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June 29th, 2002, 01:59 AM
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Population Change Events
Hullo... first post around here. ;-)
Anyway, I was wondering about the Population Change event type. I recently created a bunch of asteroid-related phenomena (I'm intending to make an events mod that contains hundreds of different events (I should mention that I'll still preserve the ratio of good events to bad ones, though I may actually decide to make more bad ones just to make that racial trait more effective)). I haven't tested it out in the game just yet, but I'm curious about the population change:
Type := Planet - Population Change
Severity := High
Effect Amount := -1000
Message To := Owner
Num Messages := 1
Message Title 1 := Asteroid Catastrophe!
Message 1 := The asteroid headed toward [%PlanetName] has caused a disaster of epic proportion! Attempts to destroy the asteroid broke it into dozens of large fragments; these fragments impacted every landmass on the planet. All [%ActualAmount]M people were killed almost instantly.
Picture := DetectProblem
Time Till Completion := 10
Num Start Messages := 1
Start Message Title 1 := Stray Asteroid
Start Message 1 := [%PlanetName] in the [%SystemName] system has detected a stray asteroid on a collision course with the planet. At its current velocity, it will arrive in approximately 1 year.
Now, what I'd like to know is fairly simple -- will that -1000 work as a percentage and kill all of the planet's population (which is what I intend) or will it only kill 1000 million of them (which is, logically, not what I intended =) )?
(What I don't like about this event is that it won't destroy the facilities as well (before you offer the suggestion, however, I don't want to actually destroy the entire planet). I'd love it if events could have multiple effects, but I'd better not get ahead of myself here.)
(Hrm, this forum doesn't support extra line-breaks between lines... I can understand how it could be abused, but I don't understand why it can't be used. Moderators are there for a reason, after all.)
[ June 29, 2002, 01:02: Message edited by: Spuzzum ]
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June 29th, 2002, 04:39 AM
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National Security Advisor
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Re: Population Change Events
The 1000 will probably just kill 1000m people. Just set it to some obscenly large number.
Phoenix-D
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Phoenix-D
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June 29th, 2002, 06:42 AM
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Shrapnel Fanatic
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Re: Population Change Events
Woah, you're right. Even code blocks don't seem to allow the multilines.
You can always put a "& npsp" to have something on the line, allowing you to space it out more.
Test
 
 
 
Test
[ June 29, 2002, 05:45: Message edited by: Suicide Junkie ]
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June 29th, 2002, 03:48 PM
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Re: Population Change Events
The 'effect amount' is the number of population points killed. You'd have to set it to -9600 to be sure of wiping out any planet (A huge plant owned by a race with Adv. Storage Techniques can have 9600 population). Unless you even want to kill all population on a sphereworld. Then you'd have to set it to some unbelievable number. -80000 I guess? Something like that.
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June 29th, 2002, 11:14 PM
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Captain
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Re: Population Change Events
check out my events mod, it is on the gold cd. It has good and bad events.
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July 1st, 2002, 03:05 AM
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Re: Population Change Events
I've already checked out the EyeCandy stuff, Dracus. ;-)
To defend my apparent competitiveness: whenever I use a moddable program, I typically like to make my own creations for it, rather using others'.
I'm not aiming to make a replacement, or even just competition -- I'm just making something that I'll use personally, and hoping that other people might like it too. =)
(And remember: just because something has already been done, doesn't mean it has been done in a certain way! My events ought to do things differently -- my writing style itself is different.)
SJ: For reference, you use " " (sans quotation marks). I know you're aware of it, but other people might misinterpret it. ;-)
[ July 01, 2002, 02:09: Message edited by: Spuzzum ]
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Life's a beach, and I'm drowning. --Spuzzum
L++>L* GdY $>$+ Fr? C(!) Sd! T? Sf-- A% M++++ MpMN! RV! Pw Fq Nd? Rp++ G Au Mm++(+++)
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