Discussion:
Disappearing amorphs
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General Khael
2008-07-19 19:31:51 UTC
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Why do amorphs need to disappear after turn 0? The idea was to keep
people's starting population from being decimated from the get go.
After initial host run is it necessary to make them disappear if you
set up a base on a planet with them? Seems silly. Very silly. This
should definately change.
GK
protomatter
2008-07-20 02:08:37 UTC
Permalink
Post by General Khael
Why do amorphs need to disappear after turn 0? The idea was to keep
people's starting population from being decimated from the get go.
After initial host run is it necessary to make them disappear if you
set up a base on a planet with them? Seems silly. Very silly. This
should definately change.
GK
if only the chups would dissapear instead
Magik
2008-07-20 06:54:59 UTC
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Post by protomatter
if only the chups would dissapear instead
Chups disappear following the same rules.
Lord Lancelot
2008-07-20 13:54:02 UTC
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Post by Magik
Post by protomatter
if only the chups would dissapear instead
Chups disappear following the same rules.
Please double check the wiki update to see if it true.

http://planets4.hood-net.org/wiki/index.php/Chupanoids#Zero_Tolerance

Lord Lancelot
General Khael
2008-07-20 14:15:17 UTC
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Post by Lord Lancelot
Post by Magik
Post by protomatter
if only the chups would dissapear instead
Chups disappear following the same rules.
Please double check the wiki update to see if it true.
http://planets4.hood-net.org/wiki/index.php/Chupanoids#Zero_Tolerance
Lord Lancelot
updated, confirmed newly formed bases from first turn with the chupa-
chups planetside
GK
protomatter
2008-07-20 15:56:22 UTC
Permalink
uts been this way for a long time, dont know about the amorphs but the
chups are annoyingly there.

Proto
Magik
2008-07-20 16:19:22 UTC
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Post by General Khael
updated, confirmed newly formed bases from first turn with the chupa-
chups planetside
Sorry, what did you confirm here?

Magik
General Khael
2008-07-20 16:54:58 UTC
Permalink
Post by Magik
Post by General Khael
updated, confirmed newly formed bases from first turn with the chupa-
chups planetside
Sorry, what did you confirm here?
Magik
That you can give orders to form a new base on the first turn and any
chupanoids present will still be there on turn 2. No vanishing. I
imagine there is no problem with them disappearing from homeworlds the
first turn. As it should be.
General Khael
2008-07-20 17:26:54 UTC
Permalink
Since we're talking about chupanoids though... If they are in a pod
destroyed by a glory device then they will not fly through deep space
like a plague of angry space locusts looking for tasty greens.
Feature of glory device or bug?
GK
Lord Lancelot
2008-07-20 17:54:56 UTC
Permalink
Post by General Khael
Since we're talking about chupanoids though... If they are in a pod
destroyed by a glory device then they will not fly through deep space
like a plague of angry space locusts looking for tasty greens.
Feature of glory device or bug?
GK
I think is a feature, and i like it :)

Lord Lancelot
protomatter
2008-07-20 18:10:19 UTC
Permalink
Post by General Khael
Since we're talking about chupanoids though... If they are in a pod
destroyed by a glory device then they will not fly through deep space
like a plague of angry space locusts looking for tasty greens.
Feature of glory device or bug?
GK
i haven't tested this for a couple months but back in January when you
scripted a game to land life pods on planet on the very first host run
they wouldn't disappear. thus remaining there,. don't know if if this
is because of scripting doesn't indicate a home world during the host
run. but it does in fact show up as being on the planet and
infiltrating the base on the following turn

ProtoChuped
General Khael
2008-07-20 22:46:53 UTC
Permalink
Post by protomatter
Post by General Khael
Since we're talking about chupanoids though... If they are in a pod
destroyed by a glory device then they will not fly through deep space
like a plague of angry space locusts looking for tasty greens.
Feature of glory device or bug?
GK
i haven't tested this for a couple months but back in January when you
scripted a game to land life pods on planet on the very first host run
they wouldn't disappear. thus remaining there,. don't know if if this
is because of scripting doesn't indicate a home world during the host
run. but it does in fact show up as being on the planet and
infiltrating the base on the following turn
ProtoChuped
probably because there is no base until the end of the turn well after
the check for removing them is performed I imagine...
GK
Magik
2008-07-21 03:31:52 UTC
Permalink
Post by General Khael
That you can give orders to form a new base on the first turn and any
chupanoids present will still be there on turn 2.  No vanishing.  I
imagine there is no problem with them disappearing from homeworlds the
first turn.  As it should be.
Did you put over 100 colonists on the new base? That's part of the
requirement.

