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-   -   SE5 Beta History 1.51 (http://forum.shrapnelgames.com/showthread.php?t=35940)

Pocus September 3rd, 2007 10:20 AM

Re: SE5 Beta History 1.51
 
I see that the pop minister is still not functionnal though. Will it ever get fixed? Does it is not a basic feature, which is also needed by the AI?

Devnullicus September 4th, 2007 04:11 PM

Re: SE5 Beta History 1.51
 
Hmm, it sure would be nice to get a "sector_ability_count" that would count all the facilities and components with a specific ability. i.e. I'd like to add a component for a base that would have a multiplying effect based on how many other bases with that component were in orbit. So, for example, if I had 1 base, I'd get a 10% bonus, 2 bases would be 20%, etc.

Captain Kwok September 5th, 2007 01:48 AM

Re: SE5 Beta History 1.51
 
Quote:

Pocus said:
I see that the pop minister is still not functional though. Will it ever get fixed? Does it is not a basic feature, which is also needed by the AI?

It's not that it's not functional, but how it operates. If there isn't a planet with the lots of desired cargo nearby, a formula condition in the script isn't met and the ship won't do anything. It's relatively easy to fix, perhaps MM just needs a reminder. http://forum.shrapnelgames.com/image...ies/tongue.gif

Slick September 5th, 2007 02:02 PM

Re: SE5 Beta History 1.51
 
Re: pop minister

That can't be the whole story. A pop transport sitting on a full homeworld still won't do anything. That seems like it would meet the condition of having a planet with lots of the desired cargo nearby.

Raapys September 5th, 2007 05:09 PM

Re: SE5 Beta History 1.51
 
Perhaps the ship hasn't been tagged with the correct Ship Type or something like that?

Slick September 6th, 2007 02:25 PM

Re: SE5 Beta History 1.51
 
Quote:

Raapys said:
Perhaps the ship hasn't been tagged with the correct Ship Type or something like that?


If you can figure out how to make the pop transport minister to work, please post it.

Raapys September 6th, 2007 05:45 PM

Re: SE5 Beta History 1.51
 
Right, I'll try it out. Are we talking Balance Mod here though, or just stock?

Slick September 6th, 2007 10:30 PM

Re: SE5 Beta History 1.51
 
I'm using BM, but I don't think this issue makes a difference. I think it is hard coded broken.

Edit: just to be clear that it is independent of any given race, it should work with a newly generated empire.

Captain Kwok September 6th, 2007 10:33 PM

Re: SE5 Beta History 1.51
 
It's not a hard-code issue - it's just the script needs tweaking. I finally did this for the upcoming v1.10 of the Balance Mod and it works just fine. Fallen Haven's IRM mod also had it working ok as well.

Raapys September 7th, 2007 12:05 AM

Re: SE5 Beta History 1.51
 
1 Attachment(s)
The stock script for population transports worked perfectly fine in 1.44 from what I could see. I spaced the inhabitants of one of those planets and built a Pop.Transport on the other. It filled up with population and headed for the right planet at once. Well, actually there was one delay; it refused to move the same time that it had either loaded or unloaded, so it sort of wasted some movement points, but that's probably easily fixed.
http://www.shrapnelcommunity.com/thr...ptransport.JPG


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