Posted by: ollobrains
« on: May 23, 2012, 06:57:39 AM »or seperating them but not having the smaller species compeltley die off, some sort of seperation planet side maybe
I am tempted to remove the unrest penalty for "minority species". Would anyone miss it?
Steve
Yes, the last few colonists not loading seems to have come up a few times before. If the number of colonists remaining is less than the capacity of the transport it seems to not like to pick them up.Another solution, turn SM on and alter the populations to "move" them and effectively empty the colony.
They will complain about being a minority no matter where they are. It's about ratios of one species against the other. I had the same issue, but it's built-in mechanics. Since I was playing with biomodifications only once so far, I don't know what you can do to lose the "minority status."This is also pretty much my main reason for supporting the "hidden events shouldn't trigger interrupts" thing. People bitching and whining about being a "minority" when you've just given them a brand new planet to live on. It's also one of the reasons I won't use genetic modifications as it stands.
I'm pretty sure ground troops will pacify them thou.
It won't let you load -more- than the available amount of colonists. however, there is a way to do it. Pain in the ass, but still...-edit- Of course, you wouldn't tell it to load 45,000, that was specific to the other case, just tell it to load as many as you know at least are there. If you just say "load colonists" it tries to completely fill the transport, and if you have more space in the transport than there are colonists, for some reason they just throw their hands up and send everyone home.
Basically, the number it shows you is rounded. So, tell it to load 45,000 colonists. Then, tell it to load 1,000 colonists, and repeat until it gives you the error. Then tell it to load 100, and repeat until it gives you the error. The colony should then have 0 population and be listed under "other colonies" (IE. uninhabited). I don't think Aurora tracks the population into the 10's, but it might be worth telling it to load 10 just in case.
I have decided that if I plan on doing species modification, I'll just build the Genetics labs on the planet and convert Humans to the new species.