View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017548 | Stars Beyond Reach | Bug - Gameplay | Sep 26, 2015 12:44 pm | Oct 1, 2015 12:33 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 | 0017548: Instant pollution | ||||
Description | I don't know if it can be seen or not, but two turns ago I had 0 pollution, and now I suddenly have over 300k pollution. There weren't any popups about my citizens doing something stupid or anything, just all the sudden I have 300k pollution and 20% of my population dying every turn. | ||||
Tags | No tags attached. | ||||
related to | 0017527 | resolved | Chris_McElligottPark | Neutral waters can't be cleaned of pollution |
related to | 0017528 | resolved | Chris_McElligottPark | More pollution info to help deal with it. |
related to | 0017496 | resolved | Chris_McElligottPark | Pollution saves |
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Did you suddenly have littered trash or dead bodies lying around? Not saying this is balanced right, but I think that's what is probably going on. |
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I did not. I got a warning that I was 5 turns from my trash being full, so I built a new trash dump, and suddenly I had the massive swarm of pollution. Eventually it passed through on the wind (I think) and I recovered, but it managed to kill some 90% of my population before it did so. P.S. I'm not sure if pollution cleanup is being displayed or calculated correctly. Hazmats say... actually, I'll do a separate ticket on this. |
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If you load up the save and just hit end turn several times, you should see the pollution (and pollution generation) skyrocket. About 6 turns later of just sitting waiting I had over 1.5 million pollution and went from generating 3k a turn to over 500k. |
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I have seen stuff like that happening with my first krolin save. It looks like some times the game creates a packet of pollution form an unknown source. Definitly something to look into. |
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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 :) |
Date Modified | Username | Field | Change |
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Sep 26, 2015 12:44 pm | Taikei no Yuurei | New Issue | |
Sep 26, 2015 12:44 pm | Taikei no Yuurei | File Added: Instant pollution.save | |
Sep 26, 2015 1:00 pm | Chris_McElligottPark | Note Added: 0043045 | |
Sep 26, 2015 1:21 pm | Taikei no Yuurei | Note Added: 0043049 | |
Sep 26, 2015 1:34 pm | Taikei no Yuurei | Note Added: 0043050 | |
Sep 26, 2015 7:36 pm | gnosis | Note Added: 0043056 | |
Sep 28, 2015 11:15 am | Chris_McElligottPark | Relationship added | related to 0017527 |
Sep 28, 2015 11:15 am | Chris_McElligottPark | Relationship added | related to 0017528 |
Sep 28, 2015 11:15 am | Chris_McElligottPark | Relationship added | related to 0017496 |
Sep 28, 2015 11:15 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 28, 2015 11:15 am | Chris_McElligottPark | Status | new => assigned |
Oct 1, 2015 12:33 pm | keith.lamothe | Note Added: 0043173 | |
Oct 1, 2015 12:33 pm | keith.lamothe | Status | assigned => resolved |
Oct 1, 2015 12:33 pm | keith.lamothe | Fixed in Version | => 0.912 (Act II, Pollution, Blueshirts V2) |
Oct 1, 2015 12:33 pm | keith.lamothe | Resolution | open => fixed |