Bug: Xeniteflowers doesn't boost headquarters
Moderator: Pandora Moderators
Bug: Xeniteflowers doesn't boost headquarters
For some reason, the +50% bonus from xenite flowers doesn't modify production from the headquarters building. I don't know if this is deliberate to prevent running out of minerals, but it's a weird inconsistency.
Re: Bug: Xeniteflowers doesn't boost headquarters
It's actually intended. Modifiers are applied more or less how they're listed. Meaning, morale modifies worker production, territories modify workers+morale and buildings modify workers+morale+territories, ...
Rok Breulj
Designer and Programmer
Proxy Studios
Designer and Programmer
Proxy Studios
Re: Bug: Xeniteflowers doesn't boost headquarters
Ok. The way I expect modifiers to work is more like:
If the help text was modified to say "50% bonus to worker production than it would be more clear.
Code: Select all
sum[all production sources] * product[all percentage modifiers]
Re: Bug: Xeniteflowers doesn't boost headquarters
If you read the Xenite Flowers description you'd know they are used as a human drug. :-P
We also did it this way because it doesn't make too much sense that morale increases constant building gains. Machines don't get happy!
We also did it this way because it doesn't make too much sense that morale increases constant building gains. Machines don't get happy!
Rok Breulj
Designer and Programmer
Proxy Studios
Designer and Programmer
Proxy Studios
Re: Bug: Xeniteflowers doesn't boost headquarters
Yeah, I know it's a human drug
I figure that buildings would be affected to, the headquarters isn't actually doing the production itself, it's the human staff working there. Really though, it's just my sense that a +50% modifier means exactly what it says, unless it is qualified in some way.

Re: Bug: Xeniteflowers doesn't boost headquarters
It makes sense to me that the Flowers only affect workers, but this should be specified in the tooltip to avoid confusion.