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Multiple epidemics are back #32
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I can see one big problem with this and I am experiencing it with game I loaded the other day. We are going to get one epidemic after another. I am only getting a break now because there was an emergency that cancelled the second epidemic, but I can see the next one building up already and expect it to be revealed as soon as I clear this emergency. I think if we end up with one epidemic after another it will not only make it impossible to win a game, it will get annoying. |
Yes that sounds feasible. What i'll have to do is limit it to 1 epidemic for release and we can try and fix it when beta/testing is happening. I haven't got much time to implement this as merging this all will be a big job I need to get done this week! |
I have had an idea about this that might be easier to do. When an epidemic is revealed, clear the background pool at the same time. This should reduce the chance of there being one epidemic straight after another, but it would still be possible sometimes. In the background it would still be creating new ones. |
Ok it's an idea certainly but we should definitely wait until after the beta/pre-release before changing anything because I haven't got long to merge all this. What i'll do is limit it to 1 epidemic for now and we can look at options after the 24th. That sound ok to you? |
👍 |
For discussion:
I have re-implemented and pushed the changes which bring back multiple epidemics.
They were removed for ease of testing but instead I have added a new level config option
gbv.EpidemicConcurrentLimit which is by default 3. This ensures that the total of epidemics, including the active and future ones happening in the background is no more than the concurrent limit. This means by default there can be 1 active epidemic and 2 in the background. If we want to test stuff again we can just set the limit to 1 and there will only be a single epidemic.
This also adds flexibility for the map makers to make their maps harder or easier.
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