View Revisions: Issue #24450

Summary 0024450: Scourge excessive number of builders
Revision Feb 19, 2021 11:40 am by ArnaudB
Description In working on the new Scourge balance I stumbled upon a bug. They should only have 3 builders, they are at 6 and had 4 earlier, in the saves provided below.

Either AllowedBuildersIncreasePerScienceUnit="0" and BaseNumberOfBuildersAllowed="3" aren't working or something else is up

Here are the changes:
-Scourge now mark up much later into the game. It needs 18 planets worth of science for Mark II instead of 9. It needs 35 planets worth of science for Mark III.
-Note the number of planets can be significantly lessened by harvesting science from others sources: nodes, archive, neutral planets and Overlord kills.
-Neophyte cost is halved on intensity 10, and a third cheaper on intensity 1. this means there will be more of them around from a spawner.
-Builders numbers are fixed from 2 to 3 from intensity 1 to 8, 4 on intensity 9 and 5 on intensity 10.
-Builders always show on the galaxy map if you have vision of their planets. Builders are much tougher and are immune to tractors.
-Cloaked Builder now properly has 0.7 albedo instead of 0.3.

(Possibly add an escort to builders, or just drones. Possibly add Chuck Norris forcefield to Builder. => This isn't for you to do Chris, just notes of possible stuff to make builder tougher.)

I committed all the change for Scourge and to the builder stats, so you can open the saves with everything set up.

Hopefully you can help me keep the Scourge as the stated cap. I'm intended for Builders to be scary, tough units that make players feel rewarded to kill, 3 to 5 depending on Scourge intensity. They'd show up on the galaxy map, so I also want a small number to prevent crowding the map.

Thank you for your help, Chris.
Revision Feb 19, 2021 11:39 am by ArnaudB
Description In working on the new Scourge balance I stumbled upon a bug. They should only have 3 builders, they are at 6 and had 4 earlier, in the saves provided below.

Either AllowedBuildersIncreasePerScienceUnit="0" and BaseNumberOfBuildersAllowed="3" aren't working or something else is up

Here are the changes:
-Scourge now mark up much later into the game. It needs 18 planets worth of science for Mark II instead of 9. It needs 35 planets worth of science for Mark III.
-Note the number of planets can be significantly lessened by harvesting science from others sources: nodes, archive, neutral planets and Overlord kills.
-Neophyte cost is halved on intensity 10, and a third cheaper on intensity 1. this means there will be more of them around from a spawner.
-Builders numbers are fixed from 2 to 3 from intensity 1 to 8, 4 on intensity 9 and 5 on intensity 10.
-Builders always show on the galaxy map if you have vision of their planets. Builders are much tougher and are immune to tractors.
-Cloaked Builder now properly has 0.7 albedo instead of 0.3.

(Possibly add an escort to builders, or just drones. Possibly add Chuck Norris forcefield to Builder.)

I committed all the change for Scourge and to the builder stats, so you can open the saves with everything set up.

Hopefully you can help me keep the Scourge as the stated cap. I'm intended for Builders to be scary, tough units that make players feel rewarded to kill, 3 to 5 depending on Scourge intensity. They'd show up on the galaxy map, so I also want a small number to prevent crowding the map.

Thank you for your help, Chris.