Quick Questions and Answers

Here's a weird discovery that happened in a very recent playthrough: For some reason, adding miasma to two of the many copper tiles on that particular map improved their yield by +1 production and +1 energy; this is even appeared in the tooltip, so it appears to be intentional. But I could not figure out why those particular tiles exhibited this.

At first I thought it was any copper tile, but that was quickly disproven by the lack of the tooltip. Then I looked at those tiles, and seeing that they're both on tundra terrain, I assumed that was why, only to be yet again proven wrong when I moved a worker on a third tundra terrain tile with copper. And they're both in different cities, so it couldn't be some overlooked effect of a local wonder. And I'm pretty sure there are no buildings that grant any such effect either. Does anyone have any idea what was going on?
can you share the save-file?
 
Here you go.
Case 1. 1/3/4 for all Copper/Tundra/Miasma

CopperCase_01.jpg



Case 2. 0/3/3 and 0/3/4 because of Solar Orbital, Copper/Snow/Miasma and without

CopperCase_02.jpg

CopperCase_02a.jpg



Case 3. 1/3/4, Copper/Tundra/Miasma and without Miasma

CopperCase_03.jpg

CopperCase_03a.jpg



Case 4. 1/3/5 Copper/Tundra/Miasma and without

CopperCase_04.jpg

CopperCase_04a.jpg




Can you specify a name of Base where I should look for the case?
 
Case 3's first image is actually where I first noticed this via the tooltip. And the second example is, IIRC, the top most copper tile in the very first image of Case 1, too.

In hindsight, I really should've made a point to compare the yield before and after the miasma was added, to make sure that it wasn't just a glitch and actually had an effect.
 
@Protok St On a completely different note, I saw this post of yours where you identified a flaw in the code for spawning colossal aliens and say that you figured out a fix, but never actually explained what it is. Is it complicated to implement? I've been getting annoyed at how by the time I can afford to go after a siege worm for the associated quest, and/or have researched the tech for leashing colossal aliens, they've been long driven to extinction thanks to the overzealously xenocidal AI players.

PS: I tried DMing this question to you, but keep running into a weird error.
 
@Protok St On a completely different note, I saw this post of yours where you identified a flaw in the code for spawning colossal aliens and say that you figured out a fix, but never actually explained what it is. Is it complicated to implement? I've been getting annoyed at how by the time I can afford to go after a siege worm for the associated quest, and/or have researched the tech for leashing colossal aliens, they've been long driven to extinction thanks to the overzealously xenocidal AI players.

PS: I tried DMing this question to you, but keep running into a weird error.
Hi!
Have you read my other posts in that thread?
You can ask there if something needs further clarification. Or in this thread.

Issue 1) In the original game, only the first row in the tables is used:
local COLOSSAL_LAND_UNIT_RATIOS : table = {
[1] = { 0.00, 32, },
* * *
local COLOSSAL_SEA_UNIT_RATIOS : table = {
[1] = { 0.00, 36, },
This results in the absence of colossi in the late game.

Issue 2) is the cause of issue 1.
In the original game, the averageAffinityProgress function does not work. Instead of a changing value, it always returns 0.

Issue 3) In the original game, Krakens do not spawn, as their place is taken by Makaras.

Which issue you want to solve?
 
Hi!
Have you read my other posts in that thread?
Oh dammit. Dumb me thought that the conversation had moved on from that. I don't know why I didn't read further into the thread, but it's been a while since I first came across it; maybe I was in a hurry at the time, and later I misremembered that I didn't find any answers or explanations in it.

In the original game, the averageAffinityProgress function does not work. Instead of a changing value, it always returns 0.
How did you fix that?

Issue 3) In the original game, Krakens do not spawn, as their place is taken by Makaras.
Wait, what? So they only "spawn" in the beginning of the game, and never after? I guess I was lucky the few times that I had seen them in the late game.

Which issue you want to solve?
All three, ideally.
 
How did you fix that?
I wrote a function that does the necessary calculations correctly and replaced the original one with a new one.

Wait, what? So they only "spawn" in the beginning of the game, and never after? I guess I was lucky the few times that I had seen them in the late game.
This is explained in detail in the mentioned topic.

