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Unread 30 May 2010, 12:16   #1
goldfries
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production time calculation issue

i think the production issue needs fixing.

i had incoming today that's supposed to land at TICK 40.

i also had units scheduled to complete production at 40 too. it was assigned to 1 factory.

at T 39, i tried assigning another factory to the production ..... no improvement. don't ask me why i did that.

seeing it makes no difference, i decided to reassign it back to 1, since 1 or 2, i'm still getting my ship next tick........... i was wrong.

it ended up pushing the production time to tick 43!!! WTH?!?!?!?!

i think this matter should be looked into.

from what i observed. the production time was 5 hours. after i assigned 2 factories, it was pretty much that. by changing 2 to 1, it added another 2.5 hours to the production time. it shouldn't be that way.

the system should track the total contributed so far when it comes to factory reassignments, not the simplistic but inaccurate and impractical DIV BY FACTORY algorithm or whatever it's using now.

thank you.
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Unread 30 May 2010, 12:24   #2
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Re: production time calculation issue

I believe that has to do with the following:

When you started production with 1 fact you had

Shipcosts + 10000 factorycosts which meant a 5 tick prodtime.

Then you decided to add another factory (means 10k extra factcosts) which made the calc:

Shipcosts left + 20000 factcosts

This was accounted for within the original 5 ticks.

Then you decided to return to 1 factory, but the factcosts were already made. That meant that shipcosts plus 20k factcosts couldnt be accounted for within those ticks left with 1 factory and it added 4 ticks extra.

Thus, nothing strange happened imo. (If I am wrong here, please feel free to point out my flaws.) However, you should keep this mechanism in mind the next time ;-)

Cheers.
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Unread 30 May 2010, 12:29   #3
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Re: production time calculation issue

This is indeed expected behaviour, and desired if you want to allow people to make small adjustments to their production timings.

Your problem can be solved by keeping 2 factories on the order.
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Unread 6 Jun 2010, 12:44   #4
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Re: production time calculation issue

my though is that it should return to where it was before. there has to be a better way of production calculation.
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Unread 6 Jun 2010, 16:15   #5
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Re: production time calculation issue

Better in what way?
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Unread 7 Jun 2010, 10:12   #6
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Re: production time calculation issue

Or it should perhaps be better explained (I don't know if it is) rather then players having to find out the hard way?
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Unread 7 Jun 2010, 12:39   #7
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Re: production time calculation issue

I think it is fairly logical that if you add extra factorycosts to the order that teh spread will become larger, i.e. that it will take more time.

It is quite straightforward imo. You just need to be careful.

--

Just checked the manual. Maybe some examples could be used to show the mechanisms so that newbies can understand it better.
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Unread 13 Jun 2010, 14:14   #8
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Re: production time calculation issue

It's not self explanatory that factories too cost 'Production Units' though, perhaps clarification on that would be a good addition.
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Unread 16 Jun 2010, 10:11   #9
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Re: production time calculation issue

Yes, a clarification about the factory cost itself would be nice for new players, especially as the final formula for production time isnīt even highlighted in the manual like the others, just in white letters.
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