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April 1st, 2002, 09:38 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Proportions Version 2.0 available
Yeah, sleep-deprivation makes fools of us all. I should probably be getting to bed soon too, so I don't start acting like you.  (j/k)
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April 2nd, 2002, 02:32 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Proportions Version 2.0 available
Tnarg, do as Pvk said:
Extract files from my zip and sort them into
appropriate folders, for example
terran_ai_general.txt should go to
proportions/pictures/races/terran
I fixed points for 2000 start only, if
you want 3K and 5K, you will have to it yourself
and we all will appreciate very much if you
posted it here.
I have 2K .emp files for all standard races, if anybody want, I can post them
PvK' saurok .emp is not a new race but a test file to make sure everything is OK with directories structure.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 2nd, 2002, 01:39 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Proportions Version 2.0 available
Just out of curiousity, how does that "Check Population Growth" setting in Settings.txt work? The default is 1 (which I guess is once every turn) and proportions mod is set at 10 (which is apparently every ten turns...)
Does it apply the full growth rate every ten turns at that setting, or does it now take 100 turns for a population to grow as much as it does when set to 1?
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--
...can you and your associates arrange that for me, Mr. Morden?
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April 2nd, 2002, 04:21 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Proportions Version 2.0 available
It slows population down by a factor of ten, in Proportions.
The way it works is, the game increases population the same way it used to, but it only does it every tenth turn (once per year). The number can be set to whatever you like, but setting it to ten seems to put the average more or less on par with industrialized humans, it seemed to me.
However, this makes a massive difference in the population growth of low-population planets! This is because SE4 rounds UP any population growth to a minimum of one million people. With the pop growth check set to 1, that means you get AT LEAST one million people per planet per turn, even if you only had one million there to begin with - that is, for a planet with one million colonists, a reproduction rate of 1000% per year (or more, considering there is no mortality rate)! In Proportions, this is still a fairly obscene 100% per year for the first year, but then it quickly tapers down in later years to 50%, 30%, 25%, 20%, 17%, etc. until it reaches the actual reproduction rate, which by the way is only 1/10th of what the game shows it as, because the display does not factor in the growth check rate from settings.txt. That is, in Proportions, if it says 10% growth per year, it's actually 1% growth per year (minimum 1 million per year).
I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.
PvK
Edit: corrected verb form, and removed mathematically dubious parenthetical comment about rate.
[ 02 April 2002: Message edited by: PvK ]
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April 2nd, 2002, 04:45 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions Version 2.0 available
quote: Originally posted by PvK:
I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.
PvK
Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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April 2nd, 2002, 04:57 AM
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Private
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Join Date: Nov 2000
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Re: Proportions Version 2.0 available
Every time I play this wonderful mod, I run into a situation where I get an "Integer overflow" message. Anyone have any ideas on this. I do like to play on large maps....
I do have a saved game where I can get it to happen everytime in one move....
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April 2nd, 2002, 05:02 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions Version 2.0 available
quote: Originally posted by oleg:
Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.
Yes, although I don't think the SE4 pop levels can be taken literally, and make sense under a critical eye. I think it only makes sense as an abstract measure of effective working population, including their equipment and the level of infrastructure and other development on the planet.
That is, even 400 years from now, I don't expect one million effective, educated citizens to become two million effective, educated citizens, in one year. That would require some amazing technology to accelerate fertilization, growth and learning (and automatic cultural brainwashing). Genetic Abuse Tech Level 12 and Cybernetic Societal Abuse Tech Level 12?
The way I see it, it's just that if you dump a bunch of colonists on an undeveloped planet, they have an immense project ahead of them to develop even enough shelter, farms and industry to keep themselves alive. The initial pop growth I see as this initial work, rather than a hyperactive breeding frenzy. If everyone got pregnant with twins immediately after landing, it would be a disaster and not a great triumph for a colony.
PvK
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