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IDProjectCategoryLast Update
0003660AI War 1 / ClassicSuggestion - Interface Ideas - Resource Management and ConstructionAug 6, 2014 8:52 pm
ReporterRanakastrasz Assigned To 
Status newResolutionopen 
Product Version5.011 
Summary0003660: Seperate Repair and build priorities.
DescriptionIn CTRLS, There is an option to disallow engineers to assist the building of certain units, which cost more than xx resources per second. however, this also encompasses repairing(and uses the build cost rather than the 10% repair cost) In addition, certain structures (golems, home command stations, ion cannons, ect) fall below the threshold, even though they should be very high priority to repair.

A possibly solution would be to separate these two, so that repairs will first of all take into account the 10% cost, and allow them to have a much higher cap if wanted, along with not having large amounts of resources sucked up by a super-fortress at the same time.

In addition add to certain units(golems, etc) a "repair override* toggle-able option (initially enabled) that overrides the repair cost validation for that unit regardless. This would allow you to better control your resources, while not having your ion cannons and golems being worn down without your attention to repair them.

This is not an overall solution to the problem(as far as I can tell) but I think it would be an improvement.
TagsNo tags attached.
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Relationships

related to 0003157 new Irreplacable structures not auto-repaired due to "large projects" setting 

Activities

motai

Jul 18, 2011 6:25 am

reporter   ~0012740

i think the toggle on each unit might causee a bit too much bloat in the process. however i fully support the idea that repairs should be seperate from building cost limits. i also would like 1 single absolute override, the home command station. the home command station should always be repaired as a priority no matter the cost limits set.

Ranakastrasz

Jul 18, 2011 8:41 am

reporter   ~0012743

True, that could cause some bloat, But ofc it would be necessary to always repair the home command stations, and thinking about it, all Irreplaceable structures should be auto-repaired.

motai

Jul 19, 2011 9:55 am

reporter   ~0012748

keep in mind technically ion cannons are irreplacable and those shouldnt necessarily be auto repaired without question. but home commands station god yes.

BobTheJanitor

Aug 13, 2011 1:04 pm

reporter   ~0012870

This would alleviate the problem of having active golems in the field that you want to be repaired while also having taken a planet with a broken golem that you don't want to build (say, you already have one of that type, or you just can't afford the AIP spike, or whatever).

Currently your options are either to turn off the 'engineers assist large projects' control, in which case you have to manually micro your engineers every time you need golem repairs, or to turn it on and then accept the fact that FRD engineers on the golem planet are just going to keep repairing that golem even if you don't want it.

TechSY730

Aug 13, 2011 2:19 pm

reporter   ~0012871

@BobTheJanitor
Almost, but sadly getting a broken golem up to 100% health is considered a repair operation, not a build one.
I guess this could be solved by having "active" golems affected by this toggle but not broken ones.

AdamMil

Aug 6, 2014 8:52 pm

reporter   ~0038879

If nothing else, the actual (10%) repair cost should be used, not the full build cost.

Issue History

Date Modified Username Field Change
Jul 17, 2011 7:18 pm Ranakastrasz New Issue
Jul 17, 2011 7:19 pm Ranakastrasz Relationship added related to 0003157
Jul 18, 2011 6:25 am motai Note Added: 0012740
Jul 18, 2011 8:41 am Ranakastrasz Note Added: 0012743
Jul 19, 2011 9:55 am motai Note Added: 0012748
Aug 13, 2011 1:04 pm BobTheJanitor Note Added: 0012870
Aug 13, 2011 2:19 pm TechSY730 Note Added: 0012871
Aug 6, 2014 8:52 pm AdamMil Note Added: 0038879