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quick Q on population growth
hey everybody i just got SEIV gold and am loving except for one annoying problem. When i colonize a planet with is suitable for my people i get absolutely no growth. i cant build anything and is getting rather frustrating. i tried doing a search but couldnt find anything reasonable and read the manual. im sure its something stupid but anybody can point me in the right direction it'd sure help alot
thanks j |
Re: quick Q on population growth
Make sure you have population on the colony ship before you send it out.
Do this by selecting your colony ship and pressing "T". Askan |
Re: quick Q on population growth
go figure i figure it out as soon as i post thank you very much askan
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Re: quick Q on population growth
Your welcome.
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Re: quick Q on population growth
Q related to both population AND proportions
I want to change the 'weight' settings for population so that a cargo hold I can only carry 3 million colonists, not 30 million (I realise that this will screw up the cargo hold ability of the rock colony module) anyone know how I do that? |
Re: quick Q on population growth
Hello Growltigga,
line 280 in the settings.txt states Population Mass := 5, looks to me that this says 1M people take up 5 ktons of Cargo (the colony-module has 20ktons of cargo and can hold 4M people). So try to set the value to 50 and you should be fine. As far as I can tell the change should not affect anything else. hope this helps Vulture-B |
Re: quick Q on population growth
brilliant, cheers Vulture B
thinking about it, after making the population a bit less mobile, I might change the cargo component of the colony module to 50kt so that it at least can still carry 3 million population. It also means that as my small transports can only carry 30 million people instead of 300 million, I will be able to save the racial points I have piled into reproduction bugger, have just realised that I will need to pile those points into reducing maintenance to deal with all the additional transports I will need to ship population about thinking again, the population limit for planets is not based on weight is it? if it is, then by changing the weight, I will be reducing the planetary limitations by a factor of ten!! [ 19 April 2002: Message edited by: Growltigga ] [ 19 April 2002: Message edited by: Growltigga ]</p> |
Re: quick Q on population growth
Hello again,
for the max population per planet, the "mass change" takes no effect. In the planetsize.txt you have the max population per planet set in numbers. Another point to pay atention to: line 66 of the settings.txt says "Population Required to Operate One Facility := 50" so either build your facilities very slow or decrease this value. Sending 3M people to one colony with a hypothetial growthrate of 20% and it takes you 16 turns or years (not quite sure) to have the first facility running http://forum.shrapnelgames.com/images/icons/shock.gif looks like you are into a long game http://forum.shrapnelgames.com/images/icons/icon12.gif have fun Vulture-B |
Re: quick Q on population growth
Actually, they did use the "population to operate each facility" setting in pre-release of standard SEIV. But the original beta testers found it too annoying, so they disabled it.
Tigga - have you looked at PvK's Proportions mod? Sounds like you're trying to do something similar, but maybe less radical... Edit: Reread your post, and you mentioned proportions specifically. Oh well, the question still stands, are you basically attempting to tone down PvK's mod for your own game? [ 19 April 2002: Message edited by: DirectorTsaarx ]</p> |
Re: quick Q on population growth
Tigga - have you looked at PvK's Proportions mod?
DirectorTsaarx, do you know, I havn't even looked at one mod for SEIV in any incarnation. I have not even downloaded any shipsets from the excellent New Age Yards or the Kuat yards. I am not sure I know how and am dead ashamed Sounds like you're trying to do something similar, but maybe less radical Yes, you are right, everything I have heard/read about the Proportions mod indicates that it does what I am playing with albeit more so. I am trying to turn SEIVG into the Starfire computer game I always wanted, but also trying to 'slow' a few things down, such as population transfer to something which is more 'realistic' (if only in my own head) I think renaming components as I have done so far is not going to get me all the way to where I want to be |
Re: quick Q on population growth
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by DirectorTsaarx:
Actually, they did use the "population to operate each facility" setting in pre-release of standard SEIV. But the original beta testers found it too annoying, so they disabled it. [ 19 April 2002: Message edited by: DirectorTsaarx ]<hr></blockquote> Shhhhhhh!!!! I'm trying to make them think I know what I'm talking about!!! http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: quick Q on population growth
Vult, even better point
I would need to reduce that figure or ship in stacks of population to make any colony worth anything! Hmmm, I was kind of going for a mini-Starfire related realism mod (eg I have reduced the production rate of shipyards) - I will have to think this through a lot better |
Re: quick Q on population growth
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Vulture-B:
line 66 of the settings.txt says "Population Required to Operate One Facility := 50" <hr></blockquote> This setting has never functioned. The popularly accepted theory is that it's one of those toys MM hasn't gotten around to implementing just yet. http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: quick Q on population growth
Why is it that my colony ships are sometimes automatically loaded with 4 population, and sometimes not? I haven't been able to see any pattern to it.
