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Accueil » news » forums » Space Empires V » Space Empires V General

Population?

Image de RobO
Soumis par RobO le Ven, 2006-09-29 12:01 Space Empires V General

There is no pop transport component, so my people are forced to travel in cargo containers Sad
On top of that, I can transport almost one quarter of my starting planet pop in one small freighter.
And they don't "grow back" very quickly (which may be a good thing).

This whole thing severely needs balancing. We need a pop transport component that doesn't carry very many people IMO.

In addition, I cannot set up a repeating cargo transfer as there are no Load and Unload orders, and the Transfer cargo order can't be specified at any other location than the one the ship is at. That's not good.

‹ No Moons in demo? SE4 to SE5 - What's Different ›
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I think it's mostly useful

Soumis par Skynet le Sam, 2006-09-30 14:36

I think it's mostly useful that a ship that has cargo compartments can carry each and every type of cargo, including population.

Think of the cargo compartments as a loading bay that can hold all types of freight containers modified to the need of whichever specific cargo they're carrying. A population freight container loaded onto a ship would already contain the sanitation, living room, food processing, and whatever else is needed to support the poulation on the way to its destination. If you think of it this way, you don't have to feel guilty because you're transporting your people around in huge, empty, metal cargo compartments any more Smiling

If you think your population is growing too slowly, make sure you have decent amounts of population on larger planets with good living conditions to start with, choose the faster reproduction racial pick at the beginning or research the cultural advancement that improves population growth (it is called "leisure"-sumthing).

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Mod Designer

Loading

Soumis par Phoenix-D le Sam, 2006-09-30 15:08

To transfer cargo remotely you want the..drumroll please..load/drop cargo remotely commands. They're under Cargo Orders.

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Image de Ashbery76
Mod Designer

It was kinda cheesy to force

Soumis par Ashbery76 le Sam, 2006-09-30 15:31

It was kinda cheesy to force relocate in SEIV.The new migration model stops the micromanagemt.

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Mod Designer

Exert from the Intergalactic

Soumis par LordHavoc le Sam, 2006-09-30 15:31

Exert from the Intergalactic Encyclopedia

The cargo container or "Cargo Bay" is a universal struture designed to be compatible with most known ships. The standard fitting was introduced in date 2200.04 and was agreed among 105 of the known sentient races.
The Cargo Bay is a simple air tight hollow cube 8000 metres cubed. It has floor, wall and ceiling mounting brackets designed to attach basic storage containers to for safe transport.
It is made of a basic steel alloy, one for the abundance of materials and also for it's magnetic properties so that magnetic based storage containers can be attached.
The Cargo Bay has a standard power adapter that can easily be attached to ships main power supply to utilize a number of functions such as refrigerated or life supporting systems.

Your lord and master (below Foamy) LordHavoc

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Image de RobO

Thank you, but

Soumis par RobO le Dim, 2006-10-01 01:09

I appreciate the concern for micromanagement, but my small freighter can take 1/4 of the population on my starting planet, which is absurd, and the load remotely order fills the freighter to the brink, so can't really be used as it empties the planet rather quickly. Besides this dysfunctional reality problem, I also like to play with slow growth.

I suppose the solution is to increase the "weight" of population by a factor of at least 10. But there's a high probability that this setting is hardcoded, as it's so basic. Can anyone tell me where it is

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Image de Wade

Imagine the people on a

Soumis par Wade le Dim, 2006-10-01 01:30

Imagine the people on a freighter as in suspended animation/hybernation. They are stored as compact as possible, one behind the other, on atop the other. The freighters are huge vessels, even the "small" freighter. This will ollow for millions of people to be transfered.

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Pupulation cargo

Soumis par Qcontinuum le Dim, 2006-10-01 02:04

RobO wrote:
I appreciate the concern for micromanagement, but my small freighter can take 1/4 of the population on my starting planet, which is absurd, and the load remotely order fills the freighter to the brink, so can't really be used as it empties the planet rather quickly. Besides this dysfunctional reality problem, I also like to play with slow growth.

I suppose the solution is to increase the "weight" of population by a factor of at least 10. But there's a high probability that this setting is hardcoded, as it's so basic. Can anyone tell me where it is

Settings.txt file:
Population Cargo Space Per One := 50.0 (original value is 5.0)

No problem to change this in the demo version.

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Image de RobO

Millions?

Soumis par RobO le Dim, 2006-10-01 02:37

Cone on, we're talking almost one quarter of the whole population of the starting planet!
My starting planet can hold 4.000 million people, weighing 20.000kt and my small freighter can hold 4.950kt - that's almost 25% of the weight of the population.

Imagine moving one quarter of the population of earth in one - small - freighter!

When transported in space, people weigh a lot more than their own weight. You need to transport lots of equipment with them to keep them alive anf will have lots of empty space around them.

OK, let's use the data. 4 million "people" weigh 20.000kt, that is 5000 kg per "person". That's a lot. So, it might be the freighter capacity that's the problem. But that's tied into the weight of other cargo. As I understand it, the specific cargo containers for mines, satellites, drones and fighters are used to launch and recover them, in addition to transporting them. One could transport e.g. mines in a cargo container, then (T)ransfer them to a mine layer with the ability to actually lay mines in space. Is that right?

The whole thing may be a design problem.

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Image de RobO

Settings.txt

Soumis par RobO le Dim, 2006-10-01 03:42

Qcontinuum wrote:
Settings.txt file: Population Cargo Space Per One := 50.0 (original value is 5.0)
Thanks a lot. I overlooked this post - these forums take some time getting used to. I'd certainly prefer the usual layout, but that's another topic.

