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Passenger transport amount discrepancy - 11/20/2011 10:16:16 PM   
Brynder

 

Posts: 14
Joined: 8/27/2011
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Uploaded save:
Brynder Nov 20 Passenger cargo discrepancy.dwg
ftp://DistantWorldsCustomer@beta.matrixgames.com/Brynder%20Nov%2020%20Passenger%20cargo%20discrepancy.dwg

Happened thus far: Started game on completely auto to observe
how things work.

Decided on observing civilian shipping to see how better design them.

After the game ran for a while started seeing one of the passenger ships first transport
12K migrants as they should (10 passenger compartments times 1200 space in each) but
the first time one of them took on transporting tourists it had 20K peeps on board.

Either I have missed the WAD patch info on that or there's something wrong in that.

The game is in very beginning stages so no better transport tech is available - or at least the
automated designer has not implemented them.

There are two passenger PS-1 ships in the civ side of life and the one I observed go bonkers is
Stout Bootlegger if am not completely mistaken.

I have the latest version of ROTS.

Posted because haven't seen anyone else do it nor found any info on this thing.
Post #: 1
RE: Passenger transport amount discrepancy - 11/21/2011 8:55:31 AM   
Data


Posts: 3909
Joined: 1/3/2011
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Did it continue to do so or it came back to normal after that? There was something similar reported for resorts but the passenger ships were always ok afaik.
Did this particular one had another mission before this? I'm thinking that it may have not unloaded all the previous passangers (remained with 8) than took a full load of 12 and thus got to 20....it's still a bug but worth testing in case the save does not cover the previous mission.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Brynder)
Post #: 2
RE: Passenger transport amount discrepancy - 11/21/2011 12:11:14 PM   
Brynder

 

Posts: 14
Joined: 8/27/2011
Status: offline
Well, I'll be.

Observed some more from the same save. This time it was Trusty Lurker.

What happened was: she took a full boatload of immigrants aboard from the Ackdarians. 12K of them.
Then immediately after taking them onboard she had to escape a pirate (named Eternal Battle of all).
After she stopped the escape mission: received a new mission, which was: surprise, surprise,
transport tourists. Well, she loaded 8K of them aboard and seems to me that all of those already onboard were
magically transformed into humans, or the game can't handle two different pops being on the same ship
(or doesn't show there are even if it can handle them). So, quite basicly, there we have it.

Definitely needs to have a check if there are people onboard before loading some more.

(in reply to Data)
Post #: 3
RE: Passenger transport amount discrepancy - 11/21/2011 12:23:35 PM   
Data


Posts: 3909
Joined: 1/3/2011
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Good job, nice to know that this happens only in such particular situations and not in general....this should be named after you

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Brynder)
Post #: 4
RE: Passenger transport amount discrepancy - 11/21/2011 1:21:39 PM   
Brynder

 

Posts: 14
Joined: 8/27/2011
Status: offline
The Brynder-effect.
I kind of like the sound of that.
And then again - maybe not.

Sorry folks - if your transport is getting you more people to tax or give you a racial bonus,
then needs to escape and you have a resort that requires tourists at the same time,
your new citizens are going to change race and are transported to a resort with
8K more folks never to return to your faithful servitude. Play peaceful and apprehend those pirates.

Depending on wars and pirate activity it can become "in general" in some games and the normal way
of things working can become a "particular situation".

I think I'm going to make a few propositions based on this experience to the wishlist.
Thinking about this it's is not a bug as such (as in major flaw) but rather going some curves
straight along the design way in order to use as little memory as possible and hoping not to
hit too strong a BH gravity well (just like most bugs really usually are I know).

The edit begins:

Saw this happen to a third vessel too in a short while. Didn't observe but I'd extrapolate from the
latest developments that it could happen also with one's own race and not in a two race thing too.
Say, emigrants from your own homeworld to a colony gets attacked and then switches to transporting
tourists. That's 12K less pop in your colony (and the empire?) Not much popwise that one particular
time, but could amount to larger numbers during a long game.

< Message edited by Brynder -- 11/21/2011 2:29:52 PM >

(in reply to Data)
Post #: 5
RE: Passenger transport amount discrepancy - 11/21/2011 2:41:44 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
Well, we'll need a Brynder-strategy for this...we need to get those poor souls back, too much shape shifters can lead to a Dominion attack.

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Brynder)
Post #: 6
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