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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Increasing planet max population

Submitted by Askilne on Thu, 2007-01-18 19:46. SE:V MODs

I am trying to find a way to increase the population cap on planets through the use of facilities. I have tried to use the "Planet Maximum Population" ability type, but no matter what I put into the ability fields I get no results. At this point I am unsure whether this ability isn't working, or I am not using it right at all.

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It takes scripting...

Submitted by BlueM99n84 on Fri, 2007-01-19 01:19.

I have been experimenting with this myself. It appears that the code handling the planetsize.txt file does not allow for formulas to be placed in the text. Not sure if it is a parsing issue or if it is a matter of timing and the requisite lists for empire tech areas are just not created at that point. I tried simply putting in 500 + 500 and it would not even do simple math. So editing or adjust via a text file is out. I don't think that ability works either.

My latest effort is an analysis of the main script files. In the external event and intel script files are calls that allow you to pull up plant-id's by player, sector, etc using Sys functions. If you look at the fact that your intel and external events can adjust your max population down it makes since to think that with minor tweaking it will operate in reverse just the same. So I am playing with the scripted functions to utilize the sys calls to do this. My only fear is that once you change it (since it involves pointer operations) you have to create a means of saving the old population limit (so it reverts if you loose the planet) or it just stays at the adjust planet for whatever empire captures it.

It would be nice if we had more info on the scripting but to date I have only found bits and pieces. My bandwidth restricts me from accessing some of the mods done that by people who have delved into AI rewrites. So until then I am plugging away individually to see if my experiment bares fruit.

Had to laugh because my initial attempt at folding in a formula in the planetsize file resulted in the program setting the population number to zero even though I had colonized the planet with 1M...LOL

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I went ahead and took a look

Submitted by Askilne on Fri, 2007-01-19 12:10.

I went ahead and took a look at the event and intel scripts you mentioned.

Quote:
// Set Population Change set pop_change := Sys_Get_Random_Long(10, 1000) set max_pop := Sys_Get_Planet_Population(planet_id) if (pop_change > max_pop) then set pop_change := max_pop endif call Sys_Change_Planet_Population(planet_id, -pop_change)

this script was the same for both the earthquake and the intel event. unfortunately all this script does is modify the planets current population.

your bug with population on a planet with 0 max population might make it possible to create a script that would fool the game into increasing the population of a planet beyond listed max. Possible, but not very useful. I guess we will have to wait until something is implemented before we can change max populations in game.

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Re: Increasing planet max population

Submitted by BlueM99n84 on Thu, 2007-01-25 01:04.

Concur. Had another Homer moment and was looking at calling a batch that would edit the planetsize.txt file but realized it is universal in that you adjust those numbers and you adjust for all.

Perhaps another approach for us is to look at editing the planetsize.txt file to have say triple the current limit. Then inside the game use a script function that bounces tech area & tech level to put restrictions on the current population. Any thoughts?

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Re: Increasing planet max population

Submitted by BlueM99n84 on Tue, 2007-01-30 08:21.

Was able to adjust the planet pop but there is a catch. You have to set the initial planet size info to the max level you want the planet to sustain. At that point inside the External Event script or Intel script you include a function that loads all planets, gets the owner, checks to see if the owner has researched a specific tech and the tech level associated, sets an adjust to the population based on the current pop and then modifies the population accordingly. When you hit the max level the pop acts in normal stock fashion. The catch is that it because the script is called at the end of each turn you see the first turn in year one with the max pop but after turn 2 it is adjust to the initial ground zero level pending your research.

Had not tested Ringworlds or Sphereworlds since someone mentioned that production is capped at a certain level???? in the settings.txt file or maybe its hard coded??

Anyway I tried this with all planet sizes. My tiny planets started turn 2 at the 125 then as I reached level 2 of the tech it increased to 250 and with the final third level reached 375. Ditto with the domed worlds.

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Re: Increasing planet max population

Submitted by Fallen Haven on Tue, 2007-01-30 20:06.

BlueM99n84 wrote:
Had not tested Ringworlds or Sphereworlds since someone mentioned that production is capped at a certain level???? in the settings.txt file or maybe its hard coded??