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Image de AngleWyrm

Launchers

Soumis par AngleWyrm le Dim, 2006-10-01 05:23

Mines, Sattelites, and Fighters have launchers which have (as an added bonus) cargo storage. You can add cargo bays to the ship to increase that storage. No player action is required to transfer cargo from the cargo bays to the launchers.

About the population thing:

  • I can carry my entire civilized race in a fleet of four freighters and one colonizer--seems a bit much.
  • The Load Cargo Remotely feature would be much more useful if it allowed the player to specify tonnage.

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Image de RobO

I set the Population Cargo

Soumis par RobO le Dim, 2006-10-01 06:18

I set the Population Cargo Space Per One to 100. That allows my small freighter to carry 49M people, and as I said the home planet has up to 4000M. That's doable, but I'll probably change it to 150 or 200.

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Population

Soumis par Qcontinuum le Dim, 2006-10-01 06:25

RobO wrote:
I set the Population Cargo Space Per One to 100. That allows my small freighter to carry 49M people, and as I said the home planet has up to 4000M. That's doable, but I'll probably change it to 150 or 200.

Be cautious!
The cargo ability of the basic colony module is 40kT. If you cargo amount per population is higher than this, you can't load any population on your colony ship unless it has additional cargo components. And the AI will have big troubles.
For the demo I use now 20kT for 1M population in the settings. In the full game you can use 50kT as suggested and adapt the colony module but I am not sure if you can do that in the demo.

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Image de Rilbur

Don't forget, "small" is

Soumis par Rilbur le Dim, 2006-10-01 09:23

Don't forget, "small" is relative. In some Sci-Fi universes, ships can't get much bigger than a real-life frigate before they can't go interstellar. In others, ships have to be half the size of the moon before they can achieve interstellar travel.

The key word here is "scale"... and while ship weights are listed as kilotons, I personally think that they are much larger than listed.

How else to explain the ridciculously short range of weapons compared to the ships they're firing from?

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Image de RobO

Thanks

Soumis par RobO le Dim, 2006-10-01 09:25

The colony module has 40 + (([%Level%] - 1) * 40) kt crago space in Components.txt

So you're aying that if I multiply the Population Cargo Space Per One setting by 20 then I should change the colony module cargo ability to 20*40 + (([%Level%] - 1) * 40*20)

Is that correct?

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Image de RobO

Scale

Soumis par RobO le Dim, 2006-10-01 09:27

Yes, I'm aware that a kT is an arbitrary measure in SE5. I just don't want a single freighter, be that small or large, to carry a sizeable proportion of the population of a fully developed homeworld.

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Image de Rilbur

In that case, modding (not

Soumis par Rilbur le Dim, 2006-10-01 09:57

In that case, modding (not carping about the logic) is your solution.

After all, if "small" ships are the size of the moon, they sure as HECK can carry half the population of the planet Laughing out loud

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Image de Master Vitro

So much mass

Soumis par Master Vitro le Dim, 2006-10-01 10:08

If kt realy means Kilotons, as I first suspected when i first started playing SEIV, Then all those ships are pretty huge! I mean a Frigate being 250000 tons, the bridge being 10000 tons, and most frigtingly of all the units. Fighters being 75000 tons at most, Troops at 22000, and satilites being 150000 tons. I wonder how hard that would be for NASA today?

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Population

Soumis par Qcontinuum le Dim, 2006-10-01 10:20

RobO wrote:
The colony module has 40 + (([%Level%] - 1) * 40) kt crago space in Components.txt

So you're aying that if I multiply the Population Cargo Space Per One setting by 20 then I should change the colony module cargo ability to 20*40 + (([%Level%] - 1) * 40*20)

Is that correct?

That would give you indeed the same number of population as in stock game.
There might be however a problem for the AI: in SE IV at least, the AI searched for ship designs the highest cargo space value ignoring the size and component class. So if the colony component had more cargo space than the cargo component, all population/troop transporters, miners, sat layers would use the colony component instead of the cargo component!

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Image de RobO

Ripple effects

Soumis par RobO le Dim, 2006-10-01 11:26

Qcontinuum wrote:
There might be however a problem for the AI: in SE IV at least, the AI searched for ship designs the highest cargo space value ignoring the size and component class. So if the colony component had more cargo space than the cargo component, all population/troop transporters, miners, sat layers would use the colony component instead of the cargo component!
Oh well, I guess there's only one way to find out: Test it. Thanks for the advice.

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Colony - Maximum Level := 10

Soumis par StarHunter5 le Lun, 2006-10-02 12:19

Taken from Components.txt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Colony - Maximum Level := 10
Provides [%Amount1%]kT worth of cargo space.
Amount 1 = Formula := 40 + (([%Level%] - 1) * 40)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If that is using an exponent then a colony ship could hold 1.478088294 times 10 to 38th power + 40 - more than ANY planet could ever hold.
And if it is times 40 then the max a colony ship could hold is 400.
I can do that be adding some cargo holds to the colony ship.
So what is the advantage of getting your colony tech (Rock, Ice or Gas Giant) up, let alone level 10?
Or am I misreading something here?

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Image de Captain Kwok
Mod Designer

Just increases storage space

Soumis par Captain Kwok le Lun, 2006-10-02 14:02

You're right as in it just increases storage space. Not really worthwhile but hey I didn't make the stock files.

* is standard for multiplication, while ^ is for exponent in most computer programs.

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Increases Storage Space

Soumis par StarHunter5 le Lun, 2006-10-02 15:11

I thought that all it did was increase the storage space for the colony ship.
To bad it does not do something more.
As for "* is standard for multiplication, while ^ is for exponent in most computer programs" that is what I thought but I have seen people come up with some strange things and while I know several computer languages, I do not know them all.

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