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Minor Fix: Augmentation allowing certain buildings on uninhabited planets #5312
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           sorry, got confused. i thought you were talking about the translator, but you were talking about augmentation. i am not sure that Species is enough... Species might be set even if population is zero. lots of stuff which does not directly apply because of my confusion, but might restart discussion of when stuff may be enqueued.:  | 
    
          
 I disagree. Doesn't fit the pattern of existing buildings that can be built on an outpost-only, nor does the description state it can be built on outposts (iirc most such buildings say so), nor does it fit that you can't pre-colonization build translators without Augmentation. Also, fits narrative. 
 What's that... The pedia entry "Planet Suitability" showing  
 I'd actually advocate >= 1, at least considering the translator, though that might need some broader consensus. Also, precedents are using low=0.0001, one zero more 🤪. Actually, you can experience that in-game, though it's very hard to provoke the situation: Don't focus any growth specials, don't research any target population increasing techs, don't research cryo, and find a planet with the gaia special. Colonize it - pop will drop below 1 right on its first populated turn, and you'll notice a whole bunch of buildings can't be queued though you normally would be able to, you'll have to wait for the auto-terraform to kick in enough to allow pop to recover. Even makes kinda sense IMHO.  | 
    
          
 Actually, that's the BUILDING_AVAILABLE_ON_OUTPOSTS macro, and some outpost-enabled ones don't include it - I can name starlane bore or nexus, maybe others? Edit: this led to #5315.  | 
    
          
 I was wrong, this works just fine with both the "Planet Suitability" page and the Colonize(x/y) label of the colony ship's button: ScreenshotsEarly game, with availability of Augmentation cheated in via the species file:        EffectsGroup(
            scope=IsSource,
            activation=Turn(low=4, high=4),
            effects=[
                GiveEmpirePolicy(name="PLC_AUGMENTATION", empire=Target.Owner),
            ],
        ),
... though honestly, I don't really understand why.  | 
    
          
 This does a normal effect application for the calculation in the background, so it has to have the right species on the planet. Not sure if it opens a mini-universe with a single planet or uses the respective colony. ...got intrigued RefreshDetailPanelSuitabilityTag, it fetches the current planet. not sure about the universe/context though 
 And SpeciesEnvByTargetPop remembers original values, disables notices, for each species: sets temporary values and does the calculation; afterwards sets the original values; enables notices From that source dive I would expect that my suggestion (pop >0.001) would not work in the DetailPanel.  | 
    
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           regarding the UI I think in the last discussion we settled for: colonization is an important event, it is fine to demand the player has to have a look at the colony (instead of prequeueing build items).  | 
    
          
 Ah, yes, that immediately sounds right. Reminds me of how Unciv treats or treated some question "can I do something here" by cloning and modifying the context - only the modification could not be done without nefariously elusive side effects without cloning the entire game state, so that led to a lot of effort...  | 
    
          
 yeah. it does apply meter changes, so that is the only kind of side effect which can happen. It probably is also restricted to the given target and the effects are not propagated. But probably if you change some unexpected meters this will create side effects in the client state, the reset is ad-hoc and only for some meters. it would be cool if you could playtest this. dunno by increasing stealth and max stockpile by 100 in the augmentation effect. and looking multiple times at the planet. but on the other hand i think we would have noticed this...  | 
    
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           By chance I just came across that same "sim" code while investigating something entirely different...... ghost fleets: ... which I suspect is due to that very same   | 
    
          
 Make an issue and include a minimal content script modification and test save that uses it?  | 
    
          
 That was half the point - haven't got a clear enough picture yet. I may get there eventually...  | 
    
To reproduce:
Notes:
HasSpecies()instead in focs.py, a regrettable divergence.