June 18, 2003, 07:44
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#1
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Settler
Local Time: 19:58
Local Date: November 1, 2010
Join Date: Oct 2001
Location: WA State, USA
Posts: 9
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Specialist limits?
After reading about specialist bases in several places, I decided to try it in a PBEM game. However, I ran in to a problem. University Base is size 40 (through pod-booming, no hab dome), but can have a maximum of 16 total librarians and engineers. There's 15 citizens working and the remaining 9 specialists can only be Empaths. Even if I re-assign them to Librarians, they stay as empaths. Any worker turned in to a specialist will become an empath no matter what I tell it to do. I am using SMAC 4.0.
Is there a limit to the number of specialists you can have in a base? If not, is this a bug, or do I need a hab dome? Thanks for your help.
- nickersonm
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June 18, 2003, 09:14
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#2
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Emperor
Local Time: 13:58
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Washed up SMAC/X University Specialist
Posts: 3,022
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There's no limit to the number of a type of specialists you can have in a base, so I would assume it's because you don't have a hab dome.
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Veni Vidi Castravi Illegitimos
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June 18, 2003, 10:50
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#3
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King
Local Time: 22:58
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Harrisburg,PA USA
Posts: 2,244
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I think I recall reading somebody post once upon a time that there is a limit ...Sikander, perhaps?
Anyway, you'll be fine once you get the tech for Transcendi!
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June 18, 2003, 16:09
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#4
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Settler
Local Time: 19:58
Local Date: November 1, 2010
Join Date: Oct 2001
Location: WA State, USA
Posts: 9
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Hmm, ok, thanks. If anyone knows for sure, I'd really appreciate it if they'd confirm or deny it. Hab Domes and transcendi are fairly far away, because I'm playing on tech stagnation. University Base is a lab city (provides over half of my research - 1932/3173), so I want as many librarians as possible  ).
- nickersonm
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June 18, 2003, 21:18
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#5
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King
Local Time: 03:58
Local Date: November 2, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
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Well, I don't know of any specialist cap, other than that you can't employ engineers and other non-doctorish specialists with your first 5 citizens. Sounds like a bug, but one that's pretty easy to get around: Stop pod booming and spend your minerals popping out crawlers and formers for a good, old-fashioned energy park.
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June 18, 2003, 22:26
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#6
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Emperor
Local Time: 03:58
Local Date: November 2, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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Yes there is a cap on the number of 'useful' specialists. I wrote about this many moons ago when initially proposing the idea of all specializiation. IIRC it seemed to me that the number was 18 though although it could have been a mere 16. (My mind is hazy on it as it was a long time ago)
For the purpose of clarification I always categorized useful specialists as non-empath non-doctor specilaists namely technicians or librarians for equivalent 3 F.O.P.'s or better engineers at 5 equivalent F.O.P.'s.
This becomes a moot issue upon advent of transcendi as these will always become the prefered specialsit at 6 equivalent F.O.P.'s.
Og
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June 18, 2003, 22:54
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#7
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King
Local Time: 22:58
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Harrisburg,PA USA
Posts: 2,244
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I thought I remembered reading something about that! My memory isn't totally shot...yet.
- Mong, relieved not to be wrong on all counts.
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June 19, 2003, 02:27
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#8
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King
Local Time: 20:58
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Boulder, Colorado, United Snakes of America
Posts: 1,417
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I believe that the limit is 16 "selectable" specialists. All after that will be Doctors/Empaths/Transcendi depending on the tech. The empaths are a pretty good bargain, but I rarely get them very early when they are the most useful.
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June 19, 2003, 03:09
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#9
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Emperor
Local Time: 13:58
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Washed up SMAC/X University Specialist
Posts: 3,022
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*Blinks*
Well.....that's all news to me. Sorry about the false info earlier nickersonm.
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