View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017549 | Stars Beyond Reach | Gameplay Issue | Sep 26, 2015 1:30 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 | 0017549: Pollution cleanup ammount | ||||
Description | The amount of pollution cleaned up by hazmats doesn't seem to display correctly when the pollution problem comes up. The Hazmat building claims it cleans up a certain amount per tile of the territory it is in. In my current case it says 253 per tile in the territory, and it is in a territory of about 100 size, yet the information in the pollution problem indicator claims that I only clean up 1350 per turn. Perhaps the per tile thing is misleading in that it only means per tile that has a hazmat or something. This largely all ties back into pollution being somewhat obscure right now. Things that reduce it are good, but how much you need is very vague, because the only time you're given any information about it is when you are already far behind and having your people killed off. | ||||
Tags | No tags attached. | ||||
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If I take the pollution overlays into account I would think that it's per tile for each tile in the territory that it's built. I don't know if that's true, but it feels that way. |
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That's what I've always thought too. I'd need to check the individual pollution of buildings more closely to see how much they're generating and see at what point they start overwhelming a hazmat. |
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This definitely could use some clarification. +1 |
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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 1:30 pm | Taikei no Yuurei | New Issue | |
Sep 26, 2015 7:32 pm | gnosis | Note Added: 0043055 | |
Sep 26, 2015 11:15 pm | Taikei no Yuurei | Note Added: 0043061 | |
Sep 27, 2015 2:14 am | nas1m | Note Added: 0043064 | |
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: 0043174 | |
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 |