Delnar_Ersike Dec 9, 2013 @ 5:12am
Unofficial Patch
I know I'm about 3 years late with this, but better late than never, right? Anyway, I am making an Unofficial Fate of the World patch to fix some unresolved vanilla bugs, improve the game's feedback to the player, and make the game both less frustrating and more accurate. If you're interested, you can check out the post in the Steam forums: http://forums.steampowered.com/forums/showthread.php?t=3206628
Showing 1-15 of 129 comments
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proudlarry Dec 9, 2013 @ 5:47am 
No. don't feel this was late. A most sincere thank you from a lot of people.
Delnar_Ersike Dec 9, 2013 @ 6:56am 
Working on the Migration DLC cards right now, for some reason I forgot all about them (maybe I've been playing too much Denial and Oil Fix It).
Postius Dec 10, 2013 @ 10:50am 
The bug fixes are nice, the gameplay changes are horrible. Make a patch with just bug fixes. Its great if you want to fix bugs, not so great if you want to redesign the game.
Delnar_Ersike Dec 10, 2013 @ 11:31am 
Originally posted by Postius:
The bug fixes are nice, the gameplay changes are horrible. Make a patch with just bug fixes. Its great if you want to fix bugs, not so great if you want to redesign the game.
The funny thing about the bugfixes is that they also "redesign" the game: by removing unintended shortcuts and making sure certain cards don't cancel prematurely, I'm fundamentally changing the game's balance. Heck, even expanding card text "redesings" the game in some occasions, as it exposes the precise effects of each card, even ones that might be deliberately vague to increase game difficulty (eg. Reduce Working Week).

Could you be specific about what gameplay changes you consider "horrible"? If you're simply a fan of forcing modifiers, then I really cannot help you (I think forcing modifiers are the most immersion-breaking part of Fate of the World and 100% arbitrarily defined in all cases). The fact that the two emissions-reducing cards required Cap and Trade is completely unnecesary in my opinion; the most likely reason the limitation exists is as a form of propaganda, inflating the usefulness of Cap and Trade. As for the "all offices are automatically built on turn 2", you're right, it's not really the best, but it's my way of compensating for being unable to reduce agent costs; ideally, I would have agents cost $10 instead of $50 and reduce your income from GDP to compensate, but they're both hardcoded, so this was the best way I could achieve the same effect.
Last edited by Delnar_Ersike; Dec 10, 2013 @ 11:31am
proudlarry Dec 10, 2013 @ 8:54pm 
To be fair, the Oil Fix It mission is sort of easy and dull. By nerfing emmissions, Dr. Apocolypse is nigh impossible to get 6 degrees. You grossly undestimate the effect of natural emissions from things like artic methane releases and clatharate explosions. I agree that cap and trade is a shell game with carbon emissions and the effect that this card produced was unrrealistic and stupid.

Eliminating the frustrating early game (as to more quickly access the meaty endgame) and adding card effect descriptions is really all anyone wanted anyways. ...I don't recall a prayer card... No one wanted a right wing prop piece to take the place of their left wing one ^^
Delnar_Ersike Dec 11, 2013 @ 5:46am 
Originally posted by proudlaяяy:
To be fair, the Oil Fix It mission is sort of easy and dull. By nerfing emmissions, Dr. Apocolypse is nigh impossible to get 6 degrees. You grossly undestimate the effect of natural emissions from things like artic methane releases and clatharate explosions. I agree that cap and trade is a shell game with carbon emissions and the effect that this card produced was unrrealistic and stupid.

