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IDProjectCategoryLast Update
0000313AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsJan 13, 2011 2:27 pm
ReporterWinter Born Assigned Tokeith.lamothe  
Severityfeature 
Status resolvedResolutionfixed 
Product Version3.701 
Fixed in Version4.067 
Summary0000313: New Control Node -- engineers not auto-assist Zenith Trader purchased items
DescriptionI 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.
TagsNo tags attached.
Internal Weight

Relationships

related to 0001378 considering priority control for engineer work 
related to 0001367 considering Engineers - econ vs. military work 

Activities

keith.lamothe

Oct 4, 2010 9:27 pm

administrator   ~0000320

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.

Chris_McElligottPark

Oct 4, 2010 9:31 pm

administrator   ~0000321

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.

Winter Born

Oct 4, 2010 9:47 pm

reporter   ~0000324

Yay, no new node and problem solved

Lancefighter

Oct 4, 2010 10:55 pm

reporter   ~0000330

wouldnt that mess up starship auto-assistance? (starships have a requirement of about 100k combined at most mk2 stuff..)

Chris_McElligottPark

Oct 4, 2010 10:58 pm

administrator   ~0000331

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.

Lancefighter

Oct 4, 2010 11:01 pm

reporter   ~0000334

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

keith.lamothe

Oct 20, 2010 3:22 pm

administrator   ~0001563

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 ;)

Chris_McElligottPark

Oct 20, 2010 3:24 pm

administrator   ~0001564

Awesome, thanks.

Winter Born

Oct 21, 2010 5:12 pm

reporter  

Winter Born

Oct 21, 2010 5:40 pm

reporter   ~0001853

Last edited: Oct 21, 2010 5:40 pm

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

keith.lamothe

Oct 21, 2010 5:42 pm

administrator   ~0001854

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.

Winter Born

Oct 21, 2010 9:26 pm

reporter   ~0001889

Ok I will think about this and post an update after 4.0 is out -- you guys have plenty to do before launch. TY

Winter Born

Dec 8, 2010 8:50 am

reporter   ~0005596

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.

MaxAstro

Jan 13, 2011 2:27 pm

reporter   ~0008433

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"?

Issue History

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