View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0004326 | Valley 1 | Bug - Other | Sep 29, 2011 7:48 pm | Sep 30, 2011 5:49 am | |
Reporter | Spork | Assigned To | keith.lamothe | ||
Status | closed | Resolution | no change required | ||
Product Version | 0.507 | ||||
Summary | 0004326: Invited humans can be used to invite more humas the same turn | ||||
Description | Read the patch notes and saw that you have redone the strategic part, which looks good by the way. Looking forward to it. In the current version, the invited humans can still act. So if you invite a human, the new invited human can be used to invite another human and so on. Set the invited human to 'has acted' (or TU = 0). | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
|
Yes, I'm aware that newly rescued NPCs can immediately act, I don't have a huge problem with this. In the future I may have them not start with a lot of TUs, but it will probably be higher than zero. |
|
Perhaps the number of TUs can depend on how far the person has had to walk to get to the settlement. Nearby rescuees can be productive immediately, but NPCs who have had to walk across a thousand miles of snow and desert and shattered industrial megalopolis would need a turn or two to recover. |
|
Or maybe just setting the TU cost for being invited to half the cost it takes to invite the NPC, since the invited NPC only have to walk half the distance. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 29, 2011 7:48 pm | Spork | New Issue | |
Sep 29, 2011 7:50 pm | keith.lamothe | Internal Weight | => New |
Sep 29, 2011 7:50 pm | keith.lamothe | Note Added: 0014781 | |
Sep 29, 2011 7:50 pm | keith.lamothe | Status | new => closed |
Sep 29, 2011 7:50 pm | keith.lamothe | Assigned To | => keith.lamothe |
Sep 29, 2011 7:50 pm | keith.lamothe | Resolution | open => no change required |
Sep 30, 2011 4:36 am | jerith | Note Added: 0014819 | |
Sep 30, 2011 5:49 am | Spork | Note Added: 0014837 |