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IDProjectCategoryLast Update
0002085AI War 1 / ClassicSuggestion - Game MechanicsJan 4, 2011 8:40 pm
ReporterEcho35 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.052 
Fixed in Version4.060 
Summary0002085: Manfacturies Stockpile Aware
DescriptionIn my current game, I'm building a number of Tractor Turrets, which are of course, very Crystal hungry. I'm also building some Metal hungry ships. As a result, I have a deficit going on both resources, though the Crystal one is far higher. After looking at my resources, I realized that despite having a Metal deficit, I have a few hundred thousand Metal stockpiled, and a measly one or two thousand Crystal. Could the Auto Manufatury Management behavior be tweaked to check for stockpiles, and maybe even have a control option to set the threshold? I know I"m running a deficit on Metal, and the Manufacturies see that and aren't turning on automatically, but I've got more than enough Metal to spare.
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has duplicate 0001589 resolvedChris_McElligottPark Manufactories don't balance at resource cap 

Activities

MaxAstro

Dec 20, 2010 2:52 am

reporter   ~0006430

Personally I leave auto manufactory management off. Until a system is introduced that obsessive-compulsively does everything it can to keep my metal and crystal stockpiles exactly equal, I will have to live with doing that myself. :)

That said, in particularly egregious situations like having 500k more metal than crystal, it would be nice if the auto-manufactory management tried to balance things out.

Echo35

Dec 20, 2010 3:08 am

reporter   ~0006431

I noticed that it does turn them on even if you're in the negative, but it seems like that negative number has to be pretty low. Perhaps a control option that would let us set the threshold as I mentioned before?

MaxAstro

Dec 20, 2010 3:19 am

reporter   ~0006432

I believe they are currently set to only turn on if you have less than 1,000 of one resource and more than 3,000 of the other. The problem is that the numbers of the new economy are so huge that the manufactories barely make a difference. For one they should probably be rebalanced to match scale with the new harvesters - as it stands I typically build 50 of each manufactory just to have enough to make a difference. And for two they need to activate sooner; numbers like <10,000 and >30,000 would do it, but <100,000 and >300,000 is probably more like it.

Chris_McElligottPark

Jan 4, 2011 8:40 pm

administrator   ~0007478

* When one resource is at the resource cap and the other is not, the manufactories now start turning on to minimize the wasted overflow.

Issue History

Date Modified Username Field Change
Dec 20, 2010 1:11 am Echo35 New Issue
Dec 20, 2010 2:52 am MaxAstro Note Added: 0006430
Dec 20, 2010 3:08 am Echo35 Note Added: 0006431
Dec 20, 2010 3:19 am MaxAstro Note Added: 0006432
Jan 4, 2011 8:35 pm Chris_McElligottPark Relationship added has duplicate 0001589
Jan 4, 2011 8:40 pm Chris_McElligottPark Note Added: 0007478
Jan 4, 2011 8:40 pm Chris_McElligottPark Status new => resolved
Jan 4, 2011 8:40 pm Chris_McElligottPark Fixed in Version => 4.060
Jan 4, 2011 8:40 pm Chris_McElligottPark Resolution open => fixed
Jan 4, 2011 8:40 pm Chris_McElligottPark Assigned To => Chris_McElligottPark