This really is the only way to wipe out patches of fungus. Unfortunately you need to drop the bomb inside the reality bubble.
Since the target is usually outside the reality bubble when you nuke it from orbit, might I suggest nuking it from close proximity? Or just spreading a shit load of gasoline around on the ground, tossing a match, and running like hell?[/quote]
I don’t know, a fusion blaster rifle, UPS bionic, and 10,000 power seems to do a pretty good job, too… (as long as it’s not raining).
What do you refer to with this !!THING!!?[/quote]
It’s a Dwarf Fortress reference - things that are on fire are marked in all caps with exclamation points on both sides… and then, lots of “science” involved determining the behaviour of lava or the thing in question and lava.
I understand the premise. I’m interested about this exact writing gimmick — surrounding words with double exclamation marks. Is it a reference to something or what? Or am I overthinking it?
Nevermind, deoxy has answered already.
[quote=“deoxy, post:101, topic:9906”]It’s a Dwarf Fortress reference - things that are on fire are marked in all caps with exclamation points on both sides… and then, lots of “science” involved determining the behaviour of lava or the thing in question and lava.
Huehuehue. In any case, the simplest way to neuter fungi via a mod would simply be to add a replacement version of the spore cloud, removing the spore’s “PLANT” special attack. This would prevent the spread of fungi while still allowing fungal monsters to use their attacks. Far as I can tell, spore clouds will eventually die off due to a “half life” property assigned to them, so this shouldn’t result in flooding the map with spore clouds.
Half-life is an evolution property. It means that if you leave it outside view for a a number of days equal to half-life, you should be 50% likely to have it evolve into a mature fungaloid.
Seeing as how the outpost gets automatically new buildings as missions are completed, perhaps it’s possible in the future to assign NPCs to patrol a map tile, to more or less clear out any fungal bits. They’ll need to be properly equipped to do the work, chance of death, etc. Success means fungal things such as fungaloids and fungal terrain are removed.
Well, more introducing parasite wasps to remove your caterpillar problem, but yes. If the species was selective enough in it’s taste (particularly if it was primarily a herbivore/fungivore) and had an effective enough defensive mechanism against the fungus it could counterbalance the somewhat unreasonably quadratic growth model.
Sure, maybe these fungivores could be a nuscince on their own, but I don’t see them seeking out conflict… they’re arn’t apex predators like wolves. Hell the existence of opposed forces like this would probably be why the fungus is supposed to be more ‘diplomatic’ than certain other factions.
They should want some protection (various factions list spreading it as a goal after all)… as it stands they have too much of an advantage in their unrestrained growth. I like that they are a uncentralized network (in contrast to the boss-based triffid or ant colonies) but they need some more adversity to counterbalance just how damn good they are at reproducing atm.
Ideally once macro level interaction (occurring with or without the player’s involvement) between local groups and factions is implemented the Triffids will be this to the Mycus. Given their inability to be fungalized and the prescence of fungal fighters (specific anti-Mycus lifeforms) suggest the Triffids have experience dealing with them. Though by that point one would have to question whether they want the all consuming fungus or killer plants to win out, thankfully they’re both equally burnt to a crisp by napalm.