Bigjoe5 wrote:
I've noticed that the projected resource production doesn't take into account change in population. This makes it impossible for a planet with max farming of 10 to experience population growth if it is not connected to the main empire, since it will predict that there is not enough food to sustain more than one unit of population, when in fact, the population would be entirely self sufficient in terms of food production.
Think of the (potential) new population as unable to work for the first turn it exists, so it needs a surplus of food to survive for a turn before it can start working.
Quote:
On a somewhat related note, it would be helpful if effects such as
Code:
SetOwnerMineralStockpile Target.MineralStockpile + 10
would show up on the resource tab in the brackets for change in mineral stockpile, though that can probably wait for when the resources are tooltip-able to display all the sources of those resources...
This probably won't happen for a while. The way effects accounting is currently set up is designed to track what effects and source objects work on a particular target object's particular meters. Effects that act on empire-level statistics like total resource output, resource output within the stockpile group, or direct changes to the stockpile would need a separate system set up.
Quote:
Also, I've noticed that this
Code:
SetMaxPopulation Target.MaxPopulation + Target.PlanetSize
won't return a valid value (i.e. game crashes on startup when it's in a tech), whereas something like this
Code:
SetPlanetSize 1
will set it to tiny.
This is consistent with
the documentation about data types in content scripts.
Quote:
It would greatly reduce the number of effects groups needed to make a poor or hostile world inhabitable if it were possible to set max population to current population plus a multiple of planet size. This isn't really necessary for functionality of course, just elegance and ease of readability of the effects groups, which as you've pointed out, aren't really priorities, so if it's at all difficult, there's probably not much point...
You should be able to specified more than one planet environment rating at a time...
Code:
Planet environment = [Hostile Poor]
and have both be matched by a condition.
"Planet environment" and "Planet size" aren't numbers, so conditions or effects shouldn't be written that treat them as numbers, even if you could hack something together that would work if a particular number were assumed for a particular size or environment level.
Also, "set max population to current population plus a multiple of planet size" is just wrong. (Almost) never set a max value to some function of a current value, and (as above) don't think of size as a number, even if a (integer) number works as a size in some contexts.