View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017527 | Stars Beyond Reach | Balance Issue | Sep 25, 2015 3:26 pm | Oct 1, 2015 1:42 pm | |
Reporter | Taikei no Yuurei | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.910 (Now With Fewer Bugs) | ||||
Fixed in Version | 0.912 (Act II, Pollution, Blueshirts V2) | ||||
Summary | 0017527: Neutral waters can't be cleaned of pollution | ||||
Description | Pollution in neutral waters is (currently) impossible to deal with. I can't build hazmat buildings in neutral waters, and so any pollution that drifts there will kill my people because I can't do anything about it. Perhaps this is intentional to make me choose between destroying the buildings and suffering the pollution problems, and perhaps it is something I can fix in future acts, but right now neutral waters are death traps. | ||||
Tags | No tags attached. | ||||
related to | 0017528 | resolved | Chris_McElligottPark | More pollution info to help deal with it. |
related to | 0017496 | resolved | Chris_McElligottPark | Pollution saves |
related to | 0017548 | resolved | Chris_McElligottPark | Instant pollution |
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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 :) |
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Does the hazmat effect spread into adjacent territories? if so by how much? |
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It does not, but they also don't have any negative effects there except visually looking smoggy. |
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So no brownouts on newtral waters then... Also when picking the random building for a brownout are hazmats excluded? or can we have hazmat spirals of death? |
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You can get brownouts in neutral waters, just not from pollution. Bodies and litter and trash can still cause it there. All of the waste buildings are excluded from any form of brownout, as are all the power-generation buildings. |
Date Modified | Username | Field | Change |
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Sep 25, 2015 3:26 pm | Taikei no Yuurei | New Issue | |
Sep 28, 2015 11:13 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 28, 2015 11:13 am | Chris_McElligottPark | Status | new => assigned |
Sep 28, 2015 11:13 am | Chris_McElligottPark | Relationship added | related to 0017528 |
Sep 28, 2015 11:14 am | Chris_McElligottPark | Relationship added | related to 0017496 |
Sep 28, 2015 11:15 am | Chris_McElligottPark | Relationship added | related to 0017548 |
Oct 1, 2015 12:32 pm | keith.lamothe | Note Added: 0043170 | |
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 |
Oct 1, 2015 1:07 pm | gnosis | Note Added: 0043175 | |
Oct 1, 2015 1:29 pm | Chris_McElligottPark | Note Added: 0043176 | |
Oct 1, 2015 1:39 pm | gnosis | Note Added: 0043177 | |
Oct 1, 2015 1:42 pm | Chris_McElligottPark | Note Added: 0043178 |