Dead colonies still producing resources
Posted: Tue Jan 22, 2013 4:39 pm
I have a hunch this is a bug, but I want to make sure first. Acrux I is somehow receiving the gas giant gen and micrograv industry boost.
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I don't think there's anything glitchy about it, but perhaps it's a dynamic you'd prefer to change. Back when I was trying to figure out if the AI was able to apply Focus changes when it shouldn't, Geoff pointed out (as what I understood to be an acceptable scenario) that if a colony dies back to an outpost (say, by getting cut off from a Ki Spice Supply source or biological attack or whatnot) the planet could retain the Focus set by the colony, and could still get some benefits from that Focus, such as what's described in this thread. (The storyline idea being, I guess, that some of the machinery set up by the colonists could keep going on its own).eleazar wrote:It produces for one turn after dying, or continually?
The former may be unavoidable, but the latter shouldn't.
I'm not sure exactly what Dilvish is describing, but it sounds glitchy and bad.
It continuously produces resources.It produces for one turn after dying, or continually?
The former may be unavoidable, but the latter shouldn't.
I'm not too fond of this mechanic. While it does make sense, it can be confusing to new players who might logically assume dead colonies would not be able to produce resources at all (possibly deviating from the KISS concept?). This mechanic can also be abused and is counterintuitive to the recent population changes to prevent colony spams on hostile planets (also makes bioterror a bit pointless)....if a colony dies back to an outpost (say, by getting cut off from a Ki Spice Supply source or biological attack or whatnot) the planet could retain the Focus set by the colony, and could still get some benefits from that Focus, such as what's described in this thread. (The storyline idea being, I guess, that some of the machinery set up by the colonists could keep going on its own).
Personally I'd prefer that when pop drops to 0, all current meter values should drop immediately to values that are only supported by non-pop based boni.Geoff the Medio wrote:Resource output meters that are above their target meter drop by 1 per turn towards the target value. This applies whether or not a planet has population on it. There's no established rule that outposts can't produce research, industry, or trade, so it's not imposed that they can't.
That's a bit tricky to set up, and would be yet another special case situation to complicate things...Vezzra wrote:...when pop drops to 0, all current meter values should drop immediately to values that are only supported by non-pop based boni.
I know, it's just really strange to have a colony still producing output when actually no one is left there to do that. Not to bring the realism argument, but that's the kind of stuff that puts a dampener on "immersion"...Geoff the Medio wrote:That's a bit tricky to set up, and would be yet another special case situation to complicate things...
I don't really think this is so much of a problem. All meters, no matter what progress slowly back toward the target. There are many time when this doesn't necessarily make sense, but it happens anyway. It seems strange to make an exception in the game rules for this specific case.Vezzra wrote:I know, it's just really strange to have a colony still producing output when actually no one is left there to do that. Not to bring the realism argument, but that's the kind of stuff that puts a dampener on "immersion"...Geoff the Medio wrote:That's a bit tricky to set up, and would be yet another special case situation to complicate things...
However, I understand your reluctance to hard code something in the C code just to handle special cases caused by the content scripts. That's generally a bad idea. Maybe that can be scripted within the effectgroups that give pop-based boni? When pop is 0, cut the current meter value down? I haven't looked very much into the content scripts, so I can't tell if that's possible.
This.qsswin wrote:Either allow changing the focus, or clear it upon loss of all population.
Exactly what I'm worried about. I couldn't agree more.not to mention encouraging of spamming the whole galaxy with colonies that then decay into outposts.
It might be a matter of personal taste, but to me this particular case strikes me as a bit more extreme than the other ones I encountered in the game so far. I've never had a case (in regard to gradual meter growth/decline) that broke "immersion" so much as this one (for me).qsswin wrote:I don't really think this is so much of a problem. All meters, no matter what progress slowly back toward the target. There are many time when this doesn't necessarily make sense, but it happens anyway. It seems strange to make an exception in the game rules for this specific case.
Does this seem to occur with anything besides industry and research?Geoff the Medio wrote:That's a bit tricky to set up, and would be yet another special case situation to complicate things...Vezzra wrote:...when pop drops to 0, all current meter values should drop immediately to values that are only supported by non-pop based boni.
Code: Select all
EffectsGroup // removes residual production from a dead planet
scope = Source
activation = And [
Planet
TargetPopulation low = 0 high = 0
]
effects = SetIndustry Value = 0
I think that would be a good rule. It makes the distinction clear between colonies and outposts.Geoff the Medio wrote:There's no established rule that outposts can't produce research, industry, or trade, so it's not imposed that they can't.
I want to second that.eleazar wrote:I think that would be a good rule. It makes the distinction clear between colonies and outposts.Geoff the Medio wrote:There's no established rule that outposts can't produce research, industry, or trade, so it's not imposed that they can't.