Or at least it will if we script the effects correctly...Bigjoe5 wrote:I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting speciesmarhawkman wrote:question: how does that interact with Phototrophic?
Basic Outposts
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- eleazar
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Re: Basic Outposts
Re: Basic Outposts
Ok, just for clarification: does current pop or target pop determine "outpost"/"colony" status?
- Geoff the Medio
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Re: Basic Outposts
At present, neither. To-be-written content that defines "outpost" will determine the answer to that... I suspect current population would be the relevant number, though.Vezzra wrote:Ok, just for clarification: does current pop or target pop determine "outpost"/"colony" status?
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Re: Basic Outposts
This might have changed since the last time I DL'd a new version, but the last version I Dl'd gave you a target Pop boost based on star type if you had Phototrophic.Bigjoe5 wrote:I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting speciesmarhawkman wrote:question: how does that interact with Phototrophic?
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Re: Basic Outposts
Yes... And if your target population is still 0 after that boost, you will have a planet on which you can build an outpost.marhawkman wrote:This might have changed since the last time I DL'd a new version, but the last version I Dl'd gave you a target Pop boost based on star type if you had Phototrophic.Bigjoe5 wrote:I'm not sure what you mean... If a planet has a target population of 0, it has a target population of 0, regardless of the metabolism type of the inhabiting speciesmarhawkman wrote:question: how does that interact with Phototrophic?
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Re: Basic Outposts
The question was about what happens if you use an outpost module at a blue star(etc..) Phototrophic would add a lot to that location.
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- eleazar
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Re: Basic Outposts
Nothing. (Once the new scripts are squared away)marhawkman wrote:The question was about what happens if you use an outpost module at a blue star(etc..) Phototrophic would add a lot to that location.
Phototrophic should allow population on a planet that would otherwise support zero.
Re: Basic Outposts
I'm wondering if there would be a strategic advantage to having outpost instead of colony, and would the auto-upgrading (once a growth boost becomes available) to colony status be an annoyance.
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- Geoff the Medio
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Re: Basic Outposts
The growth rate formula [edit]is[/edit] implemented as a fraction of the current population. In that case, if a colony has zero population ("is an outpost"), it will never grow, as 0 * finite_number = 0, regardless of what its target population is, or whether the target changes.em3 wrote:...would [zero-population colonies growing automatically] be an annoyance.
- eleazar
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Re: Basic Outposts
Has there been any other developments since the last post in the Outpost area?
I'm back from vacation, and i'll take a look at polishing up the scripting first.
The latest OsX binary is 4932, about 30 commits behind, but browsing through the commit log, it doesn't look like any of it applies to outposts.
EDIT: Never-mind, Vezzra uploaded a new binary just now.
I'm back from vacation, and i'll take a look at polishing up the scripting first.
The latest OsX binary is 4932, about 30 commits behind, but browsing through the commit log, it doesn't look like any of it applies to outposts.
EDIT: Never-mind, Vezzra uploaded a new binary just now.
- eleazar
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Re: Basic Outposts
OK, been messing around with it.
It seems that "Colony" type parts with a capacity of zero (i.e. outpost modules) don't work. You can build ships with them, and attempt to colonize a planet. The interface works up to the point where you hit the "colonize" button, but when you end the turn nothing changes. The interface still acts like you just hit that button, green flag and everything. No outpost is actually built.
For now i can get around it by building a "capacity = .000001" part, but that's not desirable, as on a decent planet that would turn into a colony with countable population.
It seems that "Colony" type parts with a capacity of zero (i.e. outpost modules) don't work. You can build ships with them, and attempt to colonize a planet. The interface works up to the point where you hit the "colonize" button, but when you end the turn nothing changes. The interface still acts like you just hit that button, green flag and everything. No outpost is actually built.
For now i can get around it by building a "capacity = .000001" part, but that's not desirable, as on a decent planet that would turn into a colony with countable population.
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Re: Basic Outposts
I don't think I actually tested that case... I was mainly concerned with being able to colonize zero-target-population planets, and retain control of depopulated colonies.eleazar wrote:It seems that "Colony" type parts with a capacity of zero (i.e. outpost modules) don't work. You can build ships with them, and attempt to colonize a planet. The interface works up to the point where you hit the "colonize" button, but when you end the turn nothing changes. The interface still acts like you just hit that button, green flag and everything. No outpost is actually built.
Edit: Should be fixed in SVN. Hopefully one can colonize zero target population planets and/or colonize with zero capacity colony ships, and hopefully the ability of species to colonize is still respected properly. At present I think this means that species that can't colonize can't make any colonies, including zero-population colonies, even though such a colony has no species on it, but I think this is OK.
- eleazar
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Re: Basic Outposts
Thanks.Geoff the Medio wrote:Edit: Should be fixed in SVN.
Further enquiry.
It looks like now a colony or outpost can be built at any planet, GG or asteroid field. It is possible to limit the founding of colonies via scripts?
Also, i planted a colony on a lousy world and watched it die. The production of research started falling after population reached 0, but persists for several turns afterwards before research dries up completely.
- Geoff the Medio
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Re: Basic Outposts
Don't know what you mean; could you be more explicit / detailed?eleazar wrote:It is possible to limit the founding of colonies via scripts?
That's expected... In terms of game mechanics, the research meter moves towards the target research, which was presumably 0 after the colony depopulated, but won't get there immediately (on its own).Also, i planted a colony on a lousy world and watched it die. The production of research started falling after population reached 0, but persists for several turns afterwards before research dries up completely.
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Re: Basic Outposts
For instance if i wanted to prevent the construction of new colonies on hostile/uninhabitable planets unless the "environmental encapsulation" tech was researched.Geoff the Medio wrote:Don't know what you mean; could you be more explicit / detailed?eleazar wrote:It is possible to limit the founding of colonies via scripts?