View Issue Details

IDProjectCategoryLast Update
0017496Stars Beyond ReachGameplay IssueOct 1, 2015 12:33 pm
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.910 (Now With Fewer Bugs) 
Fixed in Version0.912 (Act II, Pollution, Blueshirts V2) 
Summary0017496: Pollution saves
DescriptionPollution is still too virulent, although much better. See attached save. Even with 2 hazmats in each territory I can't keep things under control. The x4 trash modifier doesn't help matters, but I believe that is under control based on my dump situation.
TagsNo tags attached.

Relationships

related to 0017527 resolvedChris_McElligottPark Neutral waters can't be cleaned of pollution 
related to 0017528 resolvedChris_McElligottPark More pollution info to help deal with it. 
related to 0017548 resolvedChris_McElligottPark Instant pollution 

Activities

ptarth

Sep 24, 2015 9:10 pm

reporter  

Cinth

Sep 26, 2015 1:50 am

manager   ~0043013

I have yet to see an instance where pollution actually saves anything. It usually kills everything :/

Chris_McElligottPark

Sep 28, 2015 11:14 am

administrator   ~0043083

"I have yet to see an instance where pollution actually saves anything. It usually kills everything :/"

Hahahahaha. :D

gnosis

Sep 28, 2015 3:30 pm

reporter   ~0043100

It's too lethal tbh, so much that I can't build my Bladerunner Dystopia :(

keith.lamothe

Oct 1, 2015 12:32 pm

administrator   ~0043172

For 0.912:

* Pollution Cleaner Strength Per Tile has again become Pollution Cleaner Strength, and its effect is spread across the territory. The strength of the hazmat was increased from 300 => 12000 to hopefully keep pace with this.
** Since this makes the concept of "net pollution" basically meaningless (with generation happening per-tile, and cleaning happening across the territory in a non-predictable distribution), the net-pollution overlays have been removed. Add in the wind-drift of previously generated pollution, and the net numbers don't mean much at all.
** For every 1000 units of pollution in a territory, one building in it will randomly brownout.

Thanks :)

Issue History

Date Modified Username Field Change
Sep 24, 2015 9:10 pm ptarth New Issue
Sep 24, 2015 9:10 pm ptarth File Added: Autosave_Turn_179_Krolin.save
Sep 24, 2015 9:16 pm ptarth Description Updated
Sep 26, 2015 1:50 am Cinth Note Added: 0043013
Sep 28, 2015 11:14 am Chris_McElligottPark Relationship added related to 0017527
Sep 28, 2015 11:14 am Chris_McElligottPark Relationship added related to 0017528
Sep 28, 2015 11:14 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 28, 2015 11:14 am Chris_McElligottPark Status new => assigned
Sep 28, 2015 11:14 am Chris_McElligottPark Note Added: 0043083
Sep 28, 2015 11:15 am Chris_McElligottPark Relationship added related to 0017548
Sep 28, 2015 3:30 pm gnosis Note Added: 0043100
Oct 1, 2015 12:32 pm keith.lamothe Note Added: 0043172
Oct 1, 2015 12:32 pm keith.lamothe Status assigned => resolved
Oct 1, 2015 12:32 pm keith.lamothe Fixed in Version => 0.912 (Act II, Pollution, Blueshirts V2)
Oct 1, 2015 12:32 pm keith.lamothe Resolution open => fixed