The weekly newsletter for Fed2 by ibgames

EARTHDATE: February 17, 2008

Official News page 2


BUGS FIXED

by Hazed

A couple of bugs which reared their ugly heads in the past week have now been squished.

The problem which meant planets were advancing to technological level but the POs were not automatically getting their personal promotions has been fixed, so I no longer have to promote them manually after reset. Of course, now we need someone to actually promote, so we can see that it is finally working!

The other bug is to do with the mystery of the missing population. Technocrats who build urban regeneration get a population boost, but for some reason it's not lasting past the next reset.

Various theories have been floated as to why this should be - here's one of my favorites:

Your comm unit crackles with a message from Desaxman, "Hmmmm...I had 1270 workers yesterday, and 1170 this morning. And I think I should have 1270 with the Tech builds"
Your comm unit crackles with a message from Desaxman, "Yes, I should have 1270. I believe my theory was correct - give the population telephones and the workforce stays inside, texting each other instead of getting a job. I must have had 100 teens in the workforce and they decided to drop out of the workforce this morning."
Your comm unit crackles with a message from Desaxman, "I don't even want to think what will happen if I give them fiber optic connections...they'll stay home all day playing WoW"

Bella has investigated and discovered there are in fact two bugs: urban regeneration is not being counted properly, but it's also getting mixed up with family allowance builds, resulting in very peculiar population results. However, it has now been fixed.


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