View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0016686 | Stars Beyond Reach | Gameplay Issue | May 13, 2015 8:28 pm | Jun 3, 2015 10:36 pm | |
Reporter | Miikka Ryökäs | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.816 | ||||
Fixed in Version | 0.872 (Colonization and Exploration) | ||||
Summary | 0016686: Toxic screening shouldn't keep toxic diseases from being caught | ||||
Description | I accidentally had quarantine and toxic screening on (hobbling my birth rate, yes) when the game informed me that my population had caught parasympathetic neuropathy. That's a toxic disease. So... I didn't catch the disease. And I had some birth centers up, so I'll replace all the dead colonists in no time. I'm thinking toxic screening shouldn't stop new cases of a disease when the population is catching that disease, or people will just leave it on all the time. | ||||
Tags | No tags attached. | ||||
|
Toxic screening turns your disease into genocide, so it isn't entirely without cost. |
|
|
|
Indeed not, but I'd much rather skip straight to the repopulation than fight the disease and then repopulate. People are free. I'd build Soylent Green diners if I got cultural points out of the recipes. I've uploaded the file from another game. I had toxic screening on to fight the last remnants of The Ooze when I caught parasympathetic neuropathy. Killed half my population, didn't catch the disease. Again, I'm happy with this outcome, but if you want to patch out the ability to use mass deaths to prevent diseases, go right ahead. |
|
I like that it "helps" everyone with their toxin exposure. But I think the first batch of exposures should not be stopped, at least until you've had the disease once and can put the specs into the toxin scanner. Then again, I don't really understand how the toxin diseases are spreading. |
|
Oh, hey, the Soylent reminds me: how about giving the Acutians a small cash boost when their people die, as their fatalities are scrapped for spare parts and useful minerals? It doesn't need to be visible to the player or a significant boost, it could still be fun ;) |
|
For 0.872: * Toxin screening now no longer prevents the first-ever batch of that toxin infections you experience. But after that any further infections will be caught by screening. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
May 13, 2015 8:28 pm | Miikka Ryökäs | New Issue | |
May 13, 2015 8:31 pm | Miikka Ryökäs | Summary | Keep toxic screening from working when a toxic disease's caught => Toxic screening shouldn't keep toxic diseases from being caught |
May 13, 2015 8:31 pm | Miikka Ryökäs | Description Updated | |
May 13, 2015 8:39 pm | Miikka Ryökäs | Description Updated | |
May 13, 2015 8:41 pm | Miikka Ryökäs | Description Updated | |
May 14, 2015 2:33 am | jerith | Note Added: 0040770 | |
May 14, 2015 9:37 am | Miikka Ryökäs | File Added: whoops.save | |
May 14, 2015 9:48 am | Miikka Ryökäs | Note Added: 0040792 | |
May 14, 2015 9:50 am | Miikka Ryökäs | Note Edited: 0040792 | |
May 14, 2015 9:57 am | ptarth | Note Added: 0040796 | |
May 14, 2015 10:02 am | Miikka Ryökäs | Note Edited: 0040792 | |
May 14, 2015 10:47 am | Miikka Ryökäs | Note Added: 0040808 | |
May 26, 2015 1:52 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
May 26, 2015 1:52 pm | Chris_McElligottPark | Status | new => assigned |
Jun 3, 2015 10:36 pm | keith.lamothe | Note Added: 0041646 | |
Jun 3, 2015 10:36 pm | keith.lamothe | Status | assigned => resolved |
Jun 3, 2015 10:36 pm | keith.lamothe | Fixed in Version | => 0.872 (Colonization and Exploration) |
Jun 3, 2015 10:36 pm | keith.lamothe | Resolution | open => fixed |