View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0010844 | AI War 1 / Classic | Suggestion - New Features | Mar 8, 2013 12:43 pm | Aug 24, 2014 4:22 am | |
Reporter | Hearteater | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.011 | ||||
Summary | 0010844: Queue New Structures | ||||
Description | This option is a global setting that can be turned on, and has a resource threshold you can set*. Under System Options you have a checkbox to ignore this setting on a per-system basis**. While enabled, instead of building all new structures at once, they are built in smaller groups to completion before beginning the next. Structures are still always built in FIFO order. This way you could lay out entire stationary defenses in a system and not need to micro powering the buildings on/off to avoid tanking your economy and delaying your military ship production. The group of structures being constructed is automatically selected to put your economy at +0 income IF your current resources are below the threshold you set. If you are above your threshold it selects a few additional structures until you hit threshold. Changes in your resource usage periodically cause the set of buildings being constructing to increase/decrease to meet the incoming rules above. For multiple systems, an overall FIFO order probably isn't ideal. It might be best to round-robin each system with a structure to be built under the incoming rules are met. * Maybe setting a threshold at all turns on the option, so it isn't a checkbox + textbox. ** BONUS OPTION: Let us bind a key to do this "Emergency Build" so we can easily and quickly turn this on/off in a system where we need to focus our building. | ||||
Tags | No tags attached. | ||||
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I would love to see a solution to the "my economy always stalls during rebuild" problem. I think "automatically selected" should include really simple logic to prioritize building structures that produce income (command centers, metal harvesters), and maybe energy collectors as well. I always have to micro this in rebuild-heavy situations. Also, I think it should, as a matter of sanity, always still build at least one structure at a time no matter where your threshold is. Otherwise you can run into weird situations like metal harvesters never being rebuilt after a strong AI wave (because your economy became so poor after it that it was below threshold, and never did recover because no metal harvesters). |
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Not sure if this helps or not, but if you check under "Ctrls"/"Control-Group-Specific", you can modify how much of a stockpile you need before a control group resumes operation. So if you select control group nine and set it to suspend at, say, 500.000 resources, and then set all the turrets you want to build to control group nine, it will stop spending resources if it goes below that. Granted, that doesn't do any kind of priority, so it'll just slowly build everything. |
Date Modified | Username | Field | Change |
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Mar 8, 2013 12:43 pm | Hearteater | New Issue | |
Nov 27, 2013 9:10 am | runningchemist38 | File Added: bcl_HTML100.html | |
Aug 20, 2014 1:10 pm | keith.lamothe | File Deleted: bcl_HTML100.html | |
Aug 20, 2014 2:55 pm | corfe83 | Note Added: 0039007 | |
Aug 24, 2014 4:22 am | Toll | Note Added: 0039067 |