Pandemia

toft

King
Joined
May 18, 2005
Messages
758
Location
€urope
Just wanted to let you know that after you implemented "Pandemia"... you lost me :p

I think its the most annoying aspect of your mod. It is sooo unbalanced/faulty/buggy and with no greater impact on the gameplay...

Remove it or make an enable/disable feature - and then Im with ya again :lol:
 
I dont find it that bad, but it IS annoying in later game when you just cant have full-developed cities as they will lose that last population in no time that otherwise takes 50ish turns to regrow.
 
I think for BtS you should convert this to an Event rather then a source code driven implementation, I've thus not included in my CCCP mod in case anyone was wondering. Most of the rest of TR's SDK mods are in.
 
How do you build a Pandemic colony for the -10% chance?

I never seem to be able to, as the pandemia ends instantly next turn thus switching production off the colony, usualy after killing off 1 of my population.

Early game its very annoying dropping to 4 person city when trying to fight off 1000s barbarians :lol:
 
It's only for high-production cities, so that pandemic doesn't last more than one turn (currently it almost never lasts, though). It can only be built under pandemic conditions.
 
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