Author Topic: Evil Outpost on ocean shallows in the middle of an ocean  (Read 2972 times)

Offline dis astranagant

  • Newbie Mark II
  • *
  • Posts: 12
Evil Outpost on ocean shallows in the middle of an ocean
« on: June 06, 2012, 06:58:14 pm »
I guess there's no way to get the wind off of this.  I tried surrounding it with buoys and building a shelter on a relatively close bit of shallows but nothing has worked.


Offline dis astranagant

  • Newbie Mark II
  • *
  • Posts: 12
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #1 on: June 06, 2012, 09:34:23 pm »
Swarms of nightmare octopi are bad enough when I'm not rapidly dying from the wind

Offline NyQuil

  • Jr. Member
  • **
  • Posts: 63
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #2 on: June 07, 2012, 12:33:22 am »
I never checked, but does the wind hurt you while underwater?

Offline dis astranagant

  • Newbie Mark II
  • *
  • Posts: 12
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #3 on: June 07, 2012, 09:19:08 am »
Seems to.  Ocean Shallows don't really have much water, though.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #4 on: June 07, 2012, 09:47:34 am »
In for 1.054:

* Ocean shallows are no longer able to hold evil outposts or evil overlord lairs.
** This won't alter existing outposts/lairs, but it will prevent new ones from spawning in such a manner in new worlds.

Thanks!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #5 on: June 07, 2012, 09:49:20 am »
In for 1.054:

* Ocean shallows are no longer able to hold evil outposts or evil overlord lairs.
** This won't alter existing outposts/lairs, but it will prevent new ones from spawning in such a manner in new worlds.

Thanks!
I had gotten halfway through doing that myself yesterday, but backed it out when I realized that there was already a rule that should prevent it (on the super-region-type-data).  But it may have only been working on the overlords, or I simply misunderstood it.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #6 on: June 07, 2012, 09:53:13 am »
The rule on the super-regions doesn't prevent anything that I can see on that; the region type one prevented it on oceans and such, just not on ocean shallows, but now it definitely will. :)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #7 on: June 07, 2012, 10:00:07 am »
The rule on the super-regions doesn't prevent anything that I can see on that; the region type one prevented it on oceans and such, just not on ocean shallows, but now it definitely will. :)
Region.cs:

Code: [Select]
                #region Evil Overlord Lairs/Lieutenant Outposts
                int superRegionsAlreadyOnContinent = Continent.CalculateCountOfSuperRegionsForContinent();
                if ( !isOriginRegion && superRegionsAlreadyOnContinent > 8 &&  //no evil overlords or evil outposts too close to the center of the continent
                    superRegion.TypeData.IsValidInSuperRegionCount ) //also don't put these in the invalid region types (water, lava, deep, etc, which are too mean)
(...)

IsValidInSuperRegionCount is false for the ocean super region type (and the deep, and lava).  And actually both the lieutenant and overlord logic is within that if's body, so I'm kind of puzzled that it was happening.  Ah well :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #8 on: June 07, 2012, 10:02:44 am »
Oh, I think I understand now: AddEvilOutpostAndLieutenant() is also called from InsureCorrectNumberOfLieutenantsOnContinent (insurance executives, they're everywhere!) and it just checks for water terrain, not for that super region flag, and iirc shallows doesn't count as water terrain in that sense.  But I'm looking at my working copy, not with your most recent changes, so you may have already nailed that :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #9 on: June 07, 2012, 10:04:51 am »
I didn't until just after your last post, but now in:

* Added in a further fix to prevent evil outposts that get added on upgrade of old worlds (to include 4 outposts instead of 3) to prevent them from seeding in bad locations like the deep, lava flats, oceans, etc.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Gemzo

  • Full Member
  • ***
  • Posts: 137
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #10 on: June 07, 2012, 07:03:05 pm »
Aw, an outpost in the deep wasn't thaaat bad. Can it possibly be an option to allow outposts/keeps in those places? That would make buoys a lot more useful, heh.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #11 on: June 07, 2012, 07:04:09 pm »
In a lot of cases with the ocean shallows it would make them impossible to traverse, unfortunately.

On the bright side, there tends to be ocean blocking you off from parts of the continent every so often, so that's something!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Gemzo

  • Full Member
  • ***
  • Posts: 137
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #12 on: June 07, 2012, 07:14:32 pm »
Well there's several potential fixes to that, if my suggestion was to be considered. Like buoys could lift storms on shallows if it has an outpost/keep on it, or just make shallows the only invalid location when this option is turned on. Maybe even allow shallows, but check if it's impossible to reach first.

And yeah I realize that, they're not useless, but ocean outposts/keeps would make them pretty indispensable.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #13 on: June 07, 2012, 07:15:46 pm »
I just don't think it's worth the complexity added, honestly.  Instead I went with something more dramatic:

* New continents now have more sections of ocean dividing them up, causing more of a need for buoys and your wind shelter networks than before.

:)
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Gemzo

  • Full Member
  • ***
  • Posts: 137
Re: Evil Outpost on ocean shallows in the middle of an ocean
« Reply #14 on: June 07, 2012, 07:29:04 pm »
Nice, that does work for making buoys more useful. But I still feel outposts/keeps in the deep/lava flats is not that bad. On the other hand, they aren't really needed either, they could make for some really nasty situations. Maybe I'm just feeling there needs to be more reasons to go to these places. The only reason I dipped my toes in the deep was because I had to go there, not because there's a chance to find fireworks. As for the lava flats, well, that indoor music is just too catchy. Err I mean I wanted an advanced heatsuit...and I got one and a ton of micro rex scrolls. Now I have no reason to go back and I am sad. I suppose this is the kind of thing you are already working on, so I'll stop rambling and go play the game. Cheers.