View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001114 | AI War 1 / Classic | Bug - Other | Nov 5, 2010 11:41 am | Jan 5, 2011 6:06 pm | |
Reporter | Heavens | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.028 | ||||
Fixed in Version | 4.060 | ||||
Summary | 0001114: 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0001589 | resolved | Chris_McElligottPark | Manufactories don't balance at resource cap |
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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. |
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I agree. I've been thinking about this as well. |
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* When one resource is at the resource cap and the other is not, the manufactories now start turning on to minimize the wasted overflow. |
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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 :)) |
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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. |
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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. |
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Yes, they should never be on at the same time, no matter what is going on: if they ever are, that's a bug. |
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 |