Tech/Building timetables are sometimes wrong?

Ok, something that has annoyed me for a while now is that:

1) What the planet sidebar panel shows for a social build timetable is not what is shown on the planetary screens. The sidebar might say a factory will be built in 5 days, but on the planet/colony, it might say 4, 6, etc...why is this?

2) When I am researching a tech, and it says 5 weeks...sometimes it takes 6 (no global production % changes either). If this changed due to colony changes...I'd like to see it reflected immediately in the research timetable given...it's almost like it doesn't update itself when I make individual planetary changes like moving hammers around, which I don't always do and it still happens.

3) Also, just let me add an unrelated issue. When I go to the colony ship building section, and I choose a ship, there are two options; 'Done' and 'Go Back to Planet/Colony'. The problem is, when I click 'Done', it takes me back to the map screen, not to the planet I was on. When I click on the 'Go Back' button, it takes me to the colony screen, but the ship is not chosen to be built. What am I missing? I want to select a ship to be built and have it take me back to the colony screen at the same time.

Thanks all.
4,448 views 4 replies
Reply #1 Top
I'm surprised that the timetable bug still persists, as it has been around for awhile. The time to complete that is listed on the colony build queue almost never matches what is on the colonies list popup (that docks on left-hand side on main map window).
Reply #2 Top
I get all 3 of those problems all the freakin' time, and it ticks me off. I always adjust my research slider till I get "1 week to complete", and then I add 10% just to adjust to this stupid bug. And even then, sometimes next turn it'll be 99% researched (but no cigar). You NEED to be able to trust those timetables. Sometimes that tech being researched is Warp Drive, and that 1 movement is the difference between your transport reaching that undefended world or it having to wait a turn, when the other guy's able to crank a Defender out.

The Social timetable is worse. Generally I just take the # of turns to complete, double it, and that's probably more accurate. But really, I just have to go to the XML file and calculate the #!$#$!#@ thing in my head. I saw both these bugs in Galciv1 as well. Particularly with Social, I don't get it--how freakin' hard is it to take the number of social shields needed, divide by the social shields being produced, and round up???

The ship bug in #3 is annoying, but there's an easy workaround: before hitting "Back to Planet", hit "Purchase" and then "Cancel" instead. That'll switch the ship being built.
Reply #3 Top
The ship bug in #3 is annoying, but there's an easy workaround: before hitting "Back to Planet", hit "Purchase" and then "Cancel" instead. That'll switch the ship being built.


Hmmm, I'll give that a whirl tonight, thanks.

Reply #4 Top
The differences in the calculation of time to complete may be the result of rounding. Fractions being rounded for display, but being retained in the production queue calculation would explain the differences I've seen . 3.55 weekly production and 3.75 cost remaining would show 1 week remaining to complete in the display. The following week .2 cost still needs to be done. So 1 week remaining appears for two weeks in a row.