View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017274 | Stars Beyond Reach | GUI | Jun 16, 2015 6:47 pm | Aug 1, 2015 2:43 pm | |
Reporter | Mick | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.894 (The Early Experience) | ||||
Fixed in Version | 0.904 (Top HUD Redesign) | ||||
Summary | 0017274: Resource tooltips adjacency bonus clarity | ||||
Description | Presumably you need to build a resource gatherer on a resource tile in order to benefit from the adjacency bonus of that tile? (I don't know, they don't seem to provide the bonus naked, is this a bug?) The tooltip seems to imply the resource tile gives the adjacency bonus right away. I'm not sure what is intended, but it is not clear. | ||||
Tags | No tags attached. | ||||
related to | 0016952 | resolved | keith.lamothe | It could be more clear if resources require a gathering facility for adjacency bonus. |
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It's actually even more complex than that - you have to build a resource collector on the resource, and then a building that uses the resource to produce the adjacency benefits. For example, if you have "Fireworms Gathered by Harvest Facility For Construction (Warehouse)" then you have to build a Harvest Facility on the fireworms, then a warehouse and set the warehouse to use the fireworms before you get any benefit from them. At that point, adjacency to the *warehouse* provides the listed benefits (construction skill and repair points, in that particular case) Natural Wonders, by constrast, do work in the simple way. They themselves provide the adjacency bonus directly. I agree that this could stand to be a little more clear from the tooltip itself. |
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Oh my, that's worse than I thought. |
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If you hover over a resource, it will say in the name what is needed to extract it, and what building is needed to give the adjacency bonus. Personally I love the system, but it took me about 4 hours to figure it out completely. I feel like once the tutorial is added after the features are complete this will be much better. |
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For 0.904 (not all of this applying to all the records I'm posting this to, but related) : * Now when you know of a resource on a tile, you cannot build a surface building on top of it that does not gather that resource. ** Same goes for the AI, except they'll always know the resource is there. ** If you place a conflicting building on an unknown resource, its construction will be cancelled during interturn via orderly demolition, and the resource will be revealed. * Resource production once again goes into a stockpile, rather than just being the amount available each turn. ** But each resource only has ten units, and once that's been extracted the resource marker disappears. ** The base extraction rate is 0.05 units per turn, multiplied by whatever bonuses and penalties. The stockpile does not increase (and the remaining amount in the ground does not decrease) until a full unit has been "mined". ** Any extractor not on a resource will self-destruct during the interturn. * The player can no longer build underground mines. * The buildings that used to consume resources to provide adjacency bonuses now do neither. For now, they're pointless. Thanks :) |
Date Modified | Username | Field | Change |
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Jun 16, 2015 6:47 pm | Mick | New Issue | |
Jun 16, 2015 6:53 pm | GarathJJ | Note Added: 0042277 | |
Jun 16, 2015 6:55 pm | Mick | Note Added: 0042278 | |
Jun 16, 2015 6:58 pm | mooncows | Note Added: 0042279 | |
Jul 31, 2015 11:04 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jul 31, 2015 11:04 am | Chris_McElligottPark | Status | new => assigned |
Jul 31, 2015 11:05 am | Chris_McElligottPark | Relationship added | related to 0016952 |
Aug 1, 2015 2:43 pm | keith.lamothe | Note Added: 0042685 | |
Aug 1, 2015 2:43 pm | keith.lamothe | Status | assigned => resolved |
Aug 1, 2015 2:43 pm | keith.lamothe | Fixed in Version | => 0.904 (Top HUD Redesign) |
Aug 1, 2015 2:43 pm | keith.lamothe | Resolution | open => fixed |