Xenophobic industry malus not going away #6411

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Dilvish
AI Lead and Programmer Emeritus
Posts: 4768
Joined: Sat Sep 22, 2012 6:25 pm

Re: Xenophobic industry malus not going away #6411

#16 Post by Dilvish »

Now that I'm thinking about it more, it's seeming like the current language "not targetpop low=-999 high=0" has exactly the same problem as what I pointed out for "targetpop low=0.001". So perhaps your latest proposal "not pop high=0" would indeed be best. I somehow had it in my head that low couldn't be skipped, but I'd be glad to discover I was wrong on that (and even if it were required it seems that "not pop low=0 high=0" could work fine). Would you have time to test and confirm that "not population high=0" works as expected?
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MatGB
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Joined: Fri Jun 28, 2013 11:45 pm

Re: Xenophobic industry malus not going away #6411

#17 Post by MatGB »

I'll test it in a bit, I still have the zipped savegame.

FWIW in that very same game I did have a planet with target pop 0 for a bit, put a cryo pod down on a hostile gaia, so there are reasons it might happen.

ETA: tested, appears to work fine with the problematic planets already noticed, I'll complete the game and keep an eye on things then run a test with a different seed, the glitch put me behind, some of the AIs now have ships that're actually hurting my fleets ;-)
Mat Bowles

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