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Author Topic:   Xenoempathy Dome Bug
ViVicdi posted 02-04-99 12:44 AM ET   Click Here to See the Profile for ViVicdi   Click Here to Email ViVicdi  
When you build "The Xenoempathy Dome" your civilian infrastructure units will often choose fungus paths over equally fast roads.

Although there are reasons for military vehicles to intentionally go trolling, civilian vehicles should NEVER choose fungus when equally expeditious roads are available.

Having the XenoDome forces you to fungusproof corridors alongside roads or the roads are useless as your supply crawlers haplessly blunder into one indigenous hazard after another, blithely ignoring the road.

Ships do it, too -- they seem magnetically attracted to the fungus; it's like they're AIMING for it or something.

XenoDome is an incredibly powerful tool, but requires hideous micromanagement to pull off, because pathing is no longer a viable option after you build it -- every path must be carefully chosen, some one square at a time; this in turn forces you to have to remember destinations of civilian units from turn to turn. Why? Why do you make us do this?

Brian Reynolds FIRAXIS posted 02-04-99 05:01 PM ET     Click Here to See the Profile for Brian Reynolds FIRAXIS  Click Here to Email Brian Reynolds FIRAXIS     
Ooh, good point. I'll adjust this for our first download enhancement. With Xenoempathy Dome, non-combat units won't "discover" mindworms. Maybe a couple other adjustments as well.

Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games

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