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Bug: Xeniteflowers doesn't boost headquarters
Posted: Fri Mar 08, 2013 7:46 pm
by whaleberg
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
Posted: Fri Mar 08, 2013 7:57 pm
by SephiRok
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, ...
Re: Bug: Xeniteflowers doesn't boost headquarters
Posted: Fri Mar 08, 2013 8:04 pm
by whaleberg
Ok. The way I expect modifiers to work is more like:
Code: Select all
sum[all production sources] * product[all percentage modifiers]
If the help text was modified to say "50% bonus to worker production than it would be more clear.
Re: Bug: Xeniteflowers doesn't boost headquarters
Posted: Fri Mar 08, 2013 8:14 pm
by SephiRok
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!
Re: Bug: Xeniteflowers doesn't boost headquarters
Posted: Fri Mar 08, 2013 8:34 pm
by whaleberg
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
Posted: Sat Mar 09, 2013 10:50 am
by Maniac
It makes sense to me that the Flowers only affect workers, but this should be specified in the tooltip to avoid confusion.