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Patashu is offline Patashu
Warlord
The mechanical dragon
Feb 2002
time: 15:35
  Old Post 19-04-2004 13:58
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Why do they provide 1 nut, min and nrg like the Recycling Tanks do? Curious and all.

Barinthus is offline Barinthus
King
A Magical Moment...
Jan 2004
time: 21:35
  Old Post 19-04-2004 15:36
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My wild speculation - due to the architectural nature of the facility, you're better able to trap resources before they get 'lost.' For instance, when I drive my car, there are emissions containing hard particles in the gas vapors. The dome would have a very effective ventilation system which would traps those particles and send them somewhere to be recycled. Also heat from various sources (including body heat) could be trapped before those could escape and turned into an energy form that's useable.

A question here - basically a pressure dome acts as a recycling tanks. Suppose a base already have a recycling tanks facility and I decide to build the pressure dome facility in there - would it be cumlative or I can go ahead and scrap the recycling tanks after completing the pressure dome?

Patashu is offline Patashu
Warlord
The mechanical dragon
Feb 2002
time: 15:35
  Old Post 19-04-2004 15:50
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I'm pretty sure that the Pressure Dome overrides the Recycling Tanks, as the option to build them dissappears after the 'Dome is built.

Barinthus is offline Barinthus
King
A Magical Moment...
Jan 2004
time: 21:35
  Old Post 19-04-2004 16:25
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It does? I haven't noticed that. Probably cuz I usually build tanks before pressure domes...

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:35
  Old Post 19-04-2004 16:30
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A pressure dome comes complete with a recycling system. Sell off your old tanks, they will just sit there gathering rust.

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:35
  Old Post 20-04-2004 00:49
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quote:
Originally posted by Barinthus
I haven't noticed that.

you never noticed you can't build tanks in sea bases?

Barinthus is offline Barinthus
King
A Magical Moment...
Jan 2004
time: 21:35
  Old Post 20-04-2004 03:34
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quote:
Originally posted by Method

you never noticed you can't build tanks in sea bases?


I noticed but I just didn't make the connection. Duh me.

Patashu is offline Patashu
Warlord
The mechanical dragon
Feb 2002
time: 15:35
  Old Post 20-04-2004 03:56
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I'm the opposite, always building Domes before Tanks. Not sure why.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:35
  Old Post 20-04-2004 04:10
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Probably you're playing as Pirates

-Jam

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:35
  Old Post 20-04-2004 07:39
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I used to build domes first because, like, that one building saves you having to build two buildings! Then I realised that building the cheaper tanks early on gave me much more turn advantage.

johndmuller is offline johndmuller
King
Capitol Hill, Colony of DC
Feb 2001
time: 00:35
  Old Post 20-04-2004 13:27
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Sometimes the game seems to do you a favor and build one for you when you would otherwise get sunk if left to your own devices. Does anyone know what triggers this bail-out?

Also, if there is an adjacent 1000+ elevation tile next to your about-to-be-sunk base tile (so that the tile itself will ultimately remain above sea level after all is said and done), is it still necessary to build a Pressure Dome? In other words, are bases immune to the effect known as 'washing', where the terraforming is erased from tiles that were in the danger zone, but were saved from the sea by virtue of a 1000+ elevation neighbor.

Another complication I have noticed is that when there is a substantial enough sea level increase that the sea rises in installments, that a warning-about-to-be-sunk tile that at first blush appeared to be 'safe' from disappearing under the sea (maybe not from being washed, but at least still above sea level) due to a 1000+ neighbor may lose that protection when the 1000+ tile is lowered in the intermediate stage of sea level increase. The question here is does anyone know how this works more specifically so as to accurately tell what is safe from submergence and what isn't - at times this may be important, such as when faction borders are involved (e.g. if a land base becomes a sea base, it may change the ownership of key land or sea tiles). Conceivably the 1000+ tile becoming 999- and the sinking of the seemingly-protected-from-submergence-but-not-anymore tile could happen in the same turn if the algorithm doing the sealevel increase lowered the 1000+ tile first, then went on to sink the endangered adjacent tile second. Sounds unlikely perhaps, but I'm seeing this situation in 2 different places in the same PBEM at the moment, so it can't be all that rare either.

Patashu is offline Patashu
Warlord
The mechanical dragon
Feb 2002
time: 15:35
  Old Post 20-04-2004 15:24
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The dome-building occurs if you have over a certain amount of population.

gwillybj is offline gwillybj
Prince
Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001
time: 00:35
  Old Post 21-04-2004 08:17
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quote:
Originally posted by johndmuller
Sometimes the game seems to do you a favor and build one for you when you would otherwise get sunk if left to your own devices. Does anyone know what triggers this bail-out?
quote:
Originally posted by Patashu
The dome-building occurs if you have over a certain amount of population.

