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 Post subject: 3258
PostPosted: Sat Nov 07, 2009 10:01 pm 
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Space Kraken

Joined: Sun Sep 27, 2009 10:51 am
Posts: 162
Location: Moskow, RU
is it normal, that ship with colony pod can create outpost?

now look here:
Image
IMO a little too much digits :)

here:
Image
moused-over system-name Supina (underlined and clickable where mouse is!) showing not even near the mouse pointer.

and by the way: items in production queue impossible to rearrange and remove :(


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 Post subject: Re: 3258
PostPosted: Sat Nov 07, 2009 10:58 pm 
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Programming, Design, and De Facto Lead
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Joined: Wed Oct 08, 2003 1:33 am
Posts: 7891
Location: Vancouver, BC
The colonize button and production queue ordering should be fixed in SVN.

Edit: Am I correct in assuming you're using Bigjoe5 versions of content files? If so, Bigjoe5, you should probably avoid using fractional increases to planet populations, and prefer instead whole number changes. The SVN version displays the projected max population with two digits, meaning "8.0" or "25" /Edit

The misplaced mouseover hotspot for link text is probably related to slightly different character widths in the font messing up the GiGi font layout code. Slightly enlarge your sitrep window and the problem should go away, but also do please post a bug report about it on sourceforge, if there isn't a similar one already.


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 Post subject: Re: 3258
PostPosted: Sun Nov 08, 2009 1:00 am 
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Designer and Programmer
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Joined: Tue Aug 14, 2007 6:33 pm
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Location: Orion
The purpose of the increase of .1 to max population is to enable the creation of an outpost on an otherwise uninhabitable planet. This effect is not active unless the planet's max population is 0 (despite what the colonize button says), so there would be no additional unseen .1 if the max population was over 2 digits (and therefore couldn't show the .1).

Edit: In revision 3259, my colonize button doesn't show predicted max population - it only says "colonize". is this intended?

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 Post subject: Re: 3258
PostPosted: Sun Nov 08, 2009 1:48 pm 
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Space Kraken

Joined: Sun Sep 27, 2009 10:51 am
Posts: 162
Location: Moskow, RU
mZhura wrote:
is it normal, that ship with colony pod can create outpost?
how about that?


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 Post subject: Re: 3258
PostPosted: Sun Nov 08, 2009 2:33 pm 
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Location: Orion
Unfortunately, the internal code doesn't actually distinguish between colonies and outposts... It's just something I hacked together with the content files, although it does work fairly well.

So yes, it is normal for a colony ship to be able to build an outpost, because at this point, an outpost is just a colony with a max population of .1

Also, for the time being, if you put an outpost on a habitable planet, it will be considered a full fledged colony, though it will take much longer to reach max population.

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 Post subject: Re: 3258
PostPosted: Sun Nov 08, 2009 6:59 pm 
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Programming, Design, and De Facto Lead
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Bigjoe5 wrote:
Edit: In revision 3259, my colonize button doesn't show predicted max population - it only says "colonize". is this intended?

The SVN stringtable changed, but you didn't merge the changes into your modified version.


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 Post subject: Re: 3258
PostPosted: Mon Nov 09, 2009 12:05 am 
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Quite so. I'll have to be more careful about that in the future.

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