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  #11  
Old April 20th, 2002, 12:04 AM

dumbluck dumbluck is offline
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Default Re: quick Q on population growth

quote:
Originally posted by DirectorTsaarx:
Actually, they did use the "population to operate each facility" setting in pre-release of standard SEIV. But the original beta testers found it too annoying, so they disabled it.
[ 19 April 2002: Message edited by: DirectorTsaarx ]



Shhhhhhh!!!! I'm trying to make them think I know what I'm talking about!!!


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  #12  
Old April 20th, 2002, 01:05 AM
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Default 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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  #13  
Old April 20th, 2002, 01:17 AM

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Default 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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  #14  
Old April 22nd, 2002, 07:53 AM

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Default 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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  #15  
Old April 22nd, 2002, 08:47 AM

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Default 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.

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  #16  
Old April 22nd, 2002, 03:09 PM

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Default 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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  #17  
Old April 24th, 2002, 12:26 AM

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Default 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

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  #18  
Old April 24th, 2002, 03:22 AM

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Default 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.

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Old April 24th, 2002, 08:51 AM

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Default Re: quick Q on population growth

as i say the colony was doomed :-)
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  #20  
Old April 24th, 2002, 09:36 AM

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Default 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.

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