Magik
General Khael
2008-07-21 08:03:26 UTC
Permalink
Post by General Khael
That you can give orders to form a new base on the first turn and any
chupanoids present will still be there on turn 2.  No vanishing.  I
imagine there is no problem with them disappearing from homeworlds the
first turn.  As it should be.
Did you put over 100 colonists on the new base?  That's part of the
requirement.
Magik
Oops... no... so I resimmed with 500 colonist life pods heading out
and it does appear that amorphs and chups are taken off the planet
surface. However it looks like there is a check for joining as
several bases had some chups join, but no other chups were
planetside. However I'm confused...

from the wiki on history of host changes...

What is new in Host.exe Version 4.000.166

New: Amorphous and Chupanoids only vanish from your Ground Bases on
turn 1 (It was set up to vanish before turn 5)

I don't see any host changes since... If turn 3 it is then okay...
turn 1 seems better, but whatever it's no big deal.

GK
Magik
2008-07-22 16:20:03 UTC
Permalink
surface.  However it looks like there is a check for joining as
several bases had some chups join, but no other chups were
planetside.  However I'm confused...
from the wiki on history of host changes...
What is new in Host.exe Version 4.000.166
New: Amorphous and Chupanoids only vanish from your Ground Bases on
turn 1 (It was set up to vanish before turn 5)
It's turn 1 or 2 that it happens (i.e. less than turn 3). Its like
the Cyrstal HD stress/delta change and Solorian star change. Not all
scenarios have you start with a homeworld. Sometimes you may just
have a ship and need to find a planet to land on. It wouldn't be very
fair if randomness kicked in and gave you 500k chups on your first
base.
I don't see any host changes since... If turn 3 it is then okay...
turn 1 seems better, but whatever it's no big deal.
Host changes from Tim started out detailed and then got less so. I
try to make mine as detailed as possible without going overboard. I
think I started in the host 180's.

Magik

General Khael
2008-07-21 08:09:19 UTC
Permalink
Post by General Khael
That you can give orders to form a new base on the first turn and any
chupanoids present will still be there on turn 2.  No vanishing.  I
imagine there is no problem with them disappearing from homeworlds the
first turn.  As it should be.
Did you put over 100 colonists on the new base?  That's part of the
requirement.
Magik
Oops no.. just resimmed with 500 colonist life pods landing launch by
privateer on turn 1. It does appear that chups and amorphs are
removed from planetside, however it is after a check to join as
several bases had chupanoids join, but none were planetside. So
here's my question... shouldn't this not be the case? From the
wiki...

What is new in Host.exe Version 4.000.166

New: Amorphous and Chupanoids only vanish from your Ground Bases on
turn 1 (It was set up to vanish before turn 5)

So to my understanding they shouldn't disappear. But if turn 3 is the
rule I can live with that. No problem.
GK
General Khael
2008-07-20 02:16:04 UTC
Permalink
Why do amorphs need to disappear after turn 0?  The idea was to keep
people's starting population from being decimated from the get go.
After initial host run is it necessary to make them disappear if you
set up a base on a planet with them?  Seems silly.  Very silly.  This
should definately change.
GK
Oh wait... never mind. it looks like that was changed in Host 166 to
just turn one... I thought it was but said so differently in the
wiki. Could we confirm that before I go changing the wiki?
GK
General Khael
2008-07-20 02:42:11 UTC
Permalink
Why do amorphs need to disappear after turn 0?  The idea was to keep
people's starting population from being decimated from the get go.
After initial host run is it necessary to make them disappear if you
set up a base on a planet with them?  Seems silly.  Very silly.  This
should definately change.
GK
Oh wait... never mind.  it looks like that was changed in Host 166 to
just turn one... I thought it was but said so differently in the
wiki.  Could we confirm that before I go changing the wiki?
GK
just simmed. Amorphs definately will not disappear after first turn,
as it should be. They'll chomp you up...
GK
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