I nerfed most emissions-reducing cards (biochar increases energy usage and reduces biofuel production, regs. cards decrease GDP, etc.) and nerfed sulfate aerosols, and removing the renewables shortcut significantly slows down renewables expansion; the only thing that I added that nerfs emissions is having Smartgrids and Industrial Carbon reduce energy use. I'm actually overestimating the emissions from arctic methane in the patch: most estimates show a maximum of 16 MtCO2eq per year in the worst-case scenario of 7.5 degrees warming, but the emissions release is logarithmic with warming, hence why lower ~2 degrees warming estimates to release about 8 MtCO2eq per year.
As for clathrate eruptions, since the technology to extract deep sea clathrates doesn't exist yet, there is no way of knowing exactly what the effects of a clathrate destabilization would be. Heck, we don't even know if clathrate destabilization would be possible. My estimates for 30000 MtCO2eq per year are from assuming that in a clathrate eruption, about 0.1% of all stored clathrates on Earth is released (0.1% may seem small, but remember, this the ENTIRE Earth we're talking about). With the most pessimistic estimates being 500Gt methane stored in deep sea clathrates, this amounts to 500Mt methane being released in a clathrate eruption. However, because 1Mt methane is equivalent to about 60Mt CO2 in terms of IR absorption, this amounts to 30000 MtCO2eq emissions. Funnily enough, this actually makes clathrate eruptions more serious: while forcing modifier effects reset each turn, emissions stay in the game, so while a clathrate eruption no longer causes a one-turn +0.5 degrees, it instead causes a long-term +0.2 degrees due to the emissions.
Irrespective of your opinion about cap and trade, the fact that Regs. policies required it in the vanilla game artificially inflates the value of the Cap and Trade card. However, Cap and Trade doesn't actually directly reduce a lot of emissions (usually it's around 8%); its primary effects are shifting economic growth away from developed regions and into developing ones, just like what would happen in real life. Your opinion on Cap and Trade should be based solely on this effect, and not be altered by some of the game's more effective emissions-reducing cards requiring its usage. This is the same reason I made Encourage Consumption cost the same as Eco-Awareness: your opinion of outlooks and shifting outlooks should be solely based upon their direct effects and not some extra arbitrary constraints.

I don't know what version of Dr. Apocalypse you played, but I found it to be rather easy to get warming up to 6 degrees: just make sure you focus on economic growth (especially industry) and fossil fuel usage, don't get any emissions-reducing cards, and make sure your main polluters never get any techs that increase efficiency (bookburning and red tape should help).

Originally posted by proudlaяяy:
Eliminating the frustrating early game (as to more quickly access the meaty endgame) and adding card effect descriptions is really all anyone wanted anyways. ...I don't recall a prayer card... No one wanted a right wing prop piece to take the place of their left wing one ^^
Prayer was actually always in the game, I didn't even change the text as of yet; it is unlocked by having more than 850 ppmv, something that is much easier with my patch due to both arctic methane release and clathrate eruptions adding emissions instead of acting as forcing modifiers. It reduces literacy, increases support, and has a 0.001% chance to remove all emissions from the game; I think it was intended as a joke by the developers, like the Cold Fusion card, only this one actually has gameplay effects.
proudlarry Dec 11, 2013 @ 6:22am 
Originally posted by author:
16 MtCO2eq per year in the worst-case scenario of 7.5 degrees warming, but the emissions release is logarithmic with warming, hence why lower ~2 degrees warming estimates to release about 8 MtCO2eq per year.
As for clathrate eruptions, since the technology to extract deep sea clathrates doesn't exist yet, there is no way of knowing exactly what the effects of a clathrate destabilization would be. Heck, we don't even know if clathrate destabilization would be possible. My estimates for 30000 MtCO2eq per year are from assuming that in a clathrate eruption, about 0.1% of all stored clathrates on Earth is released (0.1% may seem small, but remember, this the ENTIRE Earth we're talking about). With the most pessimistic estimates being 500Gt methane stored in deep sea clathrates, this amounts to 500Mt methane being released in a clathrate eruption. However, because 1Mt methane is equivalent to about 60Mt CO2 in terms of IR absorption, this amounts to 30000 MtCO2eq emissions. Funnily enough, this actually makes clathrate eruptions more serious

Those figures are pretty spot on. Well Articulated and helpful

A delayed build in emmissions after clatharate explosion is interesting if nothing else. I also like the increased energy use from things like biochar. Well done.

What would you do to maximize emmissions in Dr. apoc? Start early game with biochar/expand coal and then build up tech trees? Baby Boom, synthetic feedstocks, cap and trade, red tape, prospect in s. america, russia, and china by 2120?
Delnar_Ersike Dec 11, 2013 @ 7:27am 
Originally posted by proudlaяяy:
What would you do to maximize emmissions in Dr. apoc? Start early game with biochar/expand coal and then build up tech trees? Baby Boom, synthetic feedstocks, cap and trade, red tape, prospect in s. america, russia, and china by 2120?
Due to Biochar reducing emissions, I would never use it in Dr. Apoc; except for climate protection and water stress (to protect the economy; if you're willing to risk lower support and agricultural GDP, wildfires from no drought protection can help a lot), I'd avoid green cards in Dr. Apoc and focus on making sure you have the most people producing the most amount of emissions possible without overstraining resources (because that interrupts your constant emissions increase). GDP is a secondary goal, since a) increasing emissions per person usually results in GDP growth, and b) you still need money to run the policies you want to run. You don't necessarily need to stick with just coal, oil works alright as well, and gas is needed for agriculture and industry. Techs are usually either not worth it or detrimental to your objective, as a lot of them increase fuel efficiency; the best techs for Dr. Apoc are Supertensiles for increasing sector size and growth, Advanced Drilling for better fossil fuel production, Quantum Computing for obvious reasons, and Benthic Depressurization for clathrate eruptions. Fast Breeder reactors are also helpful, but only if you are aiming to get thermonuclear war and Nanomedicines would be worth it if they came sooner. Infotech past Quantum Computing is bad for Dr. Apoc (Super-Smartgrids greatly reduce energy usage, AI removes clathrate eruptions). Synthetic feedstocks is only worth it if you have the energy to spare, otherwise you won't be able to sustain a large, emissions-producing workforce. I don't usually use Cap and Trade, but that's usually because I can sort out developing economies without it, especially with the help of Quantum Computing. Baby boom is a good idea, but I'd couple it with Grow Agriculture to avoid famines. Grow Industry is great as long as you have the resources, since industry is highly polluting, least effected by climate change events, and generates a fair bit of GDP per worker (10k, compared to 12k per commerce worker and 1.1k per agriculture worker).

