Quick Question Thread

Is the switching species upon extinction feature eventually going to work in all non-strategy stages?

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I assume so. Perhaps in strategy stages it would be switching to a โ€œrelatedโ€ civ?

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I am pretty sure this is something we would want to have in all stages.

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Maybe in the adv settings you could turn it off/on for specific stages?

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I think that would be a pretty pointless setting? Either you want to escape death, or you donโ€™t. I do not think thatโ€™s Stage specific. And if it were, you can always just delete your save if you โ€œdieโ€ but you had the setting on. We donโ€™t really want to do a bunch of extra work implementing settings that arenโ€™t necessary, because that produces ongoing maintenance as well.

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I suppose so. For the same/similar reason work on the hardcore mode has been put to a halt, correct?

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Will eventually a miche system similar to this picture be utilized for Macroscopic and above?

Figure 1. Ecospace as defined by the three axes of tiering, motility level and feeding strategy. A, the ecospace cube with categories on each axis labelled. B, the ecospace cube โ€˜explodedโ€™, showing 216 โ€˜binsโ€™ or modes of life specified by the combination of the categories on each ecospace axis.
Bambach, R.K.; Bush, A.M.; Erwin, D.H. (2007). โ€œAutecology and the filling of Ecospace: Key metazoan radiationsโ€. Palรฆontology . 50 (1): 1โ€“22. Bibcode:2007Palgy..50โ€ฆ1B. doi:10.1111/j.1475-4983.2006.00611.x.

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This would probably demand an entire mini-game, perhaps not even so mini anymore, to be made for the more or less unavoidable wait times caused by this amount of miches

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So, if you look at this image, we already have two of these axis in Microbe Stage auto-evo: different food sources, and different depth layers (patches). So that leaves the different motility categories. That would be a lot of extra miches and therefore more species.

But right now I have some hope that we can actually reduce the amount of effort auto-evo puts into each species in order to cover more different species while keeping similar calculation times.

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So like some sort of a new, better autoevo calcs mechanism?

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Apologies for the late response. But there is a much more performant version of auto-evo that GameDungeon made quite some time ago, and now is pretty close to being implemented.

Though what I was talking about is something a bit different: if auto-evo now (even after that previous change) spends a fixed X amount of repeated tries per species (per mutation strategy, per selection pressure), I figured we could change that number to X / total number of species. That would limit how long auto-evo times can get, while not needlessly limiting auto-evo when there are not that many species.

Of course, that would make auto produce different types of results depending on the number of species there are, so it is probably better to avoid it if possible.

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Is this to be implemented within 1.X.Xs?

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Oh, easily. It should be in with the next regular update.

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The PUs can be expected to mention it in sometime then.

Is it this thing?:

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will the new โ€˜planet generatorโ€™ have the same โ€œissueโ€ with fog of war, where the migration planner cannot unfog nor move into biomes the player isnโ€™t in?

Was unsure if this should be here or here

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Plans are not that solid yet I believe, but I will definitely advocate for avoiding that in the implementation.

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So the player has to move to a biome โ€œin personโ€ to unlock the biomes adjacent to it?

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Thatโ€™s indeed describing how it works right now?

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What I was saying.

By the way, how long ago was it added that you can move into any patch your populations have direct links to and not just the ones connected to the one you are in?

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As long as I can remember!

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