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January 17th, 2007, 01:11 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Seems like migration might be broken
It seems:
If you get a race to surrender, who breathe an atmosphere that you don't, then they won't migrate.
Or is there a secret feather that I need to tickle under their damn hydrogen breathing chins?
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Slick.
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January 17th, 2007, 05:10 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Seems like migration might be broken
I think the recent beta patch may have addressed this issue.
Version 1.22:
1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit.
2. Fixed - Units launched during combat were not showing up in the combat log replay.
3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4.
4. Fixed - If an empire joins an alliance, then all of its current treaties are lost.
5. Fixed - The Communicate window was drawing race icons incorrectly.
6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires.
7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies.
8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window.
9. Fixed - If you loaded or started a new game from within combat, the order buttons would
remain combat buttons on the Main Window.
10. Fixed - If you loaded or started a new game from within combat, the combat simulator
would error when adding ships.
11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly.
12. Fixed - In the Create Design window, a weapon report would show mount modifiers even
if the weapon could not use the mount.
13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly.
14. Fixed - Ability "Experience Rate Percent Change" was not working.
15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly.
16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility",
"Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly.
17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types.
18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty",
"Planet Population War Tolerance" were not working correctly.
19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working.
20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count".
21. Fixed - AI Fleets were getting new orders even when they had old ones.
22. Fixed - Too many of the AI's had Tyranny for Government Type.
23. Fixed - Improved AI's assignment of colony types.
24. Fixed - AI was not scrapping facilities if it needed space for a spaceport.
25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID".
26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID".
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between
player turns. Posts: 662 | From:
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 17th, 2007, 08:23 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Seems like migration might be broken
I didn't have an AI surrender to me, but I conquered a lot of colonies with population of a different atmosphere type and they migrated very nicely to my colonies with the corresponding atmosphere.
If only the other population on these colonies would leave quickly, it would prevent a mass murder!
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January 17th, 2007, 04:33 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Seems like migration might be broken
What a heartless despot!
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January 17th, 2007, 04:56 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: Seems like migration might be broken
You know Q I am offended by your comment! I never commit mass murder; I may liberate a few lucky people from the confines of their fleshy shells but I never commit murder. I demand that you retract that statement!
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 18th, 2007, 11:14 AM
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Sergeant
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Join Date: Mar 2005
Location: Indianapolis
Posts: 233
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Re: Seems like migration might be broken
I'm in agreement with PES. Though I would handle it differently, by sending a transport, picking up the unwanted race, then showing them the wonders of exploring space without a suit.
Murder is wrong.
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Guess what color my Orange is!
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January 18th, 2007, 12:16 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Seems like migration might be broken
In SE:V you can jettison population directly from the planet without using a transport.
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Slick.
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January 18th, 2007, 12:25 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: Seems like migration might be broken
Quote:
Slick said:
In SE:V you can jettison population directly from the planet without using a transport.
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WHAT! And I thought Q was cold... how can you deny them a final free cruise?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 18th, 2007, 01:13 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Seems like migration might be broken
They get a final free cruise when the Population Transport Minister starts being able to do this. Until then, I'm not going to bother.
__________________
Slick.
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January 18th, 2007, 01:47 PM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Seems like migration might be broken
Cold would be if you scrap the unwanted population (remember soylent green?).
Jettison population gives them the quantum incertainty chance, that they might land in a place where they can survive.
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