bjg wrote:game_967, Bellatrix II - if I embark the mech, colony will disappear.
It is related to mech being on the first place again. The next turn population grew over a mil, and mecs embarked fine.
bjg wrote:game_967, Bellatrix II - if I embark the mech, colony will disappear.
bjg wrote:bjg wrote:game_967, Bellatrix II - if I embark the mech, colony will disappear.
It is related to mech being on the first place again. The next turn population grew over a mil, and mecs embarked fine.
sven wrote:SirDamnALot wrote:- Our funky letter ß gets translates as SS...which you probably shouldn't do, some people may get weird about that.
(I could also probably ask Nate if he could make us a quick lower-case style "ß". He's pretty good about responding to emails, and it might not be a big deal.)
mharmless wrote:Build r15018
Can capture ground units intact inside their transport ships.
Maybe not really a bug, but it sure feels weird to intercept a troopship over the Haduir homeworld and then turn around and use the troops to invade them. The first two alternatives that pop into my head are that the transports should be emptied when captured (Enemy ground units are spaced after seizing control of the transport), or if you want to keep some people from complaining about how you should be able to use the equipment, grant the 10 metal the unit would have cost to build yourself. Either of these options seem just fine to me.
I do think seizing population on transports to put to work is just fine the way it is. Only combat units seem weird.
bjg wrote:I don't think captured ground units should be destroyed. These are tanks or even giant robots - there is no real difference between reusing them or ships, - just reprogram and/or put your people in. However, requiring a "repair" might make sense.
mharmless wrote:bjg wrote:I don't think captured ground units should be destroyed. These are tanks or even giant robots - there is no real difference between reusing them or ships, - just reprogram and/or put your people in. However, requiring a "repair" might make sense.
From my perspective, the troop's main cost is training. 10 metal is chump change. Seizing a transport full of mechs doesn't supply you with a bunch of trained mechwarriors and officers. The fact that your troops magically and instantly transform between tank -> hovertank -> mech just kind of re-enforces the equipment as being worth very little on its own.
Code: Select all
Lua state\Galaxy\pop_growth.lua:328: missing required value: race_i
Lua state\Galaxy\pop_growth.lua:328:additional_allowed:
Lua state\GUI\~GalaxyMap\@PlanetPane.lua:276:race_info_text:
Lua state\GUI\~GalaxyMap\@PlanetPane.lua:644:set_desc_text:
Lua state\GUI\~GalaxyMap\@PlanetPane.lua:330:cb:
Lua state\GUI\@EventDispatcher.lua:215:@PlanetPane.lua:528
SirDamnALot wrote:R15177 dev, Game_989
I have a colony ship in orbit of my colony Rastaban II.
On the colony screen, the humans are shown as transparent and "in Orbit".
SirDamnALot wrote:R15177 dev, Game_989
Seems the colony screen trys to calculate pop, growth, pop cap like for normal colonists (here are teros the actual colonists).
sven wrote:This is an old awkwardness in the core mechanics. Technically, colony ships are just population transports with the ability to found new colonies. In some ways, that makes a lot of sense (there are in fact colonists on your colony ships, and if you really want to, you can disembark them to an inhabited world).
sven wrote:So, the awkward compromise is to have the low-level rules respect colony ship's ability to embark/disembark colonists, but, exempt colony ships from a lot of the UI shortcuts that make embarking / disembarking from transports easy.
In this case, that your human colonists are showing up as a transparent "in Orbit" population is probably a design mistake. To be consistent with the rest of our UIs, the humans should not appear in this case.