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April 20th, 2002, 12:04 AM
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Lieutenant Colonel
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Re: quick Q on population growth
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April 20th, 2002, 01:05 AM
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Re: quick Q on population growth
Vult, even better point
I would need to reduce that figure or ship in stacks of population to make any colony worth anything!
Hmmm, I was kind of going for a mini-Starfire related realism mod (eg I have reduced the production rate of shipyards) - I will have to think this through a lot better
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April 20th, 2002, 01:17 AM
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Lieutenant Colonel
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Re: quick Q on population growth
quote: Originally posted by Vulture-B:
line 66 of the settings.txt says "Population Required to Operate One Facility := 50"
This setting has never functioned. The popularly accepted theory is that it's one of those toys MM hasn't gotten around to implementing just yet.

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April 22nd, 2002, 07:53 AM
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Private
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Re: quick Q on population growth
Why is it that my colony ships are sometimes automatically loaded with 4 population, and sometimes not? I haven't been able to see any pattern to it.
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April 22nd, 2002, 08:47 AM
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National Security Advisor
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Re: quick Q on population growth
if you use the Colonize order while over a habited planet, the ship will load up as much population as it can hold before it heads out.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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April 22nd, 2002, 03:09 PM
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Corporal
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Re: quick Q on population growth
quote: Originally posted by Portly:
Why is it that my colony ships are sometimes automatically loaded with 4 population, and sometimes not? I haven't been able to see any pattern to it.
To be more accurate: if you plan the route of the Colony ship to go through a resupply depot it will leave the planet without any population in its holds. You have to first either load any of its cargo holds manually, or first give it the order to colonize a planet, then cancel it, and replot the course to go through the resupply depot to see the ship loaded with population.
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April 24th, 2002, 12:26 AM
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Re: quick Q on population growth
hmm wonder why i get an range check error when i fumble around with that population per facil line ?
and only with that for test purposes.
if i set it over 120 i got a crash and if i count it in millions it is more than the planet have
i think its not for operating the facils themselves but more the max pop is thermore facils have space on the planet.
otherwise i cant explain myself why some tiny non breathable atmospheres have only 1 facil and others up to 5 !
seems strange to me if it isnt that way
greets
construct
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April 24th, 2002, 03:22 AM
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National Security Advisor
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Re: quick Q on population growth
"i think its not for operating the facils themselves but more the max pop is thermore facils have space on the planet.
otherwise i cant explain myself why some tiny non breathable atmospheres have only 1 facil and others up to 5"
It has nothing to do with that- that's set elsewhere. You probably ran into a race with Advanced Storage Techniques and/or the planet was actually breathable to the population on it.
Phoenix-D
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Phoenix-D
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April 24th, 2002, 08:51 AM
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Re: quick Q on population growth
as i say the colony was doomed :-)
greets
construct
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April 24th, 2002, 09:36 AM
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Re: quick Q on population growth
Doesn't matter, unless you were building the facitities from none (0).
Take a population that can breathe an atmosphere. Build the desired number of facilities. Replace the population with another that can't breath that atmosphere- the extra facilities stay.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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