View Issue Details

IDProjectCategoryLast Update
0021661AI War 2GUISep 19, 2019 3:22 pm
ReporterAsteroid Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.889 Reticulating Those Splines 
Fixed in Version0.890 Lighting and Darkness 
Summary0021661: Clearer energy output indication for stations (including collectors)
DescriptionGiven kasnavada's troubles, I don't think the military/economic/logistical stations indicate how much potential energy they can give you well enough. The station itself gives you energy so it's easy to assume that's all you get, or to forget how much you get in total including the collectors. Currently collectors are just mentioned at the bottom of the station-building button tooltip along with all the other "potential fleet members".

Solution 1: Motify the tooltip to "Generates 100 000 energy + up to 450 000 with 3 energy collectors" - I've checked the code, seems doable but unweildly since you need to dig down deep in the details of the template, and then the collector entity.

Solution 2 (preferred): All energy comes from the station, and we increase the energy output of all stations to include what energy collectors currently give you.
If the AI being able to kill your collectors is still desired, energy collectors are just automatically-built "outcroppings" of the station that say in the tooltip "if this building is destroyed, energy output of the station is reduced by 150 000 until it is rebuilt".
TagsNo tags attached.

Activities

Chris_McElligottPark

Sep 19, 2019 1:34 pm

administrator   ~0053185

I agree that energy collectors don't need to exist anymore; I was thinking the same thing recently, myself.

BadgerBadger

Sep 19, 2019 1:43 pm

manager   ~0053186

If we're going to take them out then lets please make economic and logistical command stations made out of paper so the AI can snipe them

Chris_McElligottPark

Sep 19, 2019 1:49 pm

administrator   ~0053187

Thanks!

* Energy collectors are now deprecated and only exist in older savegames but do not grant any energy anymore.
** The tech for energy collector upgrades is also deprecated, and Human Cryogenic Pods no longer get upgraded by any tech.
** Human Home Command Stations now generate 350k energy rather than 50k energy. This offsets what the energy collectors they had used to generate.
** Economic Command Stations now generate 400k energy rather than 100k energy, and have level-up energy amounts that also offset the energy collector losses.
** Logistical Command Stations now generate 200k energy rather than 50k energy, and have level-up energy amounts that also offset the energy collector losses.
** Military Command Stations still just generate 20k energy (ouch!), since they had no energy collectors.

Chris_McElligottPark

Sep 19, 2019 1:50 pm

administrator   ~0053188

I'm definitely up for some rebalance of the economic command stations in particular.

BadgerBadger

Sep 19, 2019 1:53 pm

manager   ~0053189

Chris, note we need to deprecate the "autobuild energy collectors" setting now

Chris_McElligottPark

Sep 19, 2019 3:15 pm

administrator   ~0053190

I just removed it outright.

BadgerBadger

Sep 19, 2019 3:20 pm

manager   ~0053191

Great.

Chris_McElligottPark

Sep 19, 2019 3:22 pm

administrator   ~0053192

* To make for more tension now that energy collectors aren't a standalone thing, the health of economic and logistical command stations have been cut in half (hull and shields).
** The descriptions on economic, military, and logistical command stations are all now more verbose and explain more of the situations where they would be useful, including some of their pitfalls. We should wind up seeing not nearly so many all-military-station savegames in the future, hopefully.

Issue History

Date Modified Username Field Change
Sep 19, 2019 11:28 am Asteroid New Issue
Sep 19, 2019 1:34 pm Chris_McElligottPark Note Added: 0053185
Sep 19, 2019 1:43 pm BadgerBadger Note Added: 0053186
Sep 19, 2019 1:49 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 19, 2019 1:49 pm Chris_McElligottPark Status new => resolved
Sep 19, 2019 1:49 pm Chris_McElligottPark Resolution open => fixed
Sep 19, 2019 1:49 pm Chris_McElligottPark Fixed in Version => 0.890 Lighting and Darkness
Sep 19, 2019 1:49 pm Chris_McElligottPark Note Added: 0053187
Sep 19, 2019 1:50 pm Chris_McElligottPark Note Added: 0053188
Sep 19, 2019 1:53 pm BadgerBadger Note Added: 0053189
Sep 19, 2019 3:15 pm Chris_McElligottPark Note Added: 0053190
Sep 19, 2019 3:20 pm BadgerBadger Note Added: 0053191
Sep 19, 2019 3:22 pm Chris_McElligottPark Note Added: 0053192