a school on sabrada with 25% damage
137 stone to repair when setting monthly building decay to 100 and building restore cost to 10
686 stone to repair when setting monthly building decay to 500 and building restore cost to 10
68 stone to repair when setting monthly building decay to 100 and building restore cost to 5
343 stone to repair when setting monthly building decay to 500 and building restore cost to 5.
monthly building decay is supposed to eadd damage and the restore cost is supposed to change how much is needed to repair the buildings. but it seems that the monthly building decay setting is also effecting the restore cost of the buildings.
also, the building restore cost setting is in economy still. shoulden't it be in the buildings settings group with the rest of the building settings? might have something to do with why its messing up.
monthly building decay bug - linked to restore cost
Software:
Version Number:
________________________________________________________________________
Location
________________________________________________________________________
Description:
Regarding the actual bug.. i've checked the code on that and, yes, its linked. Theres a bunch of stuff in the 'GetRestoreCost' function that calculates the relative age of a building and determines the actual restore cost by combining the current damage with the buildings relative age.
Now the question is.. why did i write that?
I *think* that was done so that the restore cost goes up as the building gets older.
(It uses the monthly building decay to work out how long the building would normally take to decay.. so.. if it normally takes 10 years for the building to fully decay, and the building is already 20 years old, then the restore cost is 2x the normal amount). That kinda makes sense and is a fairly funky lil idea, i guess.. tho obviously it also makes the setting more complicated to set and understand.
Can remove and simplify all that if the general consensus is to do so.
Anyone care? :]
________________________________________________________________________
Steps to Replicate:
Version Number:
________________________________________________________________________
Location
________________________________________________________________________
Description:
could be valid in either i guess.. (tho its not gonna cause a problem codewise, wherever it is). Will leave it in economy for now and perhaps shift it across next time i need to mess around with the settings a bit.also, the building restore cost setting is in economy still. shoulden't it be in the buildings settings group with the rest of the building settings?
Regarding the actual bug.. i've checked the code on that and, yes, its linked. Theres a bunch of stuff in the 'GetRestoreCost' function that calculates the relative age of a building and determines the actual restore cost by combining the current damage with the buildings relative age.
Now the question is.. why did i write that?
I *think* that was done so that the restore cost goes up as the building gets older.
(It uses the monthly building decay to work out how long the building would normally take to decay.. so.. if it normally takes 10 years for the building to fully decay, and the building is already 20 years old, then the restore cost is 2x the normal amount). That kinda makes sense and is a fairly funky lil idea, i guess.. tho obviously it also makes the setting more complicated to set and understand.
Can remove and simplify all that if the general consensus is to do so.
Anyone care? :]
________________________________________________________________________
Steps to Replicate: