New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Don't replace the last egg that supports other structures without replacing them first/also. #625
Comments
Yes, replacing an egg with an acide tube (for example), and 5 acide tubes, 5 trappers and 10 hives die. 😧 No need to be the last egg, only the last egg for an area where there is buildings. |
I can also Alt+E deconstruct the last egg supporting a bunch of structures. |
gameplay changes actually in pipe makes this issue obsolete: with these changes unpowered buildables are just unpowered and ineffective, but not destroyed. |
I haven't tested to confirm whether this is accurate for aliens. For the record, we allow replacing the last spawn, but only as a last resort: |
I confirm that removing eggs can't destroy any alien creep anymore. Change introduced makes all alien buildables alive if the overmind is alive, and makes the buildables shutdown (not destroyed, alive but ineffective) if overmind is down. The other case where an alien buildable shutdown is when they depend on leech build point pool and nearly leech was destroyed/removed, but in that other case, the nearby buildables are not destroyed too, they are just unpowered. Human behavior is the same. By releasing 0.51.0 this issue will be fixed. |
mmmh, is that code in master or in devgames branch? if in master we can close this issue. |
I confirm the code is in |
Sometimes I mark an egg for replacement and build something only to find this was the last egg supporting a lot of buildings, and they die.
The text was updated successfully, but these errors were encountered: