View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017138 | Stars Beyond Reach | Gameplay Issue | Jun 6, 2015 5:22 am | Jun 6, 2015 7:21 pm | |
Reporter | kasnavada | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.874 (Power and Linguistics) | ||||
Fixed in Version | 0.876 (Much Sanity Was Added) | ||||
Summary | 0017138: Ghost spice unavailable in practice | ||||
Description | That's bit of an "odd" case but the ghost spice on the right is completely enclosed in mountains. And AFAIK I can't do police on mountain. I think it would be better to guarantee that resources can be used at least by one building before high level research like flattening mountains come into view. Basically making it so if a resource spawns somewhere, there is at least "one" of the same terrain type beside it could do the trick. | ||||
Tags | No tags attached. | ||||
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Crime isn't supposed to happen on resource gatherers, which actually solves that problem too. But the game doesn't actually tell you that! |
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Errr... Sorry. I actually meant "it's impossible to build the police building next to the ghost spice because it's filled with mountains". "Would it be possible to somehow force the possibility of building at least one boosted building near a resource ?". Nice to know about the crime and resource gatherer =). |
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Right, I actually did understand that's what you meant, but basically that means you don't _need_ any police over there, is't just a desire. And so if you want that, then there's the terrain bore, but you have to get to that stage of the game first, which is pretty late. I think that the map making things challenging in certain ways like that is actually interesting -- the police are fairly irrelevant here, but your ability to defend it with military buildings is basically nil, which is a much bigger potential problem. |
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Ok, then if you think it makes the game more interesting. It's actually not about the gatherer itself. I planned to put a police building and place my population centers there (in the corners where there is no mountains). Then again I wouldn't be able to place much around that anyway, since... it's filled with mountains. So I'd need terrain bore anyway. |
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* Fixed a couple of bugs with crime where crime could happen on buildings where that simply was not supposed to happen. Explorer camps, etc, etc. * Some buildings are immune to having anyone locally wounded by pollution, or having crime caused at them by pollution, or having any crime at all on them. Now that's actually shown on their placement mode tooltip, and in their tile details window. Before it was invisible! |
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I gotcha on that. |
Date Modified | Username | Field | Change |
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Jun 6, 2015 5:22 am | kasnavada | New Issue | |
Jun 6, 2015 5:22 am | kasnavada | File Added: Kasnavada6.save | |
Jun 6, 2015 5:09 pm | Chris_McElligottPark | Note Added: 0041908 | |
Jun 6, 2015 5:30 pm | kasnavada | Note Added: 0041910 | |
Jun 6, 2015 5:31 pm | kasnavada | Note Edited: 0041910 | |
Jun 6, 2015 6:04 pm | Chris_McElligottPark | Note Added: 0041919 | |
Jun 6, 2015 6:10 pm | kasnavada | Note Added: 0041921 | |
Jun 6, 2015 7:21 pm | Chris_McElligottPark | Note Added: 0041926 | |
Jun 6, 2015 7:21 pm | Chris_McElligottPark | Status | new => resolved |
Jun 6, 2015 7:21 pm | Chris_McElligottPark | Fixed in Version | => 0.876 (Much Sanity Was Added) |
Jun 6, 2015 7:21 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 6, 2015 7:21 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 6, 2015 7:21 pm | Chris_McElligottPark | Note Added: 0041927 |