01-20-2016, 12:40 PM
Work continued on the racing revenues system. You now get revenues based on unit costs, number of signed teams, funding mod value (unseen value, more expensive the series the more stuff they buy.) As well as your points results and wins. From a couple of test runs it seems about 25% of companies can run a fiscally successful racing program. More tweaks will come to this in the future as more playtesting happens.
Racing results have also been tweaked. The calculation speed should increase greatly, as well the winning results should now be more distributed among teams. Also the results should now be a bit more realistic (No more 1hp engines beating 14hp engines for example...) These fixes were needed for the racing revenues system otherwise revenues were really lumped toward the winners...
Also fixed number of minor bugs in the Racing UI and the missing View Competition button has been brought back.
Fixed a crashing bug in Mega Menu when switching factories when you don't have any. Also fixed a few other missing factory/branch bugs in Mega Menu. (Need to double check if this works on OSX.)
Fixed issue in Magazine Model Compare which causes incorrect data in the right column.
I've rewritten the backend to the strike/moral system which should improve speed and will make it easier to implement the new planned features.
I attempted to merge car manufacturing employees into a single employee/wage/moral for each factory. I got about halfway done before I ran into roadblock which would prove to be too much work and too much rewriting for very little gain. Instead I will implement a GUI shim in the office HR for v1.21 which will allow you to adjust all factory employees/wages for all production lines (Thus replacing what is there now.) But internally the system will remain the same. (The main reason for this is the upcoming Employee "Furlough" system which will effect your moral for constantly firing and hiring employees.)
So now I am implementing Racing Engineer Employees into the Researching Employee stuff. I will also be creating a GUI shim for Research HR (allowing you to hire all engineers as one with HR) in v1.21...
After that I begin implementing the new Union negotiation system. Benefits effects on moral and negotiations. AI implementation of these features.
Currently 1.19.1 is sitting at 68% finished, the above things and employee furlough system are the only major tickets remaining, the rest can be taken care of rather quickly. So we're about 2-weeks away from an update.
-Racing Revenues
-Revised Racing Results
-Racing View Competition
-Fixed Racing Champ series selection breaking Racing Funding and View Competition windows when both are open.
-Fixed Mega Menu Factory Change crash when no factories in company
-Fixed Mega Menu Branch assigning when there is no branch in city.
-Fixed Magazine Model Comparison bug that caused incorrect data on right column.
-Rewrite Strike Timing System and Strike Wage Check system.
-Adjusted Moral Decline/Gain based on wages.
Racing results have also been tweaked. The calculation speed should increase greatly, as well the winning results should now be more distributed among teams. Also the results should now be a bit more realistic (No more 1hp engines beating 14hp engines for example...) These fixes were needed for the racing revenues system otherwise revenues were really lumped toward the winners...
Also fixed number of minor bugs in the Racing UI and the missing View Competition button has been brought back.
Fixed a crashing bug in Mega Menu when switching factories when you don't have any. Also fixed a few other missing factory/branch bugs in Mega Menu. (Need to double check if this works on OSX.)
Fixed issue in Magazine Model Compare which causes incorrect data in the right column.
I've rewritten the backend to the strike/moral system which should improve speed and will make it easier to implement the new planned features.
I attempted to merge car manufacturing employees into a single employee/wage/moral for each factory. I got about halfway done before I ran into roadblock which would prove to be too much work and too much rewriting for very little gain. Instead I will implement a GUI shim in the office HR for v1.21 which will allow you to adjust all factory employees/wages for all production lines (Thus replacing what is there now.) But internally the system will remain the same. (The main reason for this is the upcoming Employee "Furlough" system which will effect your moral for constantly firing and hiring employees.)
So now I am implementing Racing Engineer Employees into the Researching Employee stuff. I will also be creating a GUI shim for Research HR (allowing you to hire all engineers as one with HR) in v1.21...
After that I begin implementing the new Union negotiation system. Benefits effects on moral and negotiations. AI implementation of these features.
Currently 1.19.1 is sitting at 68% finished, the above things and employee furlough system are the only major tickets remaining, the rest can be taken care of rather quickly. So we're about 2-weeks away from an update.
-Racing Revenues
-Revised Racing Results
-Racing View Competition
-Fixed Racing Champ series selection breaking Racing Funding and View Competition windows when both are open.
-Fixed Mega Menu Factory Change crash when no factories in company
-Fixed Mega Menu Branch assigning when there is no branch in city.
-Fixed Magazine Model Comparison bug that caused incorrect data on right column.
-Rewrite Strike Timing System and Strike Wage Check system.
-Adjusted Moral Decline/Gain based on wages.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski