http://www.wargear.net/games/view/353972
Factories look to have been allocated because they are in the "player stats" section, but they are not engaging.
Edit: Also this one - different scenario - with the same # of slightly different factories.
http://www.wargear.net/games/view/353973
All of these non-functioning factories are of the Universal -N variety.
This game is not a problem so far because it doesn't have the above mentioned factories.
http://www.wargear.net/games/view/354003
..but all three have a Autocapture Factories tied to an off-board custom win condition territory - so that may need to be checked as well.
Which factories aren't firing? I can see them working in this game: http://www.wargear.net/games/log/353972
If you can point to a specific turnid where a factory should have fired, that would be really helpful!
Game: http://www.wargear.net/games/player/353972
363 M57 ended turn - Ratsy's turn is next
364, 365 fogged (ratsy receives and places units. (no factories engage??)
371 Weathertop's factories seem to work fine..
But at during Ratsy's turn (which only lasted from 364 - 370), most of his territories should have placed or removed armies all over the board. For instance.
Ozyman Factory Lizarb should have removed an army from Brazil
Ratsy Factory Aleuzenev should have removed army from Venezuela
weathertop Factory Eniarku Ukraine should have removed an army from Ukraine
Ratsy Factory Middle East should have added an army to Tsae Elddim
Ratsy Factory Tsae Elddim should have removed an army from Middle East.
etc..
I'll check some other games and see if the factories started working at some point, but for some reason they didn't seem to be working at the beginning of the games mentioned.
http://www.wargear.net/games/player/353973
376 - 386 M57 takes turn. None of his factories engage.
Factories don't seem to engage until CherylMWalder's turn.
Just a thought. Might this have anything to do with the fact that the starting bonuses are customized for the first 2 or 3 players in the first round?
http://www.wargear.net/games/player/354438
Two Players - I just played it against my personal Doppelgänger alter-ego test partner ;)
Again, the factories don't kick in for the first turn ..or the first two players.
http://www.wargear.net/games/player/354469
Just played a different scenario against myself. Again, no "Universal -N" factory action for the entire first turn. Honestly, I think I prefer it that way, but I'm pretty sure it's a bug.
M57 wrote:Just a thought. Might this have anything to do with the fact that the starting bonuses are customized for the first 2 or 3 players in the first round?
I would bet that it does.
Yes, you're right - it's not really a bug, more of a feature / way the code is written to evaluate bonuses.
tom wrote:Yes, you're right - it's not really a bug, more of a feature / way the code is written to evaluate bonuses.
For purposes of this map.. I'm not complaining. Like I said, I kind of like it this way, but I'm wondering if there might be some future maps where it could be problematic.
Forced starting bonuses are minor tweaks. I'm thinking if the immediate functionality of factories is that important of a design mechanic, the designer will just be forced to forego with the modified starting bonuses.
I just added this info to the Wiki.
Thanks Tom for responding to this in your typical zippy fashion.
Yes that makes sense, thanks.