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August 27th, 2001, 10:23 PM
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Second Lieutenant
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Join Date: Mar 2001
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Rebelling planet bug ??
here is what happened.
i'm in a game using no mod, patch 1.41.
3 starting planets, low tech.
i have conquered two empires so far, one neutral and one non-neutral.
I'm at war with several empires, including the Jreanar and the Cue-Cappa, both of which use a lot intel against me. With succes it seems, because in two turns, two homeworlds rebelled and formed their own empire. One of my original homeworlds and one of the conquered homeworld. Both planet sizes are medium, which means they can only hold 2000m people, right ? well, after the rebellion they both gained 2000m people. I got thme to surrender to me and i see that both planets gained 2000m people by rebelling. And not just any people, but all of them of my race, and that is weird, because i don't have any of my people near the conquered world.
so whenever a rebellion takes places, the max. people that can live on the planet are added to the population. And the race is always that of the owning empire.
did any one else had this experience ?
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August 28th, 2001, 04:20 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Rebelling planet bug ??
What about the fact that Rebellions usually start with a blockaded planet? And surrender on the next turn?
If the rebels got everything in the sector, and had something like the "no relations for x turns after war declared", then they might stand a chance.
That population boost may have been trying to make up for the pathetic chances a rebellion has in SE4.
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August 28th, 2001, 05:45 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: Rebelling planet bug ??
We not just change the AI files for neutrals so that they never surrender. It makes sense that A) a rebellion would not surrender (until all the rebells are killed) B) Neutral races should not go from "we want nothing to do with stuff outside our system" to "okay, we'll join you; take our children and use them as slaves. Your score is just too big".
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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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August 28th, 2001, 08:07 PM
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Private
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Join Date: May 2001
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Re: Rebelling planet bug ??
quote: Originally posted by Spoo:
We not just change the AI files for neutrals so that they never surrender. It makes sense that A) a rebellion would not surrender (until all the rebells are killed) B) Neutral races should not go from "we want nothing to do with stuff outside our system" to "okay, we'll join you; take our children and use them as slaves. Your score is just too big".
LoL that isn't such a bad idea. I would balance that by making neutrals have a Positive reaction to MEE, though. That way Neutrals wouldn't be a free populated system for large empires, but they would share the fate of most banana republics, and become "client states" to very powerfull (MEE) superpowers. This would also give a MEE empire something to do politicaly (Do I support the neutrals who are backing my rise to galatic dominiation, or throw them to the wolves? Do I give them powerful technology and extra ships/resourses or am I afraid that their new technology will find its way into the wrong hands? etc.) and give the MEE empire some roleplaying fodder (I imagine people who really enjoy roleplaying or creating unique racial identities get bored when they hit MEE and the game devolves into an extended genocide campain against the known universe). I might also give neutrals an insanely high surrender threshold instead of disabling it entirely. After all, when your species has been reduced to a few clusters of huddled masses hiding from plasma death raining from the heavens, slavery starts to seem like a viable alternative Of course, the way the scoring system is now, that would leave the neutral empires open to system wide blockades, so maybe it would be best to turn it off entirely...
Anyway, good idea Spoo.
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August 28th, 2001, 10:36 PM
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Second Lieutenant
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Re: Rebelling planet bug ??
quote: Originally posted by dogscoff:
Did you check to see if it your population went down by that amount elsewhere in your empire? Perhaps it is a cool feature whereby the rebellion draws in population from nearby planets. Maybe.
Or maybe not. Do you have a savegame?
i don't think they were drawn from somewhere else, but i didn't check it. I'll take a look at the comparisons graph and see what happened to my population during the rebellion.
i have a savegame, but not on this computer, i'll copy it and post it tomorrow.
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August 28th, 2001, 10:40 PM
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Second Lieutenant
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Re: Rebelling planet bug ??
quote: Originally posted by suicide_junkie:
What about the fact that Rebellions usually start with a blockaded planet? And surrender on the next turn?
If the rebels got everything in the sector, and had something like the "no relations for x turns after war declared", then they might stand a chance.
That population boost may have been trying to make up for the pathetic chances a rebellion has in SE4.
well, i didn't think about demanding their surrender, not until after my attempt to capture one of the planets failed...
i think everytime a new empire is created, it gets the maximum pop it can hold, regardless how much it already has.
When you start a game, everything goes well, because all the planets are empty and the population fits.
But when a new empire is formed after a rebellion, the planet already has some population, and the new pop. is just added.
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August 29th, 2001, 01:07 AM
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General
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Join Date: Mar 2001
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Re: Rebelling planet bug ??
Did you check to see if it your population went down by that amount elsewhere in your empire? Perhaps it is a cool feature whereby the rebellion draws in population from nearby planets. Maybe.
Or maybe not. Do you have a savegame?
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SE4 Code:
L Gd! $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD Pw RV Fq+ Nd- Rp+ G-
/SE4 Code
http://www.sandman43.fsnet.co.uk/se4main.htm
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