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Posted by: Beersatron
« on: June 21, 2010, 04:00:16 PM »

29 million on their own planet with self sufficiency though!

I re-read some of Steve's responses and seen a reference to xenophobia level so went and had a look. Humans rolled with a 95 this game, I lowered it to 35 for both human and Martian and the minority status went away.

I don't normally look at that aspect of the race screen otherwise I would have lowered it at the start.
Posted by: UnLimiTeD
« on: June 21, 2010, 04:17:26 AM »

Now if you said 290, but 29?
I'm sure theres a group of 29 million people in china feeling very much like a minorty^^.
Just the unrest I don't quite get.
Posted by: Beersatron
« on: June 20, 2010, 09:53:01 PM »

I have Humans and Martians, the Humans are on Earth and one extra-solar colony, the Martians are on Mars and will only ever be there. The Martian population will never grow to a point were it is no longer a minority in the Empire but they have a thriving Civilization on Mars and are a large contribution to Wealth and Minerals of the Empire.

Every 5-day increment sees the Marians grow unrestfull and that unrest is put down by the Garrison I have on planet.

Would it be possible to lower the minority flag from a Species that is based on the Stock species and has a large population on a planet? i.e. the population is over 25million and no longer a default destination of colonist.

29million people on a planet populated by just them shouldn't be a minority imo.
Posted by: bobusdoleus
« on: May 16, 2010, 07:23:40 PM »

I think it is possible to make asteroids habitable without killing the program, at least for players. Not so much for NPEs, I guess.
To some sort of menu that concerns asteroids, have a little check-box in a corner of a menu somewhere that says 'Consider this as a candidate for colonization.' Have the game ignore asteroids, as before, with the specific exception of asteroids the player explicitly states they may want to colonize. Since this will be a much more finite number, the game shouldn't crash, especially if players remember to un-check asteroids they no longer care about.
Mmm? Mmm?
Posted by: UnLimiTeD
« on: April 16, 2010, 02:12:09 PM »

workaholic.
Must... resit...  urge ... to... download it.!   grahhhh!  ..can't  .
Posted by: Steve Walmsley
« on: April 16, 2010, 02:07:00 PM »

v5.12 is out

Steve
Posted by: UnLimiTeD
« on: April 16, 2010, 01:59:36 PM »

So, it doesn't actually make any difference how many we build.
They are not going to appear and they are not doing anything if we create them.^^
Steve is always trying to improve this game, this time he gave us nothing to protect us from bad things  :D
Posted by: Steve Walmsley
« on: April 16, 2010, 01:52:44 PM »

Quote from: "The Shadow"
Er... If I don't really have any GMC's, then how is it that I'm managing to convert people to the new race?  Is there some small baseline amount of genetic modification even without a GMC?
Oops! I wrote out all the code for the GMC production and tested it. I just forgot to include the number of GMC :oops: so the code is assuming one. I guess there will soon be a v5.12

Steve
Posted by: The Shadow
« on: April 16, 2010, 12:56:56 PM »

Er... If I don't really have any GMC's, then how is it that I'm managing to convert people to the new race?  Is there some small baseline amount of genetic modification even without a GMC?
Posted by: Steve Walmsley
« on: April 16, 2010, 10:45:12 AM »

Quote from: "UnLimiTeD"
Shouldn't the "minority threshold" be based on the % difference to populations over a specific amount of population %, or maybe just the biggest?

I mean, just imagine a giant space republic with dozens of races, every single one will be a minority!
That's a good point. I have changed the 'minority' threshold to 5% of the population of the most populous species in the Empire

Quote
You could just calculate genetic modifications as a sub entity of the base race, I mean, with reasonable genetic modifications, 5% of your empire of 80% humans being genetic modifications would not really feel like a minority, but those immaterial lizardmen will surely feel like one, and they will count the genetically modified humans to "Aliens".
Think of all the trouble we have now because humans of the same species have a slightly different skin colour or worship a slightly different version of the same God. Now imagine what would happen if you have a species of human that is designed to live on cold, high gravity worlds with dense atmsopheres. I am sure they would blend right in :)

Steve
Posted by: sloanjh
« on: April 16, 2010, 10:37:39 AM »

Quote from: "UnLimiTeD"
I mean, just imagine a giant space republic with dozens of races, every single one will be a minority!
Yep  :-) ).

John
Posted by: UnLimiTeD
« on: April 16, 2010, 10:29:51 AM »

Shouldn't the "minority threshold" be based on the % difference to populations over a specific amount of population %, or maybe just the biggest?

I mean, just imagine a giant space republic with dozens of races, every single one will be a minority!

You could just calculate genetic modifications as a sub entity of the base race, I mean, with reasonable genetic modifications, 5% of your empire of 80% humans being genetic modifications would not really feel like a minority, but those immaterial lizardmen will surely feel like one, and they will count the genetically modified humans to "Aliens".
Posted by: Steve Walmsley
« on: April 16, 2010, 10:14:48 AM »

Quote from: "The Shadow"
OK, I've been playing around with species modification in the newly-minted 5.10, and I have a couple questions:

1)  How can you tell how many Genetic Modification Centres a colony has?  I can't seem to find it anywhere.  I know I have some because I built them. :). I missed it because I used SM Mode to add some GMC for test purposes. Use SM Mode for now to add the GMC you built and the fix will be in v5.11 which I will release later today.

Quote
I am assuming that the number of GMC's controls how fast people are converted to the new race?
Yes. Its 250,000 per GMC per year.

Quote
Also, a target number for population of the new race (similar to the "Maximum Atm" for terraforming) might be nice.

2)  New races seem to really resent being a minority on a planet.  Is there any way to make them happy short of moving troops onto their colony?

3)  Will baseline humans resent being a minority on a planet settled by a new race?
They don't just resent being a minority on the planet. They resent being a minority in your Empire. This is only a problem though if their Xenophobia is over 50%. Perhaps I should add some characteristics to species design as well as just tolerances. The amount of unrest is based on their percentage of the population, with smaller amounts causing more unrest, and their xenophobia, with higher xenophobia causing more unrest. Once they grow beyond 10% it is no longer a problem. I think with the introduction of the new species creation I will drop this to 5% for v5.11, as there are likely to be quite a few minorities.

Quote
4)  ...I was going to ask how many cargo holds a GMC takes up, until I just tried it, and found that GMC's are not listed as possible to be loaded?
They can be loaded (once they are built :)) and they take up the same space as a Research Facility

Steve
Posted by: The Shadow
« on: April 16, 2010, 02:59:25 AM »

OK, I've been playing around with species modification in the newly-minted 5.10, and I have a couple questions:

1)  How can you tell how many Genetic Modification Centres a colony has?  I can't seem to find it anywhere.  I know I have some because I built them. :)

I am assuming that the number of GMC's controls how fast people are converted to the new race?

Also, a target number for population of the new race (similar to the "Maximum Atm" for terraforming) might be nice.

2)  New races seem to really resent being a minority on a planet.  Is there any way to make them happy short of moving troops onto their colony?

3)  Will baseline humans resent being a minority on a planet settled by a new race?

4)  ...I was going to ask how many cargo holds a GMC takes up, until I just tried it, and found that GMC's are not listed as possible to be loaded?
Posted by: praguepride
« on: March 29, 2010, 08:00:06 PM »

Could you just say "asteroids are uninhabitable (for whatever reason, lack of surface area/dangerous terrain) and then removing all the other "cannot colonize" situations.

Another alternative would be to set up orbital colonies, but space stations would probably be a whole new suggestion (that has already been suggested before)