Author Topic: Crime...  (Read 1930 times)

Offline Pepisolo

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Crime...
« on: May 09, 2013, 07:34:09 pm »
What does it actually do? I've looked around the board, but can't find out. Didn't notice the answer in game either. Spent 50+ turns with my crime on one town at 100%. Still won the game. I think that whatever it does -- and I know that it does something -- it should be more obvious that it's doing it.

Also, whilst on the topic of seemingly obvious questions that I don't know the answer to. Do buildings ever get destroyed? I noticed a few of my buildings reached 0 HP, but they were never visually destroyed or anything. Just said "idle" and this is not 2 tiles near a town or something.
« Last Edit: May 09, 2013, 07:40:12 pm by Pepisolo »

Offline orzelek

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Re: Crime...
« Reply #1 on: May 09, 2013, 07:50:43 pm »
Hmm if after reaching 100% crime in town it's buildings did not start going to bandit side.... then you found yourself a bug.
Drop it on mantis with a save :)

Offline x4000

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Re: Crime...
« Reply #2 on: May 09, 2013, 07:53:22 pm »
Crime makes it so that one of your buildings per turn in that town turns to a bandit yellow building every turn.  It's not as obvious yet partly because the end of turn reports are not in, to be honest.  Though on the description of I believe the military buildings and maybe town center in the sidebar window, I think it talks about what crime does.

As for building destruction, aside from trojan horses or token powers, no they don't get destroyed.  When they hit 0hp they go to a white flag and can't be used.  The idle message shouldn't be showing, it should say something better than that.  Minor UI thing.  After 10 turns of being white, the building returns to the control of the player who holds the town.  Or if the whole town changes hands, then all the buildings that are white immediately spring to full health on the side of the new owners.
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Offline Pepisolo

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Re: Crime...
« Reply #3 on: May 09, 2013, 07:58:53 pm »
Quote
It's not as obvious yet partly because the end of turn reports are not in, to be honest.

Oh, these are planned then, cool. Maybe something like a pop-up saying "Farm has fallen to bandits" etc.

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The idle message shouldn't be showing, it should say something better than that.

OK, cool. Just some minor unimplemented stuff as of yet, then. Thanks!

Quote
Hmm if after reaching 100% crime in town it's buildings did not start going to bandit side.... then you found yourself a bug.
Drop it on mantis with a save :)

Not a bug. I did lose a couple of buildings I think, it's just I barely noticed. Thanks!

Offline Cinth

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Re: Crime...
« Reply #4 on: May 09, 2013, 08:09:20 pm »
Build a town and just put resource producers in it.  Then ignore it.. after about 45 turns the buildings will start going yellow and attracting your military units.  It's fairly comical to set that up on both sides and watch them try to do damage control :)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Pepisolo

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Re: Crime...
« Reply #5 on: May 09, 2013, 08:11:49 pm »
Build a town and just put resource producers in it.  Then ignore it.. after about 45 turns the buildings will start going yellow and attracting your military units.  It's fairly comical to set that up on both sides and watch them try to do damage control :)

I'll have to test that out. Cheers!

Offline Cinth

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Re: Crime...
« Reply #6 on: May 09, 2013, 08:14:59 pm »
Just make sure you can afford to lose those resources as you go. 
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Pepisolo

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Re: Crime...
« Reply #7 on: May 09, 2013, 08:19:01 pm »
Quote
Just make sure you can afford to lose those resources as you go.

Will do, ta. Should be interesting.

Offline x4000

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Re: Crime...
« Reply #8 on: May 09, 2013, 08:28:48 pm »
I've not seen this, but just in case:

* Put in some code to prevent buildings at 0 HP from accidentally producing units or resources, just in case something slips through the cracks.

* Any buildings that somehow get to zero health without flipping to the white flag now will flip to the white flag in a cleanup check later on.
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