From the changes;
Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any).
Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations.
My colony, Cassandra classic, rough, 364 days in, my population is 36 colonists, and I am still getting pirate merchants with slaves to purchase. Is this as intended?
My last 4 pirate merchants have all had slaves to purchase, which I took advantage of since I had plenty of silver.
game file attached
edited from slave trader to pirate merchant
[attachment deleted due to age]
It is intended that you get pirate merchants forever. Only the chance should go near to zero the more colonists you have.
exactly skissor, and I have had 4 pirate merchants all with slaves to buy, with 30+ colonists. That is why I am asking.
Also, early game, I was getting pirate merchants without slaves, appears to be working backwards.
Edit: from the change logs, I would expect the pirate merchants to arrive, but without slaves when I already have 30 colonists. That is not what is happening, and is the unexpected behavior.
Either the value doesn't go down quick enough or it is broken. But you could still have had luck or not? You got 4 pirate merchants and every merchant sold slaves?
Quote from: Skissor on June 20, 2015, 05:05:29 PM
Either the value doesn't go down quick enough or it is broken. But you could still have had luck or not? You got 4 pirate merchants and every merchant sold slaves?
yes they did, I have purchased 6 slaves from 3 pirate merchants in the past 12 days. And now I have another pirate merchant, with more slaves to purchase....
Yet in the early game the pirate merchants arrive, with nobody to purchase. That is why I am asking if it is broken? Luck, randomness, or other, not working as expected from the change logs.
And since I am was almost double the highest limit in cassandra, yea I suspect it is broken.
defName>Cassandra</defName>
<label>Cassandra Classic</label>
<description>Cassandra creates story events on a steadily-increasing curve of challenge and tension.</description>
<quotation>The essence of good storytelling is the perfect progression of intensifying struggle.</quotation>
<incidentMakerClass>IncidentMaker_Classic</incidentMakerClass>
<listOrder>20</listOrder>
<portraitLarge>UI/HeroArt/Storytellers/CassandraClassic</portraitLarge>
<portraitTiny>UI/HeroArt/Storytellers/CassandraClassicTiny</portraitTiny>
<desiredPopulationMin>4</desiredPopulationMin>
<desiredPopulationMax>13</desiredPopulationMax>
<desiredPopulationCritical>18</desiredPopulationCritical>
Interesting. Really seems like something is off.
steps to show that it is working in reverse, and providing slaves in late game, and not early game.
start new colony.
build trade beacon
build comms station
spawn trade vessels
talk to pirate merchant, notice no slaves.
spawn 15 colonist to bring total to 18. Max pop for cassandra
spawn trade vessels again.
talk to the pirate merchants, notice they all have slaves.
Quote from: TLHeart on June 21, 2015, 09:31:09 PM
steps to show that it is working in reverse, and providing slaves in late game, and not early game.
start new colony.
build trade beacon
build comms station
spawn trade vessels
talk to pirate merchant, notice no slaves.
spawn 15 colonist to bring total to 18. Max pop for cassandra
spawn trade vessels again.
talk to the pirate merchants, notice they all have slaves.
Hahaha. I must have really screwed that one up. Thanks for the report. Sigh.
You were right. Fixed. Thanks for this.