Topic: Production Time
stonerl![]() Topic Opener |
Posted at:
2018-08-11, 01:04 UTC+2.0
Well at line 915 the handling for a program end starts.
According to the switch, the case skipped doesn't calculate statistics. Only the failed and completed. If that is what you mean by not screwing up statistics. So maybe a 4th case needs to be added. But on the other hand, doesn't a "return=skipped" at the end of a program-routine mean, that this very program will never ever have completed as a return value? Even if it was successfully completed. ![]() ![]() |
stonerl![]() Topic Opener |
Posted at:
2018-08-11, 01:39 UTC+2.0
Sorry, just one more question. How does not having this screw up the statistic. I tested this with the Barbarians Reed Yard on over the course of time i could not see any difference in the stats. Where in the game stats do is see misbehaving stats? And why does it only mess up stats for some production sites and not others?
Edited:
2018-08-11, 01:47 UTC+2.0
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stonerl![]() Topic Opener |
Posted at:
2018-08-11, 11:51 UTC+2.0
Okay, I can answer this question myself now. I screws up the productivity stats. Without the "return=skipped" it increases the productivity by 10% instead of 5% when a working program has multiple subroutines. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-08-11, 16:12 UTC+2.0
Correct. ![]() ![]() |
stonerl![]() Topic Opener |
Posted at:
2018-08-11, 16:31 UTC+2.0
@hessenfarmer I'm curious about one thing. There are several production sites with a sleep before a conditional "return=skipped". Barbarians:
Shouldn't these also be between return=skipped and consume? As we did with taverns? ![]() ![]() |
hessenfarmer![]() |
Posted at:
2018-08-11, 18:43 UTC+2.0
Probably yes. Depends a little bit on the outcome of the solution for the 10 seconds problem ![]() ![]() |