JosEPh_II
TBS WarLord
Recent entry level changes to both Air and Water "Event" buildings, henceforth called Pollution Disaster Buildings or PDB have created the need for both of these Pollution Properties to be reviewed and revised.
HydromancerX is the author of all these buildings except the Major Global Warming "event" build. I don't remember if this event was in vanilla BtS, I think it was. Or it came from Zappara and Rise of Mankind Mod or from Afforess when he added his Modmod A New Dawn to RoM. Maybe someone who knows will chime in.
Anyway, Hydro built these buildings to trigger Disasters when the entry level Air or Water polluton levels were reached.
After Hydro left I took over the maintenance of the Property levels (amount per pop, decay rate and diffusion rates) in the Properties them selves and Revised the entry levels for when each Disaster would come into play. (These have been recently changed by another Team Member) The PDBs each had a unique entry level, Each type of Disaster also had 3 PDB in that category, ie Ozone 1 (Light), Ozone 2 (Moderate), and Ozone 3 (Major)
For Air the 3 Main categories are:
Smog, Ozone, and Global Warming.
There are also 3 Catastrophic Events:
Acid Rain
Toxic Atmosphere
Blackened Skies
Making a total of 12 PDBs. Water has a similar set up with 12 PDBs. But Water pollution also has special plot yields involved versus Air using normal YieldChanges and a couple of the SeaPlotYieldChanges. More on the Water differences later.
All 24 PDBs inclusive in Air and Water also give and values, many Have Disease giving values, and Air making YieldChanges and some from both that use the "Special"PlotYieldChanges. Also GlobalHealth values are assigned to the stronger PDBs
Only Ozone 2 and 3 and Acid Rain have a Replacement Building to get rid of the Ozone Air Pollution and Acid Rain "events". Leaving Ozone 1 still an active Pollution after thos 2 Replacement buildings are built in the later Eras of the mod.
Now specifically back to Air and Water Entry Levels. The values I had put in for each Category was staggered.
Example My original entry levels, (since changed and made higher):
Air Pollution Entry levels were:
Smog1 400
Smog2 850
Smog 3 1300
Ozone 1 550
Ozone 2 1100
Ozone 3 1650
GlobalWarming 1 700
GlblWrm 2 1200
GlblWrm 3 1750
Acid Rain 950
ToxicAtmosphere 1450
Blackened Skies 1950
Water Pollution Entry levels were:
GroundWater 1 450
GrndWtr 2 900
GrndWtr 3 1400
River Pollution 1 550
RiverP 2 1000
RiverP 3 1500
Coast Pollution 1 650
CoastP 2 1100
CoastP 3 1600
RedTide 750
Reef Bleaching 1200
ToxicHydrosphere 1800
If you care to chart these out on graph paper you will see the spacings. There are 3 spots that a Water and Air Pollution can come in at the same level. But Air and Water usually do not have the same values while you are in game play. So the chance of triggering 2 events can happen but usually don't.
More to come.
HydromancerX is the author of all these buildings except the Major Global Warming "event" build. I don't remember if this event was in vanilla BtS, I think it was. Or it came from Zappara and Rise of Mankind Mod or from Afforess when he added his Modmod A New Dawn to RoM. Maybe someone who knows will chime in.
Anyway, Hydro built these buildings to trigger Disasters when the entry level Air or Water polluton levels were reached.
After Hydro left I took over the maintenance of the Property levels (amount per pop, decay rate and diffusion rates) in the Properties them selves and Revised the entry levels for when each Disaster would come into play. (These have been recently changed by another Team Member) The PDBs each had a unique entry level, Each type of Disaster also had 3 PDB in that category, ie Ozone 1 (Light), Ozone 2 (Moderate), and Ozone 3 (Major)
For Air the 3 Main categories are:
Smog, Ozone, and Global Warming.
There are also 3 Catastrophic Events:
Acid Rain
Toxic Atmosphere
Blackened Skies
Making a total of 12 PDBs. Water has a similar set up with 12 PDBs. But Water pollution also has special plot yields involved versus Air using normal YieldChanges and a couple of the SeaPlotYieldChanges. More on the Water differences later.
All 24 PDBs inclusive in Air and Water also give and values, many Have Disease giving values, and Air making YieldChanges and some from both that use the "Special"PlotYieldChanges. Also GlobalHealth values are assigned to the stronger PDBs
Only Ozone 2 and 3 and Acid Rain have a Replacement Building to get rid of the Ozone Air Pollution and Acid Rain "events". Leaving Ozone 1 still an active Pollution after thos 2 Replacement buildings are built in the later Eras of the mod.
Now specifically back to Air and Water Entry Levels. The values I had put in for each Category was staggered.
Example My original entry levels, (since changed and made higher):
Air Pollution Entry levels were:
Smog1 400
Smog2 850
Smog 3 1300
Ozone 1 550
Ozone 2 1100
Ozone 3 1650
GlobalWarming 1 700
GlblWrm 2 1200
GlblWrm 3 1750
Acid Rain 950
ToxicAtmosphere 1450
Blackened Skies 1950
Water Pollution Entry levels were:
GroundWater 1 450
GrndWtr 2 900
GrndWtr 3 1400
River Pollution 1 550
RiverP 2 1000
RiverP 3 1500
Coast Pollution 1 650
CoastP 2 1100
CoastP 3 1600
RedTide 750
Reef Bleaching 1200
ToxicHydrosphere 1800
If you care to chart these out on graph paper you will see the spacings. There are 3 spots that a Water and Air Pollution can come in at the same level. But Air and Water usually do not have the same values while you are in game play. So the chance of triggering 2 events can happen but usually don't.
More to come.