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Author Topic:   To Calculate the Ecodamage after Patch 3.0 Installed
Oleg Leschoff posted 05-23-99 04:43 AM ET   Click Here to See the Profile for Oleg Leschoff   Click Here to Email Oleg Leschoff  
How?
Sorry if this has already been answered.
This issue was good for me before the patch 3.0, but after it is installed, everything turned bad.
Even having maximum planet rating, forests everywhere (there's no terraforming ecodamage, surely), virtually no factories and Pholus Mutagen, I have ecodamage after nearly 20-25 minerals production in the base with Centauri Preserve and Temple of Planet built.

It's obviously that old formula that is documnented in the Datalinks is no longer valid, because patch 3.0 changed it.
Please explain the new formula or accept this is a bug to be fixed.

P.S. Hell, all my best strategies are failing after p. 3.0... Do you think that this is for improving my gameplay experience? Or maybe to make game more fun? Definitely, not the last one, since I am now prefer playing patch 2.

Craig McPherson posted 05-23-99 05:29 PM ET     Click Here to See the Profile for Craig McPherson  Click Here to Email Craig McPherson     
Are you building any satelites (sky hyrdoponics labs, etc)? Those all raise your eco-damage quite a bit when being built. Any Planet Busting? Yikes.

You probably know all this, but those are the only things I could think of.

Oleg Leschoff posted 05-23-99 11:15 PM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
No, No. It's from the beginning of game.
Again, I believe that people from FIRAXIS must answer this. I've seen the same reports from the other people here and in some other forums.
Darkstar posted 05-24-99 01:50 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Are you using Nerve Gas? They linked Nerve Gas usage to Eco-Damage throughout the offenders Faction. The more you gas your opponents, the more Eco-Damage builds up at your bases. Not realistic, nor something they advertised they did. Personally, I dislike it. If they thought Gas that unbalancing, they should have removed it from the game.

-Darkstar

Oleg Leschoff posted 05-24-99 02:13 PM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
No gas. You know, the conditions are the same as with patch 2.0, but now I get huge ecodamage right after the minerals production exceeds 18-23, depending on ecodamage reducing facilities|SPs; also, this things somewhat decreases the amount of ecodamage, but the datalinks' formula is absolutely incorrect, unlike the previous versions of game.
Urban Ranger posted 05-25-99 12:50 AM ET     Click Here to See the Profile for Urban Ranger  Click Here to Email Urban Ranger     
That's very strange.

Have you built tree farms and hybrid forests at all your bases?

Oleg Leschoff posted 05-25-99 03:14 PM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
You mean you didn't notice any differences from previous patches?
Rackam posted 05-27-99 07:31 AM ET     Click Here to See the Profile for Rackam    
I was playing the Gaians and I specially built a base which was supported purely by fungus. It's minerals output after modifiers was 186 per year which resulted in high ecological damage.

Any change you make to the landscape will cause damage, like levelling/raising/lowering terrain, drilling aquifiers, building roads etc.

~Rackam

Oleg Leschoff posted 05-28-99 12:23 AM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
With patch 2, in the end of the game I have had a base, fully developed (except of some factories), producing more that 100 minerals, with no ecodamage.
Everywhere was forests, Pholus mutagen was built.
In the beginning of game I was able to have base with nearly 30 minerals (with appropriative facilities like c.preserve) with no ecodamage, and, building more ED reducing facilities and lifting planet rating to maximum it was possible to have 100 minerals producting bases without even the interlude about fungus growth.
Now, it's inpossible to have base with more that 20 minerals production without ecodamage.

While people asks Firaxis to make an option to turn off planet, they makes it even more cruel. Is this how they listen to their users' suggestions (as I've read somewhere -- I was surprised)?

Rackam posted 05-28-99 03:18 PM ET     Click Here to See the Profile for Rackam    
I have noticed with newer bases where I hadn't done any terraforming (just roads) and just planted fungus/forests, no eco damage resulted.
Also, as time goes by, the eco damage value does go down slowly if your not terraforming. This was noticable since the frequency of mind worm attacks went down.
Oleg Leschoff posted 05-30-99 04:47 AM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
If you didn't know, ecodamage occuring because of two reasons. First is terraforming, occuring if you assign workers to the tiles with improvements that planet don't like. It is terminated by building Hybrid Forests.
Second is caused by production. It is avoided, IIRC, by building centauri preserve, temple of planet and pholus mutagen.
So, before p3, with all that built, I could have 100+ minerals production w/o ED, now no more that 20.
Obviously somewhat changed, PLEASE FIRAXIS EXPLAIN WHAT EXACTLY!!! Or say that I am fool and I shouldn't annoy you by posting here anymore
Oleg Leschoff posted 06-03-99 05:42 PM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
It seems that this thread is conjured so that Firaxis's team can't see it. Anybody got any idea about who could do that?

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