All three, ideally.
You can use Anchor Ceti as example for your own fixes.
 
I wrote a function that does the necessary calculations correctly and replaced the original one with a new one.

You can use Anchor Ceti as example for your own fixes.
Okay, so I'm looking at Anchor Ceti's files... It's all in Aliens.lua, right? Do I take the whole file and overwrite the base game's own with it, or do I just copy-paste a specific set of lines?
 
@Protok St I guess it's too complicated for a programming novice like me, huh?

On an unrelated note, something that annoys me greatly and boggles my mind at the same time is how whenever I get the Growth Potential quest (create trade route with a station), the next turn I immediately get Hostile Takeover (destroy a station) that targets the same station that is the subject of Growth Potential, and the same goes if I got the latter quest first. Worse still, so far it's always been that the issuing station is the same for both quests. You'd think it would've been a no-brainer to make such a paradoxical combination impossible to happen.
 
I always mutter under my breath when that happens in my games. Unless the station is aquatic, it's usually too much trouble / takes too many turns to send an assault team over to destroy the station. I figure that one failed quest is no big deal and look past the "Hostile Takeover" part of the dilemma.

I've even managed to fail *both* parts of the quest pair, if I'm involved in a war when they pop up. I really get annoyed if my trade routes are pillaged, so if the station is far enough away, my trade convoy would be at risk if I send a trade route to the station. After enough turns where no one (me or the AI sponsors) sends a trade route, the station will "withdraw", which fails both quests. Sigh.
 
Yeah, that failure of both quests happened to me today as well, though it was mostly because I couldn't make a second trade convoy before the station withdrew.
 
I've always thought that was intended to be choice (albeit not very interesting), helping to tell your story. Are you the type who would violently remove competition of your associate or do you respect life enough to turn down the money.
 
I've always thought that was intended to be choice .... Are you the type who would violently remove competition of your associate or do you respect life enough to turn down the money.
Same. In general I assess whether to kill stations or not (or trade with them) versus my overall strategy/ situation: getting a bonus for the choice is a nice add-on that does come into my assessment.
 
I've always thought that was intended to be choice (albeit not very interesting), helping to tell your story. Are you the type who would violently remove competition of your associate or do you respect life enough to turn down the money.
Clearly you didn't read my description of the situation properly, because I didn't say that the two quests were given by two different stations, I said that they were given by the same station against the same target. The people running that station can't make up their mind whether they want to trade with the other station or destroy it.
 
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Clearly you didn't read my description of the situation properly, because I didn't say that the two quests were given by two different stations, I said that they were given by the same station against the same target. The people running that station can't make up their mind whether they want to trade with the other station or destroy it.
I agree with you, @MarqFJA87 , that getting both requests from the same station is nonsense. I also agree with the storytelling aspect from @legalizefreedom -- and I nearly always choose life. I like getting the related quest, where you're asked to attack; after you attack (but haven't finished yet), it says something like, "keep the refugees or return them" So that you don't have to finish conquering the station. Unlike Civ6, where one can conquer and annex the city-states, conquering a station destroys it. It leaves behind wreckage that your Explorer can visit, but it doesn't provide much benefit to my empire/colony.
 
Yeah, I personally prefer to let the station live because only 2-3 stations spawn per game anyway, and keeping the station around to trade with benefits me more in the long run.

I don't think I got that quest you mentioned before; it's definitely preferable to the one that explicitly asks me to destroy the target station.

Unrelated, but if anyone has feedback for this, I would very much appreciate it. I don't like the lack of challenge from the AI on the lower difficulties, but playing on Gemini against 8 players surprised me with how it's easy to lag behind everyone and be hated by half the leaders just on my colony's performance and army size alone. I thought it wouldn't be much different after having managed 4 and 6 player matches on this difficulty, but evidently I am wrong.
 
Clearly you didn't read my description of the situation properly, because I didn't say that the two quests were given by two different stations, I said that they were given by the same station against the same target. The people running that station can't make up their mind whether they want to trade with the other station or destroy it.
While it doesn't make sense, it doesn't change the choice for me. One of the quests will be failed regardless.
 
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