Posted by: Unclemestor
« on: Yesterday at 04:36:37 PM »v2.5.1 Issue: Ground Commander Occupation Bonus is applied twice
Expected Result: Commander Occupation Bonus is applied once
Prerequisites:
[not required, but shows nothing user related should be impacting this test]
Create brand new aurora folder
Extract Aurora1130Full into folder
Extract Aurora250 into aurora folder, overwriting db and exe
Extract Aurora251 into aurora folder, overwriting exe
Default game loaded by ... default
Steps to reproduce:
Enable SM mode
instant design Unit Class PWL Infantry
instant design LVH HQ10, noncombat
[Note, any unit should do, but I'm trying to make something "real"]
Create formation template: 3312x PWL Infantry, 1x LVH 10k HQ
Put the ~10k template in an Organization, and instant org it on Earth
Expected Police Strength (No commander) using the formula (SQRT(Size) * Units * Morale) / 10000:
Actual police strength 57 == success
Now, Assign any commander with OCC bonus to the unit
Example: 30% OCC Bonus commander [COL Lorenzo Verma]
Expected Modified Police Strength (30% OCC Commander) using the formula ((SQRT(Size) * Units * Morale) / 10000) * (1 + OCC)
[Note: this is an assumption of how the formula should work but I didn't actually see it explicitly stated that this is how the Ground Commander Occupy stat is applied.]
Actual police strength is shown as 97 == fail
But if you take the expected result, and multiply it by 1.3 again, you get 97.084.
Assigning different OCC strength commanders displays consistent results to indicate that the OCC bonus is applied multiplicatively twice, so instead of [Base Police Strength] * (1+ [OCC]), it appears to be [Base Police Strength] * (1+[OCC]) * (1+[OCC]).
Expected Result: Commander Occupation Bonus is applied once
Prerequisites:
[not required, but shows nothing user related should be impacting this test]
Create brand new aurora folder
Extract Aurora1130Full into folder
Extract Aurora250 into aurora folder, overwriting db and exe
Extract Aurora251 into aurora folder, overwriting exe
Default game loaded by ... default
Steps to reproduce:
Enable SM mode
instant design Unit Class PWL Infantry
instant design LVH HQ10, noncombat
[Note, any unit should do, but I'm trying to make something "real"]
Create formation template: 3312x PWL Infantry, 1x LVH 10k HQ
Put the ~10k template in an Organization, and instant org it on Earth
Expected Police Strength (No commander) using the formula (SQRT(Size) * Units * Morale) / 10000:
Units | | Morale | | Size | | Unmodifed Police |
3312 | 100 | 3 | 57.37 |
1 | 100 | 62 | 0.08 |
Now, Assign any commander with OCC bonus to the unit
Example: 30% OCC Bonus commander [COL Lorenzo Verma]
Expected Modified Police Strength (30% OCC Commander) using the formula ((SQRT(Size) * Units * Morale) / 10000) * (1 + OCC)
[Note: this is an assumption of how the formula should work but I didn't actually see it explicitly stated that this is how the Ground Commander Occupy stat is applied.]
Units | | Morale | | Size | | Unmodifed Police | | OCC Bonus | | OCC Modified Police |
3312 | 100 | 3 | 57.37 | 30% | 74.58 |
1 | 100 | 62 | 0.08 | 30% | 0.10 |
But if you take the expected result, and multiply it by 1.3 again, you get 97.084.
Assigning different OCC strength commanders displays consistent results to indicate that the OCC bonus is applied multiplicatively twice, so instead of [Base Police Strength] * (1+ [OCC]), it appears to be [Base Police Strength] * (1+[OCC]) * (1+[OCC]).