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  #1  
Old July 17th, 2001, 04:44 PM

CW CW is offline
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Default Re: Bug with the Load Cargo command

Thanks for the replies, but my problem is still there.

SCENARIO: I've got a whole bunch of captured-and-converted colonisers at a naval base. There are 4 different races in my empire and they all breath different atmospheres. Now I have got a bunch of target planets of different ground types (gas/rock/ice) and different atmospheres. Naturally I want to send the right people to the right planets so they don't have to put a dome over their new homes. If I have to manually keep track of the ships, load the population at different planets and send the colonisers on their way to different places in different turns it is going to be a pain in the @$$.

YOUR POSITION: I'm the Emperor and I've just ordered the execution of the previous Minister of Colonies for his stupid way of dealing with this problem, wasting public money in the process. You mister, is hereby appointed as the new Minister of Colonies, whether you like it or not. Remembering how your predecessor met his end, how will you deal with your new problem? Will you ask the guy who made the game to make changes to it? (ie. so that the load command doesn't appear twice when you try to queue the LOAD and COLONISE orders together as I described?)


[This message has been edited by CW (edited 17 July 2001).]
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  #2  
Old July 17th, 2001, 08:13 PM
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Default Re: Bug with the Load Cargo command

I've also run into this problem where I have the colony ship in a fleet with escorting ships. If I give the fleet an order that requires loading population, I get warning boxes for every ship that can't hold any more cargo, and any further orders are cancelled.

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  #3  
Old July 17th, 2001, 09:44 PM
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Default Re: Bug with the Load Cargo command

If you kept only one race on any given planet you could avoid this problem, PLUS your people would be happier. Naturally this requires some shuffling w/ pop transports, but it should save you time in the long run.

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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Old July 17th, 2001, 10:12 PM
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Default Re: Bug with the Load Cargo command

Ok, I had to read this a couple times before I figured out what you are saying CW.

Colony ship is built at planet A. You want to send it to colonize planet B, but not with population from planet A. You want it to stop along the way at planet C and pick up the poplation because planet C has the population that breathes planet B's aptmosphere. What you are saying is you are clicking in this order,

1. Remote load, (Planet C)
2. Colonize, (Planet B)

The result of theese two orders would be:
Move to planet C
Load Population
Load Population
Move to planet B
Colonize

And you are saying the two Load Pop orders are causing a problem? Have I got this right so far?

If so, try instead one of the following order sequences:

Either,

1. Move to Planet C (not remote load)
2. Colonize (Planet B)

or

1. Remote load (Planet C)
2. Move to Planet B (not colonize)
3. Colonize (Planet B)

Do I get the job? Do you pay for relocation expenses? Does your empire have a good 401K?

Geo
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Old July 18th, 2001, 04:32 AM

CW CW is offline
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Default Re: Bug with the Load Cargo command

Good job geoschmo!

quote:
Do I get the job? Do you pay for relocation expenses? Does your empire have a good 401K?


Nope, but you can keep your life!

Guards! Take everybody else out and shoot them!
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