bugGlobulation 2 - Bugs: bug #19331, fountains


bug #19331: fountains

Submitted by:  Leo Wandersleb <giszmo>
Submitted on:  Sat 17 Mar 2007 09:01:52 AM UTC  
Severity: 1 - WishStatus: None
Assigned to: NoneOpen/Closed: Open
Release: NoneOperating System: None

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Wed 21 Mar 2007 07:34:04 PM UTC, comment #1:

Maybe instead of building fountains it would be better to allow globs to directly affect the map. They can "build" water on land and "build" land on water. This would allow globs better opportunity to modify their enviroment and allow players the chance to build moats, bridges, irrigation canals, etc.

Kevin Clement <donkyhotay>
Project Member
Sat 17 Mar 2007 09:01:52 AM UTC, original submission:

in order to expand fertile areas i suggest to implement fountains. depending on how powerful we see this feature it can reach from an easy, cheap and expensive feature up to the opposite. ideas:
1. fountain is a 1x1 building acting like water on the upper left undermap-tile.
2. fountain is a building, globs can fetch water at and make undermap-tiles water. these undermap-tiles turn back after a certain time.
3. completly change the fertility-calculation from this pick-a-tile-in-the-10x10-surrounding... to a water-gradient with a random number on every ressource/near-ressource-field to determin if growth happens. then the fountain could simply add to the water-gradient depending on how many globs are inside driving the pump with L2/L3-fountains allowing more workers what would further expand the treated area. to keep the busy town feeling, work on the fountain could also be globs that symbolicly take water from the fountain and distribute it in the surrounding.

Leo Wandersleb <giszmo>
Project Member


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  • -unavailable- added by donkyhotay (Posted a comment)
  • -unavailable- added by giszmo (Submitted the item)

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