View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000313 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Oct 4, 2010 9:25 pm | Jan 13, 2011 2:27 pm | |
Reporter | Winter Born | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.701 | ||||
Fixed in Version | 4.067 | ||||
Summary | 0000313: New Control Node -- engineers not auto-assist Zenith Trader purchased items | ||||
Description | I wish there was a control node "Engineers not auto-assist Zenith Trader purchased Items" Everything bought from the "Trader" is a huge project and seems to have a high priority with FRD engineers. If engineers are not assigned a particular task they will migrate to the build the Ion cannon or zenith powerstation ignoring repairs to turrets etc, unless I pause the project. It would be nice if I had a node to prevent FRD engineeers from helping the mega projects unless directly assigned to the project that way the mega project could slowly move toward completion as a background resource consumer. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Objects do not remember the unit whose build menu was used to order them, so the literal meaning of this request is not possible, but it would be possible to pick some arbitrary metal+crystal threshold for a "engineers do not auto-assist megaprojects" control node. |
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Actually, I think it would be better to just have engineers in general to not automatically assist targets with a metal/crystal cost of (say) 100k+ combined. There is already some similar logic for golems, to where you have to manually stick engineers on those. I think what we need is just to have that flag automatically applied to anything with metal + crystal >= 100000. Engineers can still assist those things, then, but reasonably nobody wants them to just automatically do that when idle; talk about a wildly fluctuating economy. |
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Yay, no new node and problem solved |
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wouldnt that mess up starship auto-assistance? (starships have a requirement of about 100k combined at most mk2 stuff..) |
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Actually, this wouldn't be related to repairs at all, now that I think of it -- this would be related to assisting units that have been placed and are now "self building." So that would avoid impacting starships -- and would avoid impacting your engineers auto-repairing that ion cannon later on, assuming it can be repaired. |
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Ah ok, that makes sense I was worried more about the construction of starships, but as you said, they are built using a different method (accumulation of buildpoints over self-build) As for repairs, I dont believe higher mk level ions have high repair costs, and repairs seem to cost considerably less anyway than building... But otherwise, yeah that makes sense |
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Ok, taken care of :) Chris, I'm setting the threshold to 1100/s of either metal or crystal (it doesn't care what the sum is, as long as both are beneath the threshold). 1000/s is a Tractor MkIII on Low caps. Incidentally, on low caps, building a tractor I with your two starting engies assisting will bottom out your crystal before finishing ;) |
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Awesome, thanks. |
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ver 801 normal ship cap, engineers still assist zenith power gen build, default res flow 343/sec -- well below the 1100 cutoff keith set. Z armor booster and planetary armor inhibitor 167/sec Maybe a slider on the controls page to set a res/sec ceiling that engineers will auto assist or raise the res/sec for the z stuff so that it is above the threshold Anyway, it is a nice to have for some day -- Thanks |
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Well, even a slider wouldn't really help you because several of the turrets have higher per/second costs than most of the zenith-trader projects. At least, they did when I implemented the threshold. |
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Ok I will think about this and post an update after 4.0 is out -- you guys have plenty to do before launch. TY |
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I think the answer to this is in the comments of 1378 To summarize: Assign a priority number on every buildable/repairable ship in the game (I'm thinking ranging 0-9 and defaulting at 5), 9 highest priority - Fix first 0 means do not assist if not assigned. the engineers will pick the highest first and work their way down. this would solve this issue if everything from the trader was automatically assigned a priority of zero. To be really useful there would need to be a way to save player preferences from game to game. |
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Question - x4000, you mentioned a logic for golems that prevents units from assisting them being built automatically. I have not seen this in play - engineers seem to still auto-assist broken golems unless they are put in low power and "do not assist low power" is turned on. I'm not familiar with the code, but could this be because broken golems are being "repaired" rather than "built"? |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 4, 2010 9:25 pm | Winter Born | New Issue | |
Oct 4, 2010 9:27 pm | keith.lamothe | Note Added: 0000320 | |
Oct 4, 2010 9:27 pm | keith.lamothe | Status | new => considering |
Oct 4, 2010 9:31 pm | Chris_McElligottPark | Note Added: 0000321 | |
Oct 4, 2010 9:31 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 4, 2010 9:31 pm | Chris_McElligottPark | Status | considering => confirmed |
Oct 4, 2010 9:47 pm | Winter Born | Note Added: 0000324 | |
Oct 4, 2010 10:55 pm | Lancefighter | Note Added: 0000330 | |
Oct 4, 2010 10:58 pm | Chris_McElligottPark | Note Added: 0000331 | |
Oct 4, 2010 11:01 pm | Lancefighter | Note Added: 0000334 | |
Oct 20, 2010 3:22 pm | keith.lamothe | Note Added: 0001563 | |
Oct 20, 2010 3:22 pm | keith.lamothe | Status | confirmed => resolved |
Oct 20, 2010 3:22 pm | keith.lamothe | Resolution | open => fixed |
Oct 20, 2010 3:24 pm | Chris_McElligottPark | Note Added: 0001564 | |
Oct 21, 2010 5:12 pm | Winter Born | File Added: Screenshot_2010_10_21_15_09_04.png | |
Oct 21, 2010 5:40 pm | Winter Born | Note Added: 0001853 | |
Oct 21, 2010 5:40 pm | Winter Born | Status | resolved => feedback |
Oct 21, 2010 5:40 pm | Winter Born | Resolution | fixed => reopened |
Oct 21, 2010 5:40 pm | Winter Born | Note Edited: 0001853 | |
Oct 21, 2010 5:42 pm | keith.lamothe | Note Added: 0001854 | |
Oct 21, 2010 9:26 pm | Winter Born | Note Added: 0001889 | |
Oct 21, 2010 9:26 pm | Winter Born | Status | feedback => assigned |
Dec 8, 2010 8:30 am | Winter Born | Relationship added | related to 0001378 |
Dec 8, 2010 8:31 am | Winter Born | Relationship added | related to 0001367 |
Dec 8, 2010 8:50 am | Winter Born | Note Added: 0005596 | |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Fixed in Version | => 4.067 |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Resolution | reopened => fixed |
Jan 13, 2011 1:00 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
Jan 13, 2011 2:27 pm | MaxAstro | Note Added: 0008433 |