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Posted: Sun Mar 30, 2008 4:38 am Post subject: Pollution!
Thanks to new functions in the latest patches, I've finally got the chance to finish my pollution scheme.
High organics value improves things, as do farms a little. Weather Control facilities help a lot.
Rads value, and polluting industry lowers value.
Conditions will trend towards 1.5 * (improvement) / (improvement + pollution)
Where conditions range from 1.5 (Optimal) to 0.0 (Deadly)
If conditions are below 0.5, some people are gonna die. Random weather each turn will vary the exact amount, but the worse the conditions the more die.
If a planet is unbreathable, the death toll is tripled.
Dome facilities are available in small, medium and large sizes; these domes add between 10 and 300 housing units, and make the contained population completely immune to planetary conditions.
Available city facilities add much more housing space per kt, but provide no protection from conditions. Back to top
I'll have to do some work before it is ready for that.
At the moment, I've hardcoded all the facility IDs -> effects in the script, and I'll have to convert that to a couple of longlists first.
Of course, anybody who is willing to brave the psychological hazards of lightly commented SE5 script is free to duplicate it.
Though, as Xintis on #spaceempires would say "You'd be better off summoning Cthulhu!" Back to top
Joined: Oct 20, 2006 Location: Calgary, Alberta, Canada
Posted: Mon Mar 31, 2008 5:34 am Post subject:
Hmmmmm, maybe I should get the rest of the UofC Campus Crusade for Cthulhu to lend a hand... might not be able to summon the devourer, but I'm sure some of them have a WAY better ability to script than myself.
edit: Scratch that, most of them are English majors Back to top
Thats really cool! I'd like to check it out but I've been afraid of under-commented code since my programming classes in high school (my lab partner NEVER used comments! ). Back to top
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