6 new categories and 72 new items added to the shop!Fake forum EC for posting doubled everywhere to help pay for them!
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Maybe it does but keep in mind there are tons of other factors at play. They may just declare war on someone on the opposite side of the globe merely for not sharing their ideology disregarding everything else.
flavor = waste. It is disbalance by definition. You can have more or less of it. As far as I saw other opinions, people prefer flavor to cold blooded killer AI who can't be bargained with, can't be reasoned with, doesn't feel pity or remorse or fear, and absolutely will not stop ... EVER, until you are dead!!!!!
Can you explain how your patch actually works to fix the stockpile bug then? It's not obvious by looking at the code that the fix is a correct one. It doesn't seem to account for the effect by PEG that increases stockpile returns by 25% for example.Depending on the return value supplied by base_production, base_ecology might or might not get run by base_upkeep function which calls both of them. So if a non-stockpile item is produced by a base on one turn, does it "correctly" prevent the accumulation of stockpile energy credits from queue at the same turn but otherwise keep the stockpile energy feature intact?
; Select if the planet should randomly spawn spore launchers and other expansion-only units.; Factions can still build some of these units if they are not disabled from alphax.txt.; Does not affect any starting units defined for the faction, e.g. Progenitors.spawn_spore_launchers=1spawn_sealurks=1spawn_fungal_towers=1spawn_battle_ogres=1
> I intercept base_ecology just to insert computation in the same branch where faction energy reserves get updated. And it is only one branch. So if base_ecology doesn't run faction credits won't be updated too.But they will be updated in some way because WTP's patch updates energy credits at two different points. Presumably all the other vanilla game logic works like before. Why is this the correct fix for the stockpile energy bug? How was it tested that this patch updates energy credits correctly with or without stockpile in the queue? Or was it tested at all?My main point was not even about PGE bonus that was unaccounted for, rather the whole logic behind this patch because the way it works looks odd. I have not investigated yet what would be the best way to fix that bug, but I would presume the most logical way would be to just prevent the accumulation of stockpile energy if the base has already produced something on that turn.
> What does it mean by "randomly spawn" with regards to the battle ogre? If I disable that option, does that mean they just won't pop from Unity pods?Yes.