10-27-2024, 10:50 PM
(This post was last modified: 10-27-2024, 10:51 PM by jeraldjunkmail.)
OK I can reproduce some bugs in the current version.
If I am setting a line up, it almost never gives me an accurate maximum production estimate. It literally doubles (but not exactly doubles?!?) I see you have set the game to max the production if you set a number higher than the max allowed. ie at a line with 24441 max if I punch in 25555, it corrects down to whatever it feels the max should be. Often the near doubled number.
If I leave it alone for a month it will show the correct max afterwards, but retain the incorrect max production number allowing me to product almost 50000 vehicles at that line in a single month from a single line. i can set my actual production number to whatever i need (often under a thousand).
What about going into negative? Yeah that is still there but I am not sure EXACTLY how to reproduce that. It seems much less frequent since the last patch, but you can still make it happen.
The negative numbers were only happening if I manipulated the numbers from the preset districts screen, ie "Europe" or "North America". I forget exactly what I did this time out but it was simply adjusting the max or current production numbers. It would carry though between the district screen and the actual production factory. Any weirdness on the district screen could be fixed at the correct production factory.
The final thing of note is that the issue with the correct max line numbers is pervasive and always happens. Because i try not to glitch the game i always build a max sixed one line factory and set it to 22222 max, which is almost always less than the actual max of that factory. This has kept the critical flaws to a minimum and the game is "playable".
If you look at my attached save game, you can check out the production max bug as you set up factory lines.
If I am setting a line up, it almost never gives me an accurate maximum production estimate. It literally doubles (but not exactly doubles?!?) I see you have set the game to max the production if you set a number higher than the max allowed. ie at a line with 24441 max if I punch in 25555, it corrects down to whatever it feels the max should be. Often the near doubled number.
If I leave it alone for a month it will show the correct max afterwards, but retain the incorrect max production number allowing me to product almost 50000 vehicles at that line in a single month from a single line. i can set my actual production number to whatever i need (often under a thousand).
What about going into negative? Yeah that is still there but I am not sure EXACTLY how to reproduce that. It seems much less frequent since the last patch, but you can still make it happen.
The negative numbers were only happening if I manipulated the numbers from the preset districts screen, ie "Europe" or "North America". I forget exactly what I did this time out but it was simply adjusting the max or current production numbers. It would carry though between the district screen and the actual production factory. Any weirdness on the district screen could be fixed at the correct production factory.
The final thing of note is that the issue with the correct max line numbers is pervasive and always happens. Because i try not to glitch the game i always build a max sixed one line factory and set it to 22222 max, which is almost always less than the actual max of that factory. This has kept the critical flaws to a minimum and the game is "playable".
If you look at my attached save game, you can check out the production max bug as you set up factory lines.