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September 6th, 2007, 05:45 PM
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First Lieutenant
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Join Date: Jan 2005
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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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September 6th, 2007, 10:30 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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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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Slick.
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September 6th, 2007, 10:33 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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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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September 7th, 2007, 12:05 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE5 Beta History 1.51
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.
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September 7th, 2007, 12:12 AM
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Brigadier General
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Join Date: Apr 2002
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Re: SE5 Beta History 1.51
So it was an older BM issue then. Interesting. I'm assuming that you turned on only the population transport minister and the individual ship minister to make it work?
Thanks for figuring this out; as simple as it was, I did't think there was any difference between stock and BM on this problem.
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Slick.
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September 7th, 2007, 02:38 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: SE5 Beta History 1.51
Hmm...You know, playing an empire dedicated to spam might be fun, but would probably result in the quickest early-game loss ever.
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September 7th, 2007, 10:10 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE5 Beta History 1.51
Yah, Population Minister on and then put ship under Minister control.
I found something that might show how this is related to the Balance Mod. Looking in DesignTypes.txt from the BalanceMod v105+, I found that Kwok's renamed the design type for Population Transort from the original 'Pop.Transport', like the one you see in my screenshot, to 'Population Transport'. Alas, the theory is then that the game doesn't recognize 'Population Transport' and thus wont move that ship.
A fix would then be to rename it back, inside the DesignType.txt file, or changing the ShipOrders script file to recognize 'Population Transport' instead of 'Pop.Transport'.
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