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May 14th, 2002, 01:31 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: cursed population minister.
Ya, I thought it would just be the resupply minister sending ships back as they approach 50% supplies, but I guess not. I'd love to hear if Val or anyone has figured out what's going on with transports turning back. I hadn't seen it yet myself, though.
PvK
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May 14th, 2002, 05:10 PM
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Captain
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Join Date: Sep 2000
Location: USA
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Re: cursed population minister.
The problem is occurring because after 2 months the colonists are sick of manna and demand to go back to Egypt. You need to equip each pop transport with a Moses component. Unfortunately those take 80 years to build.
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Give me a scenario editor, or give me death! Pretty please???
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May 14th, 2002, 05:39 PM
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Corporal
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Join Date: Jan 2002
Location: seiv.pbw.cc
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Re: cursed population minister.
fell off the chair  ))
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'artificial intelligence is no match for natural stupidity'
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May 15th, 2002, 11:34 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: cursed population minister.
HHHaaaa HHHaaa HHHaaaa.... !!!!
Still, how can I do this ?
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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May 16th, 2002, 01:02 AM
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General
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Join Date: Aug 2000
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Re: cursed population minister.
This problem might be related to the way it makes decisions on what planets need population. Since the AI has no sense of 'proportion' it will suck a planet dry & send the transport off to the far corners of the known universe. But every so often it must 're-assess' what planets need population. If the transports are still loaded then it probably sees that original world empty and decides to 'move some population' to it.  I have to admit that I haven't seen it act that way myself.
The frustrating thing I've always seen is that it will load a transport full of population and LEAVE IT SITTING THERE. So, you don't get the production bonuses or the additional growth that population would provide ANYWHERE. I've given up on using the population minister in SE IV though I used to use it in SE III. Unfortunately, the AI is stuck with ... the AI! So, I've modded my AIs to limit the size of their population transports and not build too many. This reduces the bad side effects of AI stupidity considerably.
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May 18th, 2002, 04:58 PM
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Lieutenant General
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Re: cursed population minister.
[ May 18, 2002, 16:00: Message edited by: oleg ]
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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May 18th, 2002, 04:58 PM
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Lieutenant General
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Join Date: Jan 2001
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Re: cursed population minister.
With help from Val, I solved this problem (well, sort of). AI needs a LOT of suplies, well in excess of round trip to shuffle population.
Now I have another problem: AI always select only one planet as a target for transport minister. It is not a problem in standard SE, but in Proportions, it practically impossible to saturate Transport minister (think about Railtrack in that matter) to change his priorities.
So, does anybody have a clue what is a threshhold when AI decides enogh is enogh and switch to another planet ?
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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