Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Prior to version 2.0, during the Production phase, the calculations for each player's MC value was first a display of the MC production value that's added to any MC value being carried forward from the previous Generation, and then that player's TR value is added to their MC value. It was logical, and it made sense as a player watching the scores being calculated for each player in the game.
Now, with the version 2.0 build, the MC calculations is a little bit backwards, and it's quite confusing to watch as a player.
The current process is graphically displayed as the TR being added to the player's MC value before the MC production is added. It's difficult to describe here in text, but I'll try. The animation of the TR being added to the player's MC briefly displays what that player's final MC value is. But it's only displayed for literally one second. Then, the that player's final MC value is replace with a display of what their "carry-forward" MC value was from the previous Generation, and then their current MC production is added to that value. So, the final display of MC is without their TR total.
Now, the animation of the MC production is only for the entertainment of the players as we watch the animated Production phase for each player. The computer already knows the real full MC value for each player as we enter into the new Generation and a new phase of purchasing cards is presented to each player. And each player has all of their correct MC available to spend during the current Generation.
So, the bug I'm reporting is very minor; a very low severity rating... SEV 4 or SEV 5.
"After a generation, the addition of the TM is wrong at first."
Already in known bugs... https://steamcommunity.com/games/800270/announcements/detail/3615859152085690900
Game crashes on startup. Looks like it's using Unity
Looking around I noticed that the Info.plist is malformed:
There is no bundle ID - it looks like the file wasn't properly populated. I'll play with it to see if I can get it working. 🤷♂️
Found a crash log in the Utilities/Console.app:
Exactly this.
I realize this is a minor bug in the grand scheme of things (many worse bugs in this release that actually break the game), but I find this change in the production animation INCREDIBLY annoying, it just ruins the flow of monitoring production, and I always have to go check how many MC everyone has. Previously it was logical and I could remember how much everyone had. Just such an unforced error to break an animation like this.