I believe, but am not certain, it also needs either, or both, of:
…sufficient Minerals for completion (after applying all the minerals already accumulated toward what the base was working on)… …and/or… …Energy Credits to rush (if the minerals total is insufficient).
I suspect also (again, I am not positive) that the Base Governor must be active.
quote:
Originally posted by johndmuller
Also, if there is an adjacent 1000+ elevation tile next to your about-to-be-sunk base tile (so that the tile itself will ultimately remain above sea level after all is said and done), is it still necessary to build a Pressure Dome? In other words, are bases immune to the effect known as 'washing', where the terraforming is erased from tiles that were in the danger zone, but were saved from the sea by virtue of a 1000+ elevation neighbor.

Bases are not safe from washing. The tile will be blanked.
quote:
from xscript.txt
#BASESUBMERGED1
#xs 440
#caption Chief Planetologist
Tidal waves near $BASENAME0! $BASENAME0 has been submerged and lost!

quote:
Originally posted by johndmuller
Another complication… The question here is does anyone know how this works more specifically so as to accurately tell what is safe from submergence and what isn't…

Myself, I prefer to assume in every case that if it says ENDANGERED it's going under.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:35
  Old Post 21-04-2004 09:45 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I think that submerged bases lose population according to a formula that might look like new_pop = (old_pop / 2) - 2, though I don't know the exact form. I know I've seen bases briefly have size 0 or -1 before being destroyed by submersion. If the base survives its population loss, you get a pressure dome for "free".

I am certain the base governor does not have to be active, but I'm not certain about requisite minerals/energy.

Taarkin is offline Taarkin
Settler

Dec 2001
time: 05:35
  Old Post 21-04-2004 09:55
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Well that helps explain why sea colony pods are more expensive than land ones.

johndmuller is offline johndmuller
King
Capitol Hill, Colony of DC
Feb 2001
time: 00:35
  Old Post 21-04-2004 12:34
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I'm still wondering about whether or not there is a known pattern to the sequence of adjusting elevations.

Warning Micromanagement post
The basic situation is when you have a tile at elevation 10 (marked endangered) and one adjacent tile > 1000 at say 1020 and a sealevel increase of say 50. If the elevation 10 tile is hit first, it will only be washed and would subsequently continue to be dry land at some new seemingly arbitrary elevation, say 275. OTOH, if the 1020 tile is adjusted first, then it will no longer be > 1000 and so the elev 10 tile will be submerged rather than washed. In the cases at hand, there are bases on the elevation 10 tiles (protected by PDomes, so they will not be lost in any case); the question involves trying to predict whether they will be land bases or sea bases, which (since these bases are quite near the border) has a reasonably large impact on the faction boundaries and who can produce from which land and sea tiles in the neighborhood. It also affects whether or not it is possible to reraise the base if it is submerged, as the new boundaries will trigger the situation where you need to declare vendetta in order to raise the adjacent tiles too. You say well raise the 1020 tile before it is sunk and don't worry anymore, as the base will now be at 1000+. All well and good, but then you may turn your coastal base into a landlocked one and/or block a channel you want to keep open. Thus the interest in a more detailed insight into the mechanism.

There is a basic question of whether it works through the endangered tiles one at a time subtracting the sealevel change from its elevation and then comparing it to adjacent tiles to see if it is spared due to washing or not -- or if it does all the subtraction first and then does the washing or not check. In the first case, the order in which it does the tiles could determine whether or not some tiles are washed or submerged (i.e. if they are done before their 1000+ neighbors are lowered); in the second case where all the subtraction is done first, there would be no reprieves.

I have definitely seen the increase occur in installments, where some tiles are submerged/washed but some further endangerment remains. Thus, even if the adjustments are made by doing all the subtractions before the wash-tests, there is still a possible way to get a reprieve - if the partial adjustment is enough to potentially sink a vulnerable tile, but not enough to lower its 1000+ neighbor below the 1000 mark, then it could still end up getting washed even if the full elevataion change would have dropped the protector tile below 1000, because the vulnerable tile would have already been adjusted to its post-washing elevation before the protector finished getting lowered below 1000.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:35
  Old Post 23-04-2004 22:09
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Great questions johnd-- I only wish I knew the answers

I always assumed that the washing effect was done on a more general level-- meaning that ALL tiles would drop the same amount in elevation and then and only then would some tiles be readjusted upward so that the adjacency rules were respected ( with tiles coming out of the water being the washed ones)

I haven't experienced washing much lately since I tend to pick some key tiles and raise them to 2000+ so that most of my terraforming stays protected.

I still wish the game allowed you to make an order like " raise to 999 metres" or "maintain elevation" since the existing methods mean that you often have the choice iof allowing land to sink losing land terraforming or raising land and losing sea tarraforming or turning a port into an inland base etc

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:35
  Old Post 23-04-2004 22:12
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oh and IIRC a sea colony pod costs aound the same as a land pod plus a rec tanks.

I believe a base above size 4 can survive submersion and continues on with a pressure dome but with a number of facilities lost as well.

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