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 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? | 
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 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. | 
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 Re: SE5 Beta History 1.51 Quote: 
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 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. | 
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 Re: SE5 Beta History 1.51 Perhaps the ship hasn't been tagged with the correct Ship Type or something like that? | 
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 Re: SE5 Beta History 1.51 Quote: 
 If you can figure out how to make the pop transport minister to work, please post it. | 
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 Re: SE5 Beta History 1.51 Right, I'll try it out. Are we talking Balance Mod here though, or just stock? | 
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 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. | 
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 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. | 
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 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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