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View Full Version : Facility population use??


Shirahko
June 20th, 2004, 08:43 PM
First of all, thanks for the timely answers on my questions concerning Fyron's quadrant mod. Secondly, thanks for the welcome I received to the forumn. I've been a fairly avid reader of the Boards but I've just never felt I had must to add to the forumns. Working on changing that attitude.... http://forum.shrapnelgames.com/images/icons/icon7.gif

However, I've been trying to understand what it means when a facility uses 50 population. Does that mean that 50 million peeps are used up each time a facility builds? I don't understand what it means. Can anyone explain it to me?

Aiken
June 20th, 2004, 08:54 PM
Did you mean this line:
Population Required to Operate One Facility := 50?

It doesn't work in se4. Some sort of se3 legacy(???) or just unimplemented feature.

Fyron
June 20th, 2004, 09:01 PM
Unimplemented feature. It was not in SE3.

psimancer
June 21st, 2004, 12:37 AM
line implies that only one facility will operate per 50 million populationthus on a huge planet with 2 mines 3 farms 2 refineries and Lastly a spaceyard (8 facilliities) a population less than 400 million will not operate all the facilities
example a pop of 150 million might only operate 2 mines and a farm

kinda makes plague bombs take on a whole new character

[ June 20, 2004, 23:40: Message edited by: psimancer ]

Captain Kwok
June 21st, 2004, 01:05 AM
Using the population modifiers IMO instead of this setting was a good choice by MM.

Paul1980au
June 21st, 2004, 09:04 AM
It just wasnt removed in Version 1.91 thats all - another small residual bug.

Captain Kwok
June 21st, 2004, 11:57 AM
Originally posted by Paul1980au:
It just wasnt removed in Version 1.91 thats all - another small residual bug. <font size="2" face="sans-serif, arial, verdana">I wouldn't call it a bug, just an unimplemented feature - big difference.

Phoenix-D
June 21st, 2004, 06:31 PM
There are a lot of little things in both SE4 and SF that never got implimented, but were left in. ITs for the best because sneaky modders can ussually use these for other purposes..

dogscoff
June 21st, 2004, 10:29 PM
Shame this one never got implemented though. Population would have become so much more important.

JLS
June 21st, 2004, 10:35 PM
Originally posted by dogscoff:
Shame this one never got implemented though. Population would have become so much more important. <font size="2" face="sans-serif, arial, verdana">Agreed, if modded http://forum.shrapnelgames.com/images/icons/icon12.gif

Possably se4 then may have become more diffacult for new players and this may be the reason?

[ June 21, 2004, 21:39: Message edited by: JLS ]

gregebowman
June 21st, 2004, 10:44 PM
I'm just now realizing that I need to transfer populations to my colony planets, or it will take forever for anything to be built. Never really used transports before now, but I use them all the time now.

Captain Kwok
June 21st, 2004, 10:54 PM
Originally posted by dogscoff:
Shame this one never got implemented though. Population would have become so much more important. <font size="2" face="sans-serif, arial, verdana">Nah. You can accomplish the same thing, even better (since it'd be a smooth progression) with some good population modifiers.

Wardad
June 22nd, 2004, 01:22 AM
Originally posted by dogscoff:
Shame this one never got implemented though. Population would have become so much more important. <font size="2" face="sans-serif, arial, verdana">and Micro Management that much more of a pain in the a**.