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dragonrain1790
Wonders where that new Farmer came from


Registration Date: 25.07.2010
Posts: 8

Governor groups ? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

HI.

well i made a governor that did this.

covert citizens to farmers
if farmer greater than 50% ->convert farmers to workers
if workers greater than 40%-> convert workers to scientist


that work pretty well until i realized that i am not all ways building things.

so i added a group

if no current production->then convert workers to scientist.

that did what i expected and my workers changed to scientist

then i was like what if i am building some thing and have no workers so i added

if current production -> convert scientist to workers

this didnt work they stayed scientist. not sure if i got the exactly right it kind of got deleted by Norton.

help please.

Thanks in advance

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28.07.2010 20:19 dragonrain1790 is offline Send an Email to dragonrain1790 Search for Posts by dragonrain1790 Add dragonrain1790 to your Buddy List
Nongolf Player-Rank: 2 Nongolf is a male
Wins even when not in your Galaxy


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Registration Date: 29.09.2007
Posts: 3,321
Location: Denmark

RE: Governor groups ? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

You can copy/paste the rules right from the gov and into the forum. Though some of the indentation is lost, we'll be able to tell exactly what you're doing.

Also, it's not clear (to me at least), what exactly your problem is. What are you trying to do?

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28.07.2010 20:42 Nongolf is offline Send an Email to Nongolf Search for Posts by Nongolf Add Nongolf to your Buddy List View the MSN Profile for Nongolf
dragonrain1790
Wonders where that new Farmer came from


Registration Date: 25.07.2010
Posts: 8

Thread Starter Thread Started by dragonrain1790
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well basically what im trying to do is make my scientist and workers join forces depending on if i am building some thing or not. while not affecting my farmers.

tho now that i think about it there probable a better way of doing it. but i still need to figure how to get one group to stop. so that the gov can move on to the next group.

end process?

over all im just trying to figure out how groups works.

oh the last two statements are both individual groups.

and i would have copied and pasted them but as i said Norton deleted my game file and i lost them, or i did trying to fix it.

ill try to remember what i codded tomorrow and post it here but i got to get some sleep right now.

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28.07.2010 21:02 dragonrain1790 is offline Send an Email to dragonrain1790 Search for Posts by dragonrain1790 Add dragonrain1790 to your Buddy List
Cerapa
Wonders where that new Farmer came from


Registration Date: 27.07.2010
Posts: 2

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The 3rd rule is kinda redundant with the 4th rule.

The last rule seems kinda weird, so thats probably the problem.
29.07.2010 19:51 Cerapa is offline Send an Email to Cerapa Search for Posts by Cerapa Add Cerapa to your Buddy List
mizzihood Player-Rank: 3 mizzihood is a male
Invades without Troop Ships


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Registration Date: 04.10.2009
Posts: 301
Location: Slovenia

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if you want to swap between scientists and workers and leaving farmers at 50 percent do this:

Convert all Citizens to Farmers
While number of Farmers is higher than 50% of Population Count
     Convert a Citizen to a Worker
While currently no production
     Convert a Worker to a Scientist
Make sure enough Farmers are assigned to sustain its planets population




This make sure enough farmers are assigned is redundant, but it always good to have it.

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This post has been edited 2 time(s), it was last edited by mizzihood: 29.07.2010 20:02.

29.07.2010 19:58 mizzihood is offline Send an Email to mizzihood Homepage of mizzihood Search for Posts by mizzihood Add mizzihood to your Buddy List
jackjack Player-Rank: 2
Rules with an Iron Pinky


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Registration Date: 04.07.2007
Posts: 1,248
Location: UK

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Your idea is ok, if used in context of "i want more than 40% workers as this item is a priority" -

if current production is shield generator < condition
switch scientist to worker < rule

one thing to note about "groups" if you mean groups is that the first condition controls the rest of the group

so the following wouldn't work

if currently no production < group condition sets the tone
- switch workers to scientist < rule is actioned
- if currently production is shield generator < condition never occurs
--switch scientist to workers < rule is not actioned

groups can be useful, but fiddly, its easy to accidently stick a new rule inside the last group, when you really needed it seperate.

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This post has been edited 3 time(s), it was last edited by jackjack: 29.07.2010 20:59.

29.07.2010 20:48 jackjack is offline Search for Posts by jackjack Add jackjack to your Buddy List
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