Wow - impressive! One more note on the factory bug(s) - you may be aware of this already, but the method used in Remnants of the Precursors follows the OSG ... maybe:
On the patcher, note the patch we've been using for the last couple of OSGs (prior to trying out Remnants) is here. I believe it's identical to kyrub's 1.4M except for fixes to the display: A couple that you implemented, e.g. correctly displaying the third "special" system on ships in combat, plus one I learned how to apply from 1oom's original creator, removing the overrun on "Controlled Whatever Environment" on the spy screen.
That matches what the OSG says, for what it's worth.
On the patcher, note the patch we've been using for the last couple of OSGs (prior to trying out Remnants) is here. I believe it's identical to kyrub's 1.4M except for fixes to the display: A couple that you implemented, e.g. correctly displaying the third "special" system on ships in combat, plus one I learned how to apply from 1oom's original creator, removing the overrun on "Controlled Whatever Environment" on the spy screen.
(February 10th, 2025, 07:49)SDragon Wrote: Having looked at my Spy Cost fix, it actually doesn't work the way the MOO manual says it should so wanted to double check with the community.
The initial default spy cost was definitely bugged; Spy Cost = Tech Level * 2 + 25
My initial fix took into account the number of previous spies but also doesn't quite do what the manual says; Spy Cost = Tech Level * 2 * (# of spies +1) + 25
Apparently, if I'm understanding the manual, the actual Spy Cost should be = (Tech Level * 2 + 25) * (2^# of spies)
So cost would be 27, 54, 108, 216... ? Can anyone confirm?
That matches what the OSG says, for what it's worth.