Big question: remove fuel parts?

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Ophiuchus
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Location: Wall IV

Re: Big question: remove fuel parts?

#31 Post by Ophiuchus » Wed Nov 20, 2019 3:49 pm

Oh that sounds small hull description is outdated. The fuel efficiency change is actually a biggish feature with a small implementation. So we are shaking out the UI and info bugs at the moment.
Edit1: PR-2561 fixes the description.

Please everybody if you encounter such a mismatch - open an issue or post in test the pedia and shown info thread.
(Or even better post a PR with a fix).

Ah, i guess the "subtract approach" was referencing the BAD_FUEL species effect(?).
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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Oberlus
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Re: Big question: remove fuel parts?

#32 Post by Oberlus » Wed Nov 20, 2019 5:55 pm

Ophiuchus wrote:
Wed Nov 20, 2019 3:49 pm
PR-2561 fixes the description.
Check out that PR. Looks like it also has the three commits from PR-2628 ?

Ophiuchus
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Location: Wall IV

Re: Big question: remove fuel parts?

#33 Post by Ophiuchus » Thu Nov 21, 2019 11:30 pm

Oberlus wrote:
Wed Nov 20, 2019 5:55 pm
Ophiuchus wrote:
Wed Nov 20, 2019 3:49 pm
PR-2561 fixes the description.
Check out that PR. Looks like it also has the three commits from PR-2628 ?
Yeah, I branched of the wrong commit. Should be fixed.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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