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Re: quick Q on population growth
if you use the Colonize order while over a habited planet, the ship will load up as much population as it can hold before it heads out.
Phoenix-D |
Re: quick Q on population growth
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Portly:
Why is it that my colony ships are sometimes automatically loaded with 4 population, and sometimes not? I haven't been able to see any pattern to it.<hr></blockquote> To be more accurate: if you plan the route of the Colony ship to go through a resupply depot it will leave the planet without any population in its holds. You have to first either load any of its cargo holds manually, or first give it the order to colonize a planet, then cancel it, and replot the course to go through the resupply depot to see the ship loaded with population. |
Re: quick Q on population growth
hmm wonder why i get an range check error when i fumble around with that population per facil line ?
and only with that for test purposes. if i set it over 120 i got a crash and if i count it in millions it is more than the planet have i think its not for operating the facils themselves but more the max pop is thermore facils have space on the planet. otherwise i cant explain myself why some tiny non breathable atmospheres have only 1 facil and others up to 5 ! seems strange to me if it isnt that way greets construct |
Re: quick Q on population growth
"i think its not for operating the facils themselves but more the max pop is thermore facils have space on the planet.
otherwise i cant explain myself why some tiny non breathable atmospheres have only 1 facil and others up to 5" It has nothing to do with that- that's set elsewhere. You probably ran into a race with Advanced Storage Techniques and/or the planet was actually breathable to the population on it. Phoenix-D |
Re: quick Q on population growth
as i say the colony was doomed :-)
greets construct |
Re: quick Q on population growth
Doesn't matter, unless you were building the facitities from none (0).
Take a population that can breathe an atmosphere. Build the desired number of facilities. Replace the population with another that can't breath that atmosphere- the extra facilities stay. Phoenix-D |
Re: quick Q on population growth
im still not happy with it cuz i dont have changed any population :-)
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Re: quick Q on population growth
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
"i think its not for operating the facils themselves but more the max pop is thermore facils have space on the planet. otherwise i cant explain myself why some tiny non breathable atmospheres have only 1 facil and others up to 5" It has nothing to do with that- that's set elsewhere. You probably ran into a race with Advanced Storage Techniques and/or the planet was actually breathable to the population on it. Phoenix-D<hr></blockquote> construct: to expand on Phoenix's answer - if your race can breathe the atmosphere on a particular tiny world, you can build 5 facilities on it. If your race CANNOT breathe the atmoshphere on that tiny world, you can only build 1 facility on it. For instance, if you're using an oxygen-breathing race, they can build 5 facilities on tiny oxygen-atmosphere planets, but only 1 facility on hydrogen-, carbon dioxide-, methane-, or no-atmosphere planets. And, as we've mentioned before, that "population per facility" line is not used by the game. The range check error either means the variable can't handle a number larger than 120, or the error was related to something else. If the range check error occurred when you started the game, before playing a turn, then it's probably related to the change you made. If the range check error occurred while processing the AI turns, it's probably something else. There are a number of threads here that discuss range check errors - try reading those to see if your error is discussed there. |
Re: quick Q on population growth
i know about that range check errors and it seems that it use it in any mannor and i still dint understand why thes is as exactly then
i fumbled around a bit and when i set the line to 100 i get only 4 facils on the planet when it to 80 i get only 3 and so on. hmm seems a bit stupid to me. anyway lets forget about it. thanxs to thee construct btw : the error occured when i tried to colonzie a small non breathable planet. |
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