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Home » news » forums » Space Empires V » Space Empires V General

Pop Transports do not work correctly in 1.66

Submitted by Kronos on Thu, 2008-03-13 06:53. Space Empires V General

They laod up and head to the first planet. Once that planet's pop is at max they do not move on to the next. Nor do they try to move pop around to max use of planet when you have more then one race.

‹ What good are ministers? Enemy ships passing through warp point blockade... ›
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Re: Pop Transports do not work correctly in 1.66

Submitted by Jozsf on Thu, 2008-03-13 17:06.

True.

The best way I found to work around that is:
Create a pop transport that has a smallish cargo.
Use the Load cargo remotely (population from a full planet)
Use the Drop cargo remotely (population to an empty planet)
Toggle the repeat orders ON.

If the ship has too much cargo space you can depopulate the source planet.

If the ship doesn't have enough cargo space or the planet is too distant (takes to long for a round trip)you might not move population faster then they migrate back.

You will get a message if the source planet is empty (1M pop) or the destination planet is full.

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Re: Pop Transports do not work correctly in 1.66

Submitted by Kronos on Thu, 2008-03-13 18:22.

pop transports worked fine in se4, but they do not work in SE5. I looked at teh code adn there is no check for max pop on a planet.

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Re: Pop Transports do not work correctly in 1.66

Submitted by Gusset on Fri, 2008-03-14 07:06.

How are they supposed to work? I've always done it manually (like Jozsf described), and when the target planet is full enough or the source planet is getting too low, manually move on to the next one.

Are you talking about some sort of minister?

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Re: Pop Transports do not work correctly in 1.66

Submitted by Juju on Fri, 2008-03-14 07:58.

Yes, there is a pop-transport minister who distributes population from full planets to other planets. works fine as long as you have only one kind of atmosphere breathers.
It gets confused if there are different breathers.
Its like enhanced migration, by hand the people get where you want them.

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: Pop Transports do not work correctly in 1.66

Submitted by Vince278 on Fri, 2008-03-14 19:07.

I've also accidentally depopulated planets by building and using colony ships. A max pop check and a way to automatically load less than a maximum number would be a great idea. Smiling

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Re: Pop Transports do not work correctly in 1.66

Submitted by Kronos on Fri, 2008-03-14 21:56.

the pop minister does not work, it will load up and then travel to the nearest colony. Then it will repeatly try to drop it's pop on the planet even if the planet is full. If you clear it's orders and manually move it away from the planet. it always goes back to that same planet.

Try it turn on the minister, creat one pop ship and watch it. for about 15 turns.

There needs to be a check to keep it froms tripping the source planet and a check to drop less then full load when maxing out a planet.

needs to be a check when you finally get different races to move the pop to around as to bring each planet to max effectiveness.

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Re: Pop Transports do not work correctly in 1.66

Submitted by Vince278 on Sat, 2008-03-15 19:29.

May as well get rid of ministers. I never use them anyway.

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Astorax's picture

Re: Pop Transports do not work correctly in 1.66

Submitted by Astorax on Sat, 2008-03-15 23:00.

I sometimes use the scout minister and, to be honest, I love the colony-population minister. You know, the one where it ejects 50m of your own pop so 5m of the right air breathers can undome a planet? I love that, so convenient. He's ruthless and efficient and does his job well, heh. Also, the colonizer minister can be convenient at times but thats situational really.

All the rest? Yeah, never use them.

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Re: Pop Transports do not work correctly in 1.66

Submitted by Juju on Mon, 2008-03-17 03:04.

Good to know about the colony-pop minister Smiling

I hate to do that for myself .. I always feel so sorry for my fellow kinsmen.

Does he message you ( planet xy has been undomed or 50m people have been .. evacuated ) or do you have to find out for yourself ( ooh looky, since when have you little fella been undomed ? )

I like the scout minister too, especially combined with the resupply and retrofit minister Smiling Those really work well together.

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Astorax's picture

Re: Pop Transports do not work correctly in 1.66

Submitted by Astorax on Mon, 2008-03-17 08:58.

It doesn't specifically tell you but in the turn report it will say "Such and such planet ejected cargo" or something similar. Just doubleclick on those and it will take you to the planet which should be undomed and ready for more facilities to be built.

Millions of your own race = cargo.

Eye-wink

edit- btw, that minister is only in BM, as far as I know.

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Captain Kwok's picture
Mod Designer

Re: Pop Transports do not work correctly in 1.66

Submitted by Captain Kwok on Mon, 2008-03-17 09:21.

Yes, the "Colonies - Population" minister is only in the Balance Mod. If you see a log message from scrapped cargo with only organics recovered, that's him at work.


Space Empires Depot | SE:V Balance Mod

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Re: Pop Transports do not work correctly in 1.66

Submitted by Juju on Mon, 2008-03-17 09:50.

I play organic races most of the time I will call it recycling Smiling

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: Pop Transports do not work correctly in 1.66

Submitted by glockgemini on Fri, 2008-03-21 08:36.

Using the POP minister in BM works well. It keeps my homweorld just below max and seems to evenly distribute pop around my colonies. I check out the POP levels every few turns just to make sure.
Love those custom views. On my Colony window, I have the normal stuff plus POP level, cargo tonnage, workqueue, and planet condition.

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