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This repository has been archived by the owner on Apr 17, 2022. It is now read-only.

Setting droid production # to zero doesn't give back power #1566

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wzdev-ci opened this issue Feb 10, 2010 · 4 comments
Closed

Setting droid production # to zero doesn't give back power #1566

wzdev-ci opened this issue Feb 10, 2010 · 4 comments

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@wzdev-ci
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resolution_fixed type_bug | by Safety0ff


Steps to reproduce:

-Start a game and remove all income (power generators,)

-Compare the effect on your power between cancelling a unit in the factory pane by double right clicking the unit and setting the number of units to zero in the template pane.

Both wrapping around the number of droids from 9 to 0, or reducing the number of droids from 1 to 0 have the same effect.

Double right clicking gives back all power without loss, and the other way will waste your power.


Issue migrated from trac:1566 at 2022-04-15 21:04:30 -0700

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Cyp commented


I don't know, but maybe it could be in some way related to the two "// FIXME: give power back" comments in factoryProdAdjust() in src/structure.c.

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Cyp changed status from new to closed

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Cyp changed resolution from `` to fixed

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Cyp commented


Can't reproduce the loss of power, was probably fixed sometime.

Don't know whether the new power code fixes it, or whether it was fixed already.

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