View Issue Details

IDProjectCategoryLast Update
0017527Stars Beyond ReachBalance IssueOct 1, 2015 1:42 pm
ReporterTaikei no Yuurei Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.910 (Now With Fewer Bugs) 
Fixed in Version0.912 (Act II, Pollution, Blueshirts V2) 
Summary0017527: Neutral waters can't be cleaned of pollution
DescriptionPollution 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.
TagsNo tags attached.

Relationships

related to 0017528 resolvedChris_McElligottPark More pollution info to help deal with it. 
related to 0017496 resolvedChris_McElligottPark Pollution saves 
related to 0017548 resolvedChris_McElligottPark Instant pollution 

Activities

keith.lamothe

Oct 1, 2015 12:32 pm

administrator   ~0043170

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 :)

gnosis

Oct 1, 2015 1:07 pm

reporter   ~0043175

Does the hazmat effect spread into adjacent territories? if so by how much?

Chris_McElligottPark

Oct 1, 2015 1:29 pm

administrator   ~0043176

It does not, but they also don't have any negative effects there except visually looking smoggy.

gnosis

Oct 1, 2015 1:39 pm

reporter   ~0043177

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?

Chris_McElligottPark

Oct 1, 2015 1:42 pm

administrator   ~0043178

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.

Issue History

Date Modified Username Field Change
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