View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009912 | AI War 1 / Classic | Bug - Other | Nov 14, 2012 1:13 pm | Nov 14, 2012 9:26 pm | |
Reporter | OzoneGrif | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.005 | ||||
Summary | 0009912: Production stall when using many docks to produce identical ships | ||||
Description | In my games, I often build 20x Space Docks and 5x Starship Constructors and prefer not to assist them (or only occasionally). But this is extremly inefficient when the cap is low, especially with expensive, slow to construct ships. In my last game, my whole ship construction became stuck for about 15 minutes : all 20s were building one (cap = 1) expensive ship. More than 600.000 metal and crystal ressources were consumed in the process, stalling all other production everywhere in the galaxy. I had to pause the game to understand what was going on : Docks don't reserve 1 point of Cap when they start building a ship (!). When finally done, the other docks gave their ressources back into the bucket... but it was too late to recover from the damage it caused. Now, I'm carefull and try to spread the building orders, but it makes my production really inefficient. A lots of time is wasted producing nothing but solar wind. :( I wish you could add a reservation in the Cap when a ship starts being built. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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This is tricky, as sometimes in this case (multiple constructors all building the last ship of a cap) you want a "first one to work on it gets the reservation, the rest don't even start and move on" policy, sometimes you want a "everyone works on it, first wins, and rest refund once finished" policy, and yet other times you want a "everyone works on it, first wins, and once that first one wine, the others refund" policy. It really depends on circumstances for which is optimal. However, although it may slightly reduce overall output, the "first one to work on it gets the reservation, the rest don't even start and move on" is the least likely to give such awful worst cases like the one described above, so I would support moving to it. |
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I suddenly have an absolutely amazing way to store resources in downtime. Get 20 or so starship constructors, and start building bomber/plasma siege starships. Dont actually let them finish, just let them build for a bit while your econ is maxed out. Which actually throws this *kinda* close to exploit land, and slightly micro intensive (would be hard to actually do this while youre doing extended operations). |
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Ah yes, that *does* put this at least partly in exploit land. Don't forget merc. docks! However, if this isn't considered much of an issue, and reserving isn't terribly hard to implement, I could see this being in CTRLS: "count ships under construction against cap" |
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ah yes, merc enclaves are like 500k/500k each? MANY resources right there.. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 14, 2012 1:13 pm | OzoneGrif | New Issue | |
Nov 14, 2012 5:20 pm | TechSY730 | Note Added: 0028966 | |
Nov 14, 2012 7:38 pm | Lancefighter | Note Added: 0028967 | |
Nov 14, 2012 9:23 pm | HTL2001 | Note Added: 0028970 | |
Nov 14, 2012 9:26 pm | Lancefighter | Note Added: 0028971 |