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Re: UI Glitches
*Moderator mode /on*