yarukishi
yarukishi
I originally considered implementing this by taking the high pop growth adjustment in main.js and multiplying it by jobScale(1), the population size adjustment, which would keep the “apparent” growth adjustment...
I noticed that soldier growth and healing rates also use the same growth variable, so it's better to directly adjust the difficulty of population growth, as Condo suggested. It's equivalent...
Rebased from 1.4.0 to 1.3.13.
The merged PR #1022 changes the actual effect values, but the original issue is only a display issue. Submitted #1048 to restore the correct effect values while maintaining correct help...
Fixed as part of PR #1010 (which also includes a new feature). The check to decide whether enough power is available for a new struct erroneously returns true when it...
This issue was fixed (for 1.3.10+) when https://github.com/pmotschmann/Evolve/commit/a3cc7b4469e433ddac674dec2d5cd31cd9e3aab7 (#961) was merged.
It's not fixed in the main branch, which is still on 1.3.9. You have to build 1.3.10 locally or in your fork to see the changes at this point.
The priority inversion issue is that the knowledge buffer (underneath cap) is different for gene sequencing (10,000 knowledge) and construction (1 day's production). Gene sequencing wins when production is under...
This issue was fixed (for 1.3.10+) when https://github.com/pmotschmann/Evolve/commit/a3cc7b4469e433ddac674dec2d5cd31cd9e3aab7 (#961) was merged.
The game currently has logic to intentionally allow structures and technologies to be purchased with a negative one second buffer, so adding a positive buffer to a negative buffer may...