View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009328 | AI War 1 / Classic | Suggestion - Interface Ideas - Resource Management and Construction | Aug 22, 2012 12:04 am | Aug 22, 2012 3:20 pm | |
Reporter | motai | Assigned To | keith.lamothe | ||
Status | closed | Resolution | no change required | ||
Product Version | 5.068 | ||||
Summary | 0009328: overflow queue to prevent inactivity in shipyards | ||||
Description | i would like to suggest that there be a secondary empire wide queue set up. this will prevent a lot of the micro needs to either jump back to factory and make it work on the right things or setup enough factories that i can turn on and off what i need to as needed. at all time its easiest and fastest to replace fighters so should always have them in a queue by themselves. they also get done fastest and this factory goes to waste because it cant continue doing that. it should be able to help out doing other things. i can either micro this or ask for help letting me focus on strategy rather than why isnt anything done yet. so ideal options when a factory is told to build something that is at cap(aka cant be built) it should look at other factory lists and grab an item to build for it. this is likely to be cost(processor) intensive so i suggest a compromise. set up a 2nd queue for each factory type(main factory, starships, mercenary, and neinzul?) anyway this 2nd queue would need to be larger; to include up to 1 of every ship unlockable since it is intended as an overflow option. any build requested out of it is marked as built immediately and cycles the queue to prevent the cap limit from approaching as quick. so in summary, shut down factory ignore this whole thing, active factorys will grab and build a overflow queue anytime they are told to build a ship they cant due to cap limits. ideally to lessen the learning curve this could default to 1 of each ship. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I am not sure about this, it sounds like you are trying to combine all the factories into one gigantic mega-factory. You are aware of the Shift-Left and Shift-Right click to move items in the queue to the front or the back of the queue? Combined with being able to queue 50 of a unit type to be built is enough flexibility for me. Adding in engineers to speed construction as you define I don't see the point of what you are asking for. (Assuming I'm understanding your request correctly.) D. |
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Sounds to me like he needs to add more ships to the queue. I run with 20 ship types and never have issues getting them out. 10 dock each with 2 types on cycle repeat. 50 engis to assist (shush 16 HW #s). |
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As Cinth mentioned, there is always loop/cycle build option if you want to keep some shipyards always making stuff. |
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Yea, honestly this is too complex to ever see the light of day. The current model provides enough flexibility. If you want some dedicated production for fighters that always produces fighters when it can but does other stuff when fighters are at cap: 1) Place a space dock and set it to loop build all marks of fighters. 2) Place another space dock nearby and set it to loop build all the stuff you want that isn't fighters. 3) If necessary, add more space docks nearby to produce non-fighters. 4) Drop a pile of engies so they're in range of all the docks. The fighters-only dock will go dormant when fighters at cap, but that's only like 1/50th the construction capacity of that setup if there's a bunch of engies, so it doesn't really matter. |
Date Modified | Username | Field | Change |
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Aug 22, 2012 12:04 am | motai | New Issue | |
Aug 22, 2012 11:08 am | Dazio | Note Added: 0027895 | |
Aug 22, 2012 11:41 am | Cinth | Note Added: 0027896 | |
Aug 22, 2012 12:28 pm | TechSY730 | Note Added: 0027897 | |
Aug 22, 2012 3:20 pm | keith.lamothe | Internal Weight | => New |
Aug 22, 2012 3:20 pm | keith.lamothe | Note Added: 0027903 | |
Aug 22, 2012 3:20 pm | keith.lamothe | Status | new => closed |
Aug 22, 2012 3:20 pm | keith.lamothe | Assigned To | => keith.lamothe |
Aug 22, 2012 3:20 pm | keith.lamothe | Resolution | open => no change required |
Aug 22, 2012 3:21 pm | keith.lamothe | Note Edited: 0027903 |