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IDProjectCategoryLast Update
0001114AI War 1 / ClassicBug - OtherJan 5, 2011 6:06 pm
ReporterHeavens Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.028 
Fixed in Version4.060 
Summary0001114: Manufactories won't Auto Activate if one ressource is capped and the other not.
Description*Auto Manufactory Management on*

In my last game I witnessed my Crystal being capped at 999.999 and Metal at approximatively 300.000.

In this case since Crystal is being wasted and my Metal count is low, Metal Manufactories should have activated themselves but they didn't, I think any player manually controlling these would activate them.


PS: This has been reported before i think but in general, manufactories only auto activate if one of the resources is blinking red being near to zero, I think its too late (If the other resource is at a decent amount of course).

My Crystal was capped and Metal in the negative income, as soon as the Metal income gets positive income, Manufactories turn themselves off.
TagsNo tags attached.
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Relationships

related to 0001589 resolvedChris_McElligottPark Manufactories don't balance at resource cap 

Activities

orzelek

Nov 5, 2010 2:26 pm

reporter   ~0002770

It would be good to have control option that would switch manufactories into balancing mode - so that they would try to balance your resources not only enable when you almost run out of one resource.

Moonshine Fox

Nov 5, 2010 2:54 pm

reporter   ~0002771

I agree. I've been thinking about this as well.

Chris_McElligottPark

Jan 4, 2011 8:40 pm

administrator   ~0007476

* When one resource is at the resource cap and the other is not, the manufactories now start turning on to minimize the wasted overflow.

Red Spot

Jan 5, 2011 5:49 pm

reporter   ~0007537

Could you also make it so the manufactories do not activate when both resources are low? I now just tend to leave it off as in the start of the game you lose to much "1/3" resources this way. (Together they both take 12 of each R and give back only 8 of each R, as a way to balance you econ ... doesnt sound right :))

Chris_McElligottPark

Jan 5, 2011 5:50 pm

administrator   ~0007538

Do you have a save that shows the sort of behavior you'd like corrected? If you can post an issue with that, then I can look at it -- but I haven't seen that, personally. Only one kind of manufactory should ever be on at any given time, and they should indeed cut off if the resources of the converted-from are less than about 1000 or so.

Red Spot

Jan 5, 2011 6:05 pm

reporter   ~0007543

That might be it, the cap. I personally find 1k too low a cap. You cant even build a single mk3 fleet-ship with that (besided fighters, iirc).
I dont think they ever should be on at the same time.

I will try to reproduce it during the weekend and attach a savegame if I succeed.

Chris_McElligottPark

Jan 5, 2011 6:06 pm

administrator   ~0007544

Yes, they should never be on at the same time, no matter what is going on: if they ever are, that's a bug.

Issue History

Date Modified Username Field Change
Nov 5, 2010 11:41 am Heavens New Issue
Nov 5, 2010 2:26 pm orzelek Note Added: 0002770
Nov 5, 2010 2:54 pm Moonshine Fox Note Added: 0002771
Jan 3, 2011 8:09 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 3, 2011 8:09 pm Chris_McElligottPark Status new => feature for later
Jan 4, 2011 9:08 am Winter Born Relationship added related to 0001589
Jan 4, 2011 8:40 pm Chris_McElligottPark Note Added: 0007476
Jan 4, 2011 8:40 pm Chris_McElligottPark Status feature for later => resolved
Jan 4, 2011 8:40 pm Chris_McElligottPark Fixed in Version => 4.060
Jan 4, 2011 8:40 pm Chris_McElligottPark Resolution open => fixed
Jan 5, 2011 5:49 pm Red Spot Note Added: 0007537
Jan 5, 2011 5:50 pm Chris_McElligottPark Note Added: 0007538
Jan 5, 2011 6:05 pm Red Spot Note Added: 0007543
Jan 5, 2011 6:06 pm Chris_McElligottPark Note Added: 0007544