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Author Topic:   Mineral Ecological and Orbital Bug?
PersonaNonGrata posted 02-17-99 08:50 PM ET   Click Here to See the Profile for PersonaNonGrata   Click Here to Email PersonaNonGrata  
Something very strange happens when I tried shifting from Deidre to Santiago on my next campaign (talent difficulty).

As usual, I grabbed all the ecological bonus wonders, build every ecological facility (i'm in the year 2373 and all is left is to go into transcend, so I've built everything for every base). My minerals come from the forest with hybrid forest enhancement and coupled with the cloning vats wonder, I get a lot of citizen getting a lot of minerals from a lot of forests (I build nothing but forests). However, I get small ecological damage (from 7 to 19) though I tried to play nice with Planet. Large swarms of about 12 mindworms will appear and kick my ass quite frequently. Is this a "bug" from having too much population?

The other one is more obvious. My eco damage will be some value like zero (on bases which has yet to multiply to 30++ citizens due to cloning vats wonder). Yet, when I start production on any orbital stations, voila! my eco damage jumps to 26! At first I thought it's because I'm building the Nessus Mine (I got only 3 to 4 of them before the mindworms start kicking my butt). But a base building defense orbital pods had eco damage jump from 19 to 50++. This happens the moment I start production of orbital pods. Help!

Jeffrey Morris FIRAXIS posted 02-18-99 11:37 AM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
Thanks. I'll see what Brian thinks.

jkm

firaxis games

MrSmily posted 02-18-99 01:15 PM ET     Click Here to See the Profile for MrSmily  Click Here to Email MrSmily     
i saw that too while playing gaians......1st i had no eco damage then 60+!!!!!!
PersonaNonGrata posted 02-18-99 09:29 PM ET     Click Here to See the Profile for PersonaNonGrata  Click Here to Email PersonaNonGrata     
Thanks, Jeffrey! Keep on producing those kick-rear games, y'hear! ^_^
Jeffrey Morris FIRAXIS posted 02-18-99 09:38 PM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
I can't get this problem to occur. Send me a save just before the eco damage skyrockets. [email protected].

jkm

firaxis games

weregamer posted 02-20-99 04:07 AM ET     Click Here to See the Profile for weregamer  Click Here to Email weregamer     
I suspect that these gentlefolk are experiencing the same fallout from the Space Elevator as I have noticed. Because the implementation of that project, instead of *halving the cost* of satellites, *doubles the mineral output* of the bases producing them, a highly-productive base that is carefully balanced for 0 eco-damage will suddenly jump to 60 or so when producing a satellite.

I'd argue that this is a misfeature on the space elevator, because it actually makes it vastly *harder* to produce satellites instead of easier.

Even worse, because Governor build decisions are made during the upkeep phase *before* eco-damage is checked, if a Governor decides to build a satellite, you have no chance to stop it before the 3-6 fungus squares and the zillion mindworms show up.

Personally, I think this misfeature is bad enough to call a bug, but that's you folks's call. For now, I have to refrain from building the Space Elevator if I want to be able to use Governors...

Sinapus posted 02-20-99 05:23 AM ET     Click Here to See the Profile for Sinapus  Click Here to Email Sinapus     
Yes, I've also had the eco-damage skyrocket after getting the space elevator and building satellites.

It goes down as soon as you switch to something else.


mmmm posted 02-21-99 04:50 AM ET     Click Here to See the Profile for mmmm  Click Here to Email mmmm     
The bug is definitely due to the space elevator.But nevertheless the eco damage formula needs to be relaxed a bit.
Using a scenario editor I gave a base ALL
facilities ,even the Temple of Planet which I can't normally build (bug???) ,it had 2 population and 17 (seventeen) eco damage,while producing 18 minerals and my planet rating +6.
Kedryn posted 02-21-99 11:59 PM ET     Click Here to See the Profile for Kedryn  Click Here to Email Kedryn     
I've noticed that my eco damage fluctuates from turn to turn for no (apparent) reason. After building the, umm... robotic assembly plant in a few bases, I saw 5 eco damage in some. Without changing *any*thing, it dropped to 4 the next turn, 3 the turn after that and eventually back to the green '0' that keeps me happy. Is Planet adapting to it or am I crazy?

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