It looks like this :

Number Of Population Modifiers := 101

Pop Modifier 1 Population Amount := 19

Pop Modifier 1 Production Modifier Percent := 100

Pop Modifier 1 SY Rate Modifier Percent := 100

Pop Modifier 2 Population Amount := 39

Pop Modifier 2 Production Modifier Percent := 101

Pop Modifier 2 SY Rate Modifier Percent := 101

Pop Modifier 3 Population Amount := 59

Pop Modifier 3 Production Modifier Percent := 102

Pop Modifier 3 SY Rate Modifier Percent := 102

Pop Modifier 4 Population Amount := 79

Pop Modifier 4 Production Modifier Percent := 103

Pop Modifier 4 SY Rate Modifier Percent := 103

Pop Modifier 5 Population Amount := 99

Pop Modifier 5 Production Modifier Percent := 104

Pop Modifier 5 SY Rate Modifier Percent := 104

Pop Modifier 6 Population Amount := 179

Pop Modifier 6 Production Modifier Percent := 105

Pop Modifier 6 SY Rate Modifier Percent := 105

Pop Modifier 7 Population Amount := 259

Pop Modifier 7 Production Modifier Percent := 106

Pop Modifier 7 SY Rate Modifier Percent := 106

Pop Modifier 8 Population Amount := 339

[...]

Pop Modifier 99 Population Amount := 9799

Pop Modifier 99 Production Modifier Percent := 198

Pop Modifier 99 SY Rate Modifier Percent := 198

Pop Modifier 100 Population Amount := 9999

Pop Modifier 100 Production Modifier Percent := 199

Pop Modifier 100 SY Rate Modifier Percent := 199

Pop Modifier 101 Population Amount := 2000000

Pop Modifier 101 Production Modifier Percent := 200

Pop Modifier 101 SY Rate Modifier Percent := 200

So if you want support for larger population, you have to add it manually, one by one...

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Re: Increasing planet max population

Submitted by Sinapus on Tue, 2007-01-30 22:43.

Askilne wrote:
I am trying to find a way to increase the population cap on planets through the use of facilities. I have tried to use the "Planet Maximum Population" ability type, but no matter what I put into the ability fields I get no results. At this point I am unsure whether this ability isn't working, or I am not using it right at all.

Well, the pdf file that came with the latest patch says the ability is equal to "Sum" under "Amount1" and is a cargo space amount. Except of course, I added that ability to a facility with a value of 3000 and zip. Nada. Nothing.

I'm guessing it doesn't work, since the description of the ability seems to imply that you can give it a facility an ability by X amount and it should increase the max population. Similarly, the Ordnance and Supply storage abilities don't work with facilities and I'm guessing it's as others have noted in this thread: something with the coding won't let it add more values to those values. Cargo storage will work, and that initial value is set for planets in the same file population, and ordnance and supply storage are set.

Methinks it's something that needs to be fixed, even if scripting can get around it somehow.

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Re: Increasing planet max population

Submitted by BlueM99n84 on Wed, 2007-01-31 02:35.

FH, have you tried scripting this to auto add to the list? I am pretty sure that this is probably loaded into the game as a "longlist". If so we should be able to edit it via script that will loop through and append to the list whatever levels you wish to add?

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Re: Increasing planet max population

Submitted by Fallen Haven on Wed, 2007-01-31 08:48.

BlueM99n84 wrote:
FH, have you tried scripting this to auto add to the list? I am pretty sure that this is probably loaded into the game as a "longlist". If so we should be able to edit it via script that will loop through and append to the list whatever levels you wish to add?

I modded that list but never tryied to script it. It's in the setting.txt, i'm not sure we can script anything there...

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Captain Kwok's picture
Mod Designer

Re: Increasing planet max population

Submitted by Captain Kwok on Wed, 2007-01-31 11:27.

Best option:

Ask Aaron via e-mail to implement an ability "Population Cargo Space Percent" or something of that sort. You can then use that ability to increase population space on a planet via a facility or racial trait etc.

-----

Space Empires Depot | SE:V Balance Mod

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