote:
(Originally posted by DragonKnight141)

I only tried it with a Human Merchant and didn't think to save it. Only reason i noticed it is because I was running an all elite army and was only making 93gc each day.
Be sure to take elite army count, and multiply by 2. Then check against Daily Exspenses to see if that value matches... also note IA being casted...

If you were making 93K gc there are other factors like your draft rate and draft style...

-justin
#47  
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Posts: 3/8
(20-Aug-2004 at 22:00)
Quote:
(Originally posted by swetty)

Be sure to take elite army count, and multiply by 2. Then check against Daily Exspenses to see if that value matches... also note IA being casted...

If you were making 93K gc there are other factors like your draft rate and draft style...
I retried to check the numbers and saved the file, but not sure how to upload it to here

anyways, i have 3407 elites which should have a expense of 6814 gc, however on the council screen i'm being charged 13,628 gc. Also, i advanced one day to see if it was just a display error and i was only being charge 2gc but it gave me the amount shown.

If you would like the save file just tell me how to attach it and i'll post it up here.
#48  
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Posts: 123/253
(22-Aug-2004 at 22:27)
Quote:
(Originally posted by DragonKnight141)

I retried to check the numbers and saved the file, but not sure how to upload it to here

anyways, i have 3407 elites which should have a expense of 6814 gc, however on the council screen i'm being charged 13,628 gc. Also, i advanced one day to see if it was just a display error and i was only being charge 2gc but it gave me the amount shown.

If you would like the save file just tell me how to attach it and i'll post it up here.
Thanks for posting... I'll look into it a little closer.

-justin
#49  
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(Posted as Ice Pick)
Posts: 442/680
(25-Sep-2004 at 23:05)


Faeries seem to have 3$ elite maintenance. I'm pretty sure it was 2$

GNAR!!!!
#50  
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Posts: 142/253
(26-Sep-2004 at 00:25)
Quote:
(Originally posted by Ice Pick)

Faeries seem to have 3$ elite maintenance. I'm pretty sure it was 2$
Hmm you are right, forgot to take out that penality.

Thanks for posting bug.

-justin
#51  
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Posts: 143/253
(26-Sep-2004 at 00:32)
fixed. Will be in next release.

-justin
#52  
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Posts: 58/64
(27-Sep-2004 at 19:53)
Peasant income per capita is currently 2.4 gc within the game. Im not sure if this is a bug or not, but it would help a REAL LOT to make peasant income ajustable until we know for sure its 2.4, or that mehul changes it to some known number. A release ASAP for this problem would be apprieciated muchly.


Some B&S threads relating to:

http://boards.swirve.com/board.cgi?b...5&spec=5385503

http://boards.swirve.com/board.cgi?b...3&spec=5385499
#53  
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Posts: 157/253
(27-Sep-2004 at 19:57)
Quote:
(Originally posted by Sigma)

Peasant income per capita is currently 2.4 gc within the game. Im not sure if this is a bug or not, but it would help a REAL LOT to make peasant income ajustable until we know for sure its 2.4, or that mehul changes it to some known number. A release ASAP for this problem would be apprieciated muchly.


Some B&S threads relating to:

http://boards.swirve.com/board.cgi?b...5&spec=5385503

http://boards.swirve.com/board.cgi?b...3&spec=5385499
Yeah I calc'd 2.4 myself and built it into 2.26.04... I'll update 2.26.05 to allow for adjusting this value under Civ Affairs.

-justin
#54  
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Posts: 45/71
Donated $12.36
(29-Sep-2004 at 00:54)
Income is up to 3 again

Well people noticed for a while that base per pessie income was down to 2.4 for a while(I seem to have missed this, as before that and after that time span I've calced it out as a flat 3/pessie).

Right now my income is 7155gc on an undead merchant monarch. After all clear clacs I got something like 2.997gc per pessie(assuming some rounding behind the scenes gives the .003 discrepancy)

I guess this answers the problem I'm having with my undead/merchant monarch having only 6505gc income(same as when I'm NOT monarch on my actual account). Although when I run that 6505gc out, taking off 15% merchant, 10% monarch, 10.9% banks, 900gc from banks, I come out with 2.67gc per pessie... Thus there's an error with your numbers now.

Base PPI is now 3. Hopefully you can get this updated pretty quick and get a new release out before freeze ends?
#55  
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Posts: 12/15
(03-Jan-2005 at 11:50)
Re: Income is up to 3 again

hmm seems that all bonusses on income are subtracted instead of added...

i'm making 19828 gc while i have:
22.4% banks (1882gc bankincome)
10625 peasents(more jobs so all working)
+15% income (merchant)
human so no bonus there.

doing some math:
3/peasent + bank income = 31875 + 1882 = 33757
raw * mod merch * mod bank = 33757 * 1,15 * 1.224 = 47516
(didn't calc decaying eff thingy yet...)

but i think it does
3/peasent - bank income = 29993
raw * (1-mod merch) * (1-mod banks) = 29993 * 0.85 * 0.776 =
19783

please fix this...
#56  
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Posts: 13/15
(03-Jan-2005 at 15:14)
nevermind i did some stupid miscalc here.. i calced total pop for working peasents..

*hits himself*

things look ok actually
#57  
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Posts: 210/253
(03-Jan-2005 at 22:23)
Re: GC income

Quote:
(Originally posted by qidav)

my actual income is 10K gc/hr, the council display in prophet says it's 10K gc/hr, but when I press advance one day, it gives me 34K gc... I think it's calculating all my unbuilt buildings as job providers already, but I'm not sure.
What version are you using?

-justin
#58  
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Posts: 1/1
(06-Apr-2005 at 09:11)
King

The king bonus aint working properly
#59  
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Posts: 226/253
(06-Apr-2005 at 22:53)
Re: King

Quote:
(Originally posted by robje)

The king bonus aint working properly
-Yup. I'll release it with next build. (2.28.03)

-justin
#60  
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