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 Cit Build Times 
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Unread post Cit Build Times
This isn't just a new version bug - it is also in the previous TWGS. I'm not sure why we would be able to t-edit 65,535 for a construction time, but it is effectively a 0 day cit build time.


Citadel construction on this type of planet requires the following:
1,000,000 Colonists to support the construction,
0 units of Fuel Ore,
0 units of Organics,
0 units of Equipment and
65,535 days to construct.

Do you wish to construct one? Yes
Thanks to the miracles of modern technology, your
Citadel will be completed in 65535 days!
Planet command (?=help) [D]

Planet #3 in sector 16763: l
Class M, Earth Type
Created by: <UNKNOWN>
Claimed by: test

Item Colonists Colonists Daily Planet Ship Planet
(1000s) 2 Build 1 Product Amount Amount Maximum
------- --------- --------- --------- --------- --------- ---------
Fuel Ore 10,001 3 3,333 10,002 0 100,000
Organics 20,000 7 1,428 10,001 0 100,000
Equipment 20,000 13 769 10,001 0 100,000
Fighters N/A 90 553 10,000 50,000 1,000,000

Planet has a level 1 Citadel, treasury contains 0 credits.
No defenses armed or deployed.

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Thu Nov 10, 2011 2:30 am
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Unread post Re: Cit Build Times
The Government must be in charge of that building project :)

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Thu Nov 10, 2011 6:51 am
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Unread post Re: Cit Build Times
That's interesting. The days to build field is a word, but the field that holds the projected day of completion is also a word, which means that any time the days to build is > 65535-day#, it breaks.

I don't think days to build needs to be allowed to be anywhere near this high. What is a reasonable maximum days to build? 50 days? 100 days? 10,000 days would still fix this bug.

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Thu Nov 10, 2011 1:27 pm
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Unread post Re: Cit Build Times
John Pritchett wrote:
I don't think days to build needs to be allowed to be anywhere near this high. What is a reasonable maximum days to build? 50 days? 100 days? 10,000 days would still fix this bug.


Anything over 30 would be totally absurd, so I'm sure 10,000 will be sufficient.

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Thu Nov 10, 2011 5:57 pm
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Unread post Re: Cit Build Times
Mongoose wrote:
John Pritchett wrote:
I don't think days to build needs to be allowed to be anywhere near this high. What is a reasonable maximum days to build? 50 days? 100 days? 10,000 days would still fix this bug.


Anything over 30 would be totally absurd, so I'm sure 10,000 will be sufficient.

:lol:

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Thu Nov 10, 2011 6:13 pm
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Unread post Re: Cit Build Times
In the Pirates edit, "Dead Star" planets are instant to L5 and then 100 days for L6.

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Thu Nov 10, 2011 6:21 pm
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Unread post Re: Cit Build Times
I think the max I've ever seen in any edit is 99.
After working on the Pro_MakeAnsi script to put in game data , some cit times were replaced with NA if the cit max level can not be reached anyways.

The only down side I've found so far is that I can not make the files for a non gold game .. I have an idea and will try it later today and see if I can give a set for stock ANSI folder using a stock game set to gold just to generate there.

But I fear that they will not display because I can not tag them to the planets
or ships .. I will see and post results , as well as the replacement ANSIs.

Vid

Attachment:
STOCK_ANSI.zip [9.19 KiB]
Downloaded 683 times

Note : unzip folder and put in a stock game directory
eg. Game-J/Ansi

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Thu Nov 10, 2011 8:55 pm
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Unread post Re: Cit Build Times
I think I'll max it at 1000.

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Fri Nov 11, 2011 3:55 am
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Unread post Re: Cit Build Times
Remember that max time before deletion of players is 255.
This is why I think max cit time should not be any longer then 100 days.
But it would be better to keep it to 2 digits , 99.

That's just my take.

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Fri Nov 11, 2011 4:07 am
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Unread post Re: Cit Build Times
I just want it to be big enough for reasonable use. I'm not trying to limit the number of days here.

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Fri Nov 11, 2011 4:59 am
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