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-   -   Reproduction Bug? (http://forum.shrapnelgames.com/showthread.php?t=20628)

Timstone August 30th, 2004 11:50 AM

Reproduction Bug?
 
It seems SEIV 1.91 has a little bug. It concerns the rate of reproduction.
I have a planet with a population of 1330M and reproductionrate of 13%. This should give a population of:
1330*1,13=1503M.
But instead the computer gives me a population of 1347M. So:
(1347*100)/1330=101,3 (reproductionrate of 1,3%)
This means that the computer has calculated the reproductionrate ten times smaller that it says on the infoscreen.

Is this really a bug or did I miss something?

Ragnarok-X August 30th, 2004 12:04 PM

Re: Reproduction Bug?
 
There are several lines in the settings.txt of the mod/game you are playing, some of them are related to the starting reproduction (base % without racial modifers) and another lines which indicates how often reproduction happens, each turn, each tenth turn or whatever you like. However i cant see a reason your reproduction will only be calculated with 10% of the shown value...

Ed Kolis August 30th, 2004 12:31 PM

Re: Reproduction Bug?
 
It's because the reproduction rates quoted are per YEAR, while the game divides each year into 10 turns. Yes, I know that 1% per turn over 10 turns comes out to more than 10% per 10 turn interval, due to compound interest, but apparently Aaron forgot or didn't want to confuse people with the math :p

Roanon August 30th, 2004 04:36 PM

Re: Reproduction Bug?
 
And, the 1.x% (or whatever) per month is always rounded UP, so you even get 1 + 0.1% = 2 M. So, in many games, don't bother with the reproduction rate in the race setup as long as the net sum is positive.

PvK August 30th, 2004 07:07 PM

Re: Reproduction Bug?
 
Quote:

Roanon said:
And, the 1.x% (or whatever) per month is always rounded UP, so you even get 1 + 0.1% = 2 M. So, in many games, don't bother with the reproduction rate in the race setup as long as the net sum is positive.

Except that, in another fit of 5th grade math, the conditions penalties are, IIRC, simply added to the repro rate, with the result that an empire with low enough repro will drop to 0% under certain conditions, which would otherwise round up.

However in general, ya, in the unmodded game, population isn't generally a huge deal, especially since you can often move entire planet populations around on single ships, etc... http://forum.shrapnelgames.com/image...s/confused.gif

PvK

Kamog August 31st, 2004 02:28 AM

Re: Reproduction Bug?
 
Yeah, that part of the game is kind of unrealistic. Those transport ships have got to be incredibly huge to carry all those millions of people...

Timstone August 31st, 2004 04:34 AM

Re: Reproduction Bug?
 
Thanks for clearing that up guys.
I forgot the population amount needed to get to that 13%.
Thanks!

Parasite September 1st, 2004 06:58 PM

Re: Reproduction Bug?
 
Quote:

Roanon said:
And, the 1.x% (or whatever) per month is always rounded UP, so you even get 1 + 0.1% = 2 M. So, in many games, don't bother with the reproduction rate in the race setup as long as the net sum is positive.

Note this is also per race on the planet. A colony ship with 4 different races on it will increase to 8M the turn after colonization. Have a few moons and you can generate 20 or more people per turn. http://forum.shrapnelgames.com/images/smilies/happy.gif


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