View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0002085 | AI War 1 / Classic | Suggestion - Game Mechanics | Dec 20, 2010 1:11 am | Jan 4, 2011 8:40 pm | |
Reporter | Echo35 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.052 | ||||
Fixed in Version | 4.060 | ||||
Summary | 0002085: Manfacturies Stockpile Aware | ||||
Description | In my current game, I'm building a number of Tractor Turrets, which are of course, very Crystal hungry. I'm also building some Metal hungry ships. As a result, I have a deficit going on both resources, though the Crystal one is far higher. After looking at my resources, I realized that despite having a Metal deficit, I have a few hundred thousand Metal stockpiled, and a measly one or two thousand Crystal. Could the Auto Manufatury Management behavior be tweaked to check for stockpiles, and maybe even have a control option to set the threshold? I know I"m running a deficit on Metal, and the Manufacturies see that and aren't turning on automatically, but I've got more than enough Metal to spare. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
has duplicate | 0001589 | resolved | Chris_McElligottPark | Manufactories don't balance at resource cap |
|
Personally I leave auto manufactory management off. Until a system is introduced that obsessive-compulsively does everything it can to keep my metal and crystal stockpiles exactly equal, I will have to live with doing that myself. :) That said, in particularly egregious situations like having 500k more metal than crystal, it would be nice if the auto-manufactory management tried to balance things out. |
|
I noticed that it does turn them on even if you're in the negative, but it seems like that negative number has to be pretty low. Perhaps a control option that would let us set the threshold as I mentioned before? |
|
I believe they are currently set to only turn on if you have less than 1,000 of one resource and more than 3,000 of the other. The problem is that the numbers of the new economy are so huge that the manufactories barely make a difference. For one they should probably be rebalanced to match scale with the new harvesters - as it stands I typically build 50 of each manufactory just to have enough to make a difference. And for two they need to activate sooner; numbers like <10,000 and >30,000 would do it, but <100,000 and >300,000 is probably more like it. |
|
* When one resource is at the resource cap and the other is not, the manufactories now start turning on to minimize the wasted overflow. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 20, 2010 1:11 am | Echo35 | New Issue | |
Dec 20, 2010 2:52 am | MaxAstro | Note Added: 0006430 | |
Dec 20, 2010 3:08 am | Echo35 | Note Added: 0006431 | |
Dec 20, 2010 3:19 am | MaxAstro | Note Added: 0006432 | |
Jan 4, 2011 8:35 pm | Chris_McElligottPark | Relationship added | has duplicate 0001589 |
Jan 4, 2011 8:40 pm | Chris_McElligottPark | Note Added: 0007478 | |
Jan 4, 2011 8:40 pm | Chris_McElligottPark | Status | new => 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 4, 2011 8:40 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |