Author Topic: Bugged feature: Pop spillover  (Read 1278 times)

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Offline Yitzi

Bugged feature: Pop spillover
« on: May 29, 2016, 04:47:22 PM »
In the process of my patch, I found a feature that was bugged to not work: When there is a fungal pop on the coast, there is a chance (depending on how many pops there have been so far, and on difficulty level) that it will "spill over" and adjacent sea squares will pop as well.  Due to a bug with the loop variable, it's been disabled, but my upcoming patch will re-enable it.

Offline Buster's Uncle

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Re: Bugged feature: Pop spillover
« Reply #1 on: May 29, 2016, 04:57:33 PM »
This is distinct from big pops leaving worms in adjacent squares?

Offline Lord Avalon

Re: Bugged feature: Pop spillover
« Reply #2 on: May 29, 2016, 08:41:16 PM »
I take it this is for Sealurks instead of Locusts of Chiron? I seem to recall pops on the coast and Locusts over water. Sealurks would be less of a threat, most times.
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Re: Bugged feature: Pop spillover
« Reply #3 on: May 29, 2016, 09:05:02 PM »
IODs, too.

Offline Lord Avalon

Re: Bugged feature: Pop spillover
« Reply #4 on: May 29, 2016, 09:33:38 PM »
Oops, those, too. (Wouldn't that be "IsOD"?)  ;)
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Re: Bugged feature: Pop spillover
« Reply #5 on: May 29, 2016, 09:36:30 PM »
;)

Offline Yitzi

Re: Bugged feature: Pop spillover
« Reply #6 on: May 30, 2016, 04:11:52 PM »
This is distinct from big pops leaving worms in adjacent squares?

Very.  The rule about pops leaving worms in adjacent squares is that it depends on fungus being there (either from the pop or from beforehand).  This is adding fungus to adjacent squares (which can result in isles/locusts there, but apparently usually doesn't).  Sorry I wasn't clear about that.

I take it this is for Sealurks instead of Locusts of Chiron? I seem to recall pops on the coast and Locusts over water. Sealurks would be less of a threat, most times.

This is unrelated to the question of what pops where; I believe that the rule is that if you have a base on that continent/in that sea, it pops worms/launchers/isles, otherwise it pops locusts (but locusts usually have -1 to lifecycle).

In other words, the game knows very well that sealurks and isles would be less of a threat, and that's why it pops locusts instead.

 

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