In other news, I found a cache of .luac files in modules.zip. After decompiling them and messing around, I found out a bunch of things that I can now do that I thought were hardcoded into the game, like changing the tech tree appearance and messing with the UI to show migration stats in custom scenarios.
fox Dec 12, 2013 @ 8:42am 
Hello there, Italian Translator of the game back in the day. Unfortunately RR didn't have time to add the Italian translation. I'd be really happy if my work could be added to the game together with this unofficial patch.
Delnar_Ersike Dec 12, 2013 @ 8:52am 
Upload it somewhere and send it over, I'll see what I can do. Besides cursing at the .luac files that won't decompile properly, I'm trying to see if I can get unicode characters working in the UI and card text, which would ease translation burdens significantly.
Delnar_Ersike Dec 13, 2013 @ 4:04pm 
Version 0.35 of the patch is now out, and I'm quite proud of it. Biofuels, biomass, biotech research, and vegetarianism have all been addressed to make biofuels/biomass more prominent, vegetarianism more accurate and less "green propaganda"-y, and biotech research to now actually be useful, especially when coupled with the changes to the other three (for example, the last tech in Biotech will unlock synthetic meat, giving +10% agricultural GDP and allowing Vegetarian Revolution to be successful in Consumerist/Denialist outlooks).
Delnar_Ersike Dec 15, 2013 @ 2:51pm 
Version 0.40 of the patch is now uploaded: in addition to sweeping changes to both nuclear fusion and fission, as well as a few changes to renewables and space projects, I've reverted back to using forcing modifiers for arctic methane release and clathrate eruptions due to how atmospheric methane decays after 10 years, and implementing a decay system is much harder than using forcing modifiers.

Hopefully updates should not be as frequent after this version, allowing people the chance to play around with the unofficial patch and provide feedback about the game's balance.
proudlarry Dec 15, 2013 @ 3:20pm 
Cool. I'll download.
I'm assuming the conditions for 2nd generation fusion deployment are also fixed?
proudlarry Dec 15, 2013 @ 3:22pm 
devs will never fix it. Have you looked at the landmark species extinctions? Do you know why they no longer work correctly? I've heard alot of theory, but you have looked at the code.
Delnar_Ersike Dec 16, 2013 @ 3:14am 
I don't know what you're talking about: from what I can tell, both 2nd Gen Fusion and Extinctions have always worked properly. It's possible you have another mod installed that interacts with both, hence why they don't work for you.

2nd Gen Fusion works the following way: a tag is set each turn that says the 2nd Gen Fusion card has been played. If moon mining has not been played, the "lack of He3" card is played, which sets the tag to 0 and does a small amount of fusion expantion (news events are stored as cards that are automatically played by "dealers" if certain conditions are met). Afterwards, if the tag is still set (meaning the lack of He3 card wasn't played), the proper 2nd Gen Fusion expansion card is automatically played, doing a much larger amount of fusion expansion and setting the tag to 0.

Extinctions simply work by checking against certain "extinction parameters": there's one for toxicity, one for deforestation, and one for global warming. If you are above a certain value for a specific extinction parameter, there is a 50% chance each turn that the extinction card plays, lowering support in that region and triggering all sorts of scoring modifiers that check for an extinction card playing. There's a parameter for emissions as well, but no cards actually use it, even if the game keeps track of it. Wildlife Convservation lowers all parameters by 1, Artificial Biomes lower all parameters by 2, and Last Chance Gourmet raises all parameters by 1.
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