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Seems like migration might be broken
It seems:
If you get a race to surrender, who breathe an atmosphere that you don't, then they won't migrate. Or is there a secret feather that I need to tickle under their damn hydrogen breathing chins? |
Re: Seems like migration might be broken
I think the recent beta patch may have addressed this issue.
Version 1.22: 1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit. 2. Fixed - Units launched during combat were not showing up in the combat log replay. 3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4. 4. Fixed - If an empire joins an alliance, then all of its current treaties are lost. 5. Fixed - The Communicate window was drawing race icons incorrectly. 6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires. 7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies. 8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window. 9. Fixed - If you loaded or started a new game from within combat, the order buttons would remain combat buttons on the Main Window. 10. Fixed - If you loaded or started a new game from within combat, the combat simulator would error when adding ships. 11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly. 12. Fixed - In the Create Design window, a weapon report would show mount modifiers even if the weapon could not use the mount. 13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly. 14. Fixed - Ability "Experience Rate Percent Change" was not working. 15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly. 16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility", "Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly. 17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types. 18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty", "Planet Population War Tolerance" were not working correctly. 19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working. 20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count". 21. Fixed - AI Fleets were getting new orders even when they had old ones. 22. Fixed - Too many of the AI's had Tyranny for Government Type. 23. Fixed - Improved AI's assignment of colony types. 24. Fixed - AI was not scrapping facilities if it needed space for a spaceport. 25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID". 26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID". 27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles, abilities, and formula functions. 28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between player turns. Posts: 662 | From: |
Re: Seems like migration might be broken
I didn't have an AI surrender to me, but I conquered a lot of colonies with population of a different atmosphere type and they migrated very nicely to my colonies with the corresponding atmosphere.
If only the other population on these colonies would leave quickly, it would prevent a mass murder! |
Re: Seems like migration might be broken
What a heartless despot!
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Re: Seems like migration might be broken
You know Q I am offended by your comment! I never commit mass murder; I may liberate a few lucky people from the confines of their fleshy shells but I never commit murder. I demand that you retract that statement! http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Seems like migration might be broken
I'm in agreement with PES. Though I would handle it differently, by sending a transport, picking up the unwanted race, then showing them the wonders of exploring space without a suit.
Murder is wrong. |
Re: Seems like migration might be broken
In SE:V you can jettison population directly from the planet without using a transport.
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Re: Seems like migration might be broken
Quote:
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Re: Seems like migration might be broken
They get a final free cruise when the Population Transport Minister starts being able to do this. Until then, I'm not going to bother.
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Re: Seems like migration might be broken
Cold would be if you scrap the unwanted population (remember soylent green?). http://forum.shrapnelgames.com/images/smilies/wink.gif
Jettison population gives them the quantum incertainty chance, that they might land in a place where they can survive. http://forum.shrapnelgames.com/image...ies/tongue.gif |
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