5.1.17 Bugs/Features

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Expand view Topic review: 5.1.17 Bugs/Features

Re: 5.1.17 Bugs/Features

by David » Tue Jan 30, 2018 5:37 am

We have just released an updated Release version that is backward compatible with your save game. It fixes this demand/supply bug.

Please download the latest patch 5.1.23 from: viewtopic.php?f=7&t=4887

You may have to copy your save game files from the post-release beta's save game folder to the Release version's save game folder in order to load them.

The other bugs discussed earlier will be fixed in the upcoming post-release update v5.2.05 as there are still other tasks requested by other users in the queue.

Re: 5.1.17 Bugs/Features

by megapolis » Mon Jan 29, 2018 9:23 pm

David wrote: Thu Jan 25, 2018 4:36 am I have forwarded your message about the supply/demand issue and the city budget bug to the dev team.
David, talking about supply/demand issue. Looks like this problem causes problems in all areas.
As I mentioned before, it causes AI to spawn multiple factories, for example, dozens of plastic factories producing 10-20k of plastic each.
Also it lead to spawning multiple Chemical minerals mines/logging camps even at premium more than 2000%.
Same story with farms. 30 medium frozen chicken farms in one city and zero in all others? Really, AI?
In the same game I had an AI rival who spawned 30 shops in a single city. (other cities had 3-4 shops)

Re: 5.1.17 Bugs/Features

by megapolis » Mon Jan 29, 2018 7:27 pm

megapolis wrote: Tue Jan 09, 2018 12:14 pm 8. Internet companies can advertize in media of own city only. However AI can add media from other cities.
Hi David,

Looks like you have addressed all issues except for this one. Can you check this issue?

Re: 5.1.17 Bugs/Features

by David » Mon Jan 29, 2018 12:03 pm

We will address it in the next patch v5.2.05.

Re: 5.1.17 Bugs/Features

by megapolis » Sat Jan 27, 2018 3:20 pm

David wrote: Sat Jan 27, 2018 11:31 am When you have tax deductions, you should see a figure labelled "Accumulated losses for future tax deduction: <number>". It explains where the tax deductions come from.
That is actually my problem. These accumulated losses are not a subject to inverse inflation. It is a bug.
And by the way there's no clear explanation of kinds of expenses that lead to tax deductions. In my case I accumulated 54b of these tax deductions on loan interest and combined with inverse inflation it is definitely a cheat.
I also see tax deductions in other companies that occur every month and that is the reason thy I need clear explanation of what leads to tax deductions.

Re: 5.1.17 Bugs/Features

by David » Sat Jan 27, 2018 11:31 am

When you have tax deductions, you should see a figure labelled "Accumulated losses for future tax deduction: <number>". It explains where the tax deductions come from.

Re: 5.1.17 Bugs/Features

by megapolis » Fri Jan 26, 2018 6:36 am

David, can you explain tax deductions story?

Re: 5.1.17 Bugs/Features

by David » Thu Jan 25, 2018 4:36 am

I have forwarded your message about the supply/demand issue and the city budget bug to the dev team.
Then let's go to OS usage data. Currently I see that my nation has 21.0m desktops and 20.2m laptops for a total of 41.2 m devices. On the other hand two OS (my and rival's) have a total of 12.1+12.3m=24.4m installations. Cities don't have any expertise in OS, no OS are imported. What the hell? When I first saw this there was only one rival OS with 16m installations on 15.5m+15.5m desktops and laptops. Then I thought that this OS is for desktops (or laptops) only. But now I don't know what to think. And by the way I don't know where to find if OS is suitable for desktops and/or laptops. If I can choose it during OS creation process then it might be some valuable data and I must see it. And then maybe I need to see split data for desktops/laptops application sales.
The game counts one actual person as one user in the user base figure. If you check the population of your nation, it should be equal to or close to the total user base of all the OS.

The reason why it counts the number of computer users instead of the number of computers they own, is to more accurately determine the number of application software that will be sold on the OS. In other words, it assumes that a person is unlikely to buy two copies of the same software for his/her desktop and notebook. Also this may also better reflect the fact that some of the hardware that have been sold are no longer in active use by users.

Re: 5.1.17 Bugs/Features

by megapolis » Thu Jan 25, 2018 2:41 am

And now let's go to another important question. Numbers accuracy and representation.

Let's start with small (and larger) plastic factories. Their supply/demand gauge shows wrong numbers. I mean totally wrong. I see a small plastic factory with a historical max of 18000 units per month sold is showing demand 3 times higher than supply. Well, that's totally incorrect. This factory has full training and in 10 years it managed to upgrade its manufacturing facilities to 6-2-1-1-1 and every cell in a factory shows utilization close to zero. Also I see in the same game that large plastic factories can produce 180000 units per month with average utilization so I expect that a small factory to show around 100% supply/demand at 45000 output. Ok, I am a human, I can slowly adjust factories to find the proper balance between demand and supply but it makes AI spawn tons of plastic factories that output 3000-5000 units of plastic per month. This must be fixed.

Next goes city budget. Healthcare budget is totally wrong. For example in one of my cities it shows that I spend 1200m/11months. In that city I have 7 hospitals with yearly budget of 30.5m each. That's 213.5m. Where are my 1200/11*12-213.5=1095.5m???!!!oneoneone. I suspect that other budgets are also wrong.

By the way talking about city budget. As I previously mentioned, I have to make calculations to find out cities yearly expenses/profits because they are nowhere to be found. On the other hand there's a totally useless historical total of all city's revenues and expenses. Of course I can use previous month data for my calculations but they are a subject to fluctuations and it is so lame. Maybe city totals should be replaced with last year data?

Then let's go to OS usage data. Currently I see that my nation has 21.0m desktops and 20.2m laptops for a total of 41.2 m devices. On the other hand two OS (my and rival's) have a total of 12.1+12.3m=24.4m installations. Cities don't have any expertise in OS, no OS are imported. What the hell? When I first saw this there was only one rival OS with 16m installations on 15.5m+15.5m desktops and laptops. Then I thought that this OS is for desktops (or laptops) only. But now I don't know what to think. And by the way I don't know where to find if OS is suitable for desktops and/or laptops. If I can choose it during OS creation process then it might be some valuable data and I must see it. And then maybe I need to see split data for desktops/laptops application sales.

And finally my favourite. I don't understand what leads to tax deductions? I really don't understand where does this number come from. I already accumulated 54b of tax deductions and counting. I am afraid that this number should be a subject to inverse inflation recalculation.

Oh, no, it's not the end! Inverse inflation and company-specific data. looks like total numbers on a balance sheet should be adjusted for inverse inflation. I see that city bonds are now affected by reverse inflation but it looks like now it's time to check all other numbers for it.

Re: 5.1.17 Bugs/Features

by megapolis » Tue Jan 23, 2018 3:24 am

David,

sorry, my fault. Mine bug is a false alarm.
As for Internet company advertising bug, I still think that it exist but I also cannot replicate it. Will report back if I will replicate it.

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