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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?
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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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Join Date: Jan 2005
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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
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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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September 6th, 2007, 05:45 PM
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First Lieutenant
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Re: SE5 Beta History 1.51
Right, I'll try it out. Are we talking Balance Mod here though, or just stock?
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September 6th, 2007, 10:30 PM
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Brigadier General
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Re: SE5 Beta History 1.51
I'm using BM, but I don't think this issue makes a difference. I think it is hard coded broken.
Edit: just to be clear that it is independent of any given race, it should work with a newly generated empire.
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Slick.
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September 6th, 2007, 10:33 PM
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National Security Advisor
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Re: SE5 Beta History 1.51
It's not a hard-code issue - it's just the script needs tweaking. I finally did this for the upcoming v1.10 of the Balance Mod and it works just fine. Fallen Haven's IRM mod also had it working ok as well.
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September 7th, 2007, 12:05 AM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE5 Beta History 1.51
The stock script for population transports worked perfectly fine in 1.44 from what I could see. I spaced the inhabitants of one of those planets and built a Pop.Transport on the other. It filled up with population and headed for the right planet at once. Well, actually there was one delay; it refused to move the same time that it had either loaded or unloaded, so it sort of wasted some movement points, but that's probably easily fixed.
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