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  #1  
Old January 17th, 2007, 01:11 AM
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Default 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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  #2  
Old January 17th, 2007, 05:10 AM
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Default 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:
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  #3  
Old January 17th, 2007, 08:23 AM
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Default 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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Old January 17th, 2007, 04:33 PM
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Default Re: Seems like migration might be broken

What a heartless despot!
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  #5  
Old January 17th, 2007, 04:56 PM
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Default 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!
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Old January 18th, 2007, 11:14 AM
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Default 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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Old January 18th, 2007, 12:16 PM
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Default 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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Old January 18th, 2007, 12:25 PM
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Default 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.
WHAT! And I thought Q was cold... how can you deny them a final free cruise?
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  #9  
Old January 18th, 2007, 01:13 PM
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Default 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.
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Old January 18th, 2007, 01:47 PM
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Default 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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