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September 1st, 2007, 02:45 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE5 Beta History 1.51
What's only checked in the design screen? Did you see the post in the 30 seconds it was up before I edited it? 
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September 1st, 2007, 03:16 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
Ah yeah, guess I did. You're right though, it would probably be rather confusing to use it in the existing requirement field for ships and units. Perhaps he can be persuaded at a later time to add an additional field, but I suppose that would take a bit more work to implement.
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September 3rd, 2007, 10:20 AM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: SE5 Beta History 1.51
I see that the pop minister is still not functionnal though. Will it ever get fixed? Does it is not a basic feature, which is also needed by the AI?
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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September 4th, 2007, 04:11 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: SE5 Beta History 1.51
Hmm, it sure would be nice to get a "sector_ability_count" that would count all the facilities and components with a specific ability. i.e. I'd like to add a component for a base that would have a multiplying effect based on how many other bases with that component were in orbit. So, for example, if I had 1 base, I'd get a 10% bonus, 2 bases would be 20%, etc.
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September 5th, 2007, 01:48 AM
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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
Quote:
Pocus said:
I see that the pop minister is still not functional though. Will it ever get fixed? Does it is not a basic feature, which is also needed by the AI?
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It's not that it's not functional, but how it operates. If there isn't a planet with the lots of desired cargo nearby, a formula condition in the script isn't met and the ship won't do anything. It's relatively easy to fix, perhaps MM just needs a reminder. 
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September 5th, 2007, 02:02 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
Re: pop minister
That can't be the whole story. A pop transport sitting on a full homeworld still won't do anything. That seems like it would meet the condition of having a planet with lots of the desired cargo nearby.
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Slick.
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September 5th, 2007, 05:09 PM
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First Lieutenant
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Re: SE5 Beta History 1.51
Perhaps the ship hasn't been tagged with the correct Ship Type or something like that?
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September 6th, 2007, 02:25 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
Quote:
Raapys said:
Perhaps the ship hasn't been tagged with the correct Ship Type or something like that?
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If you can figure out how to make the pop transport minister to work, please post it.
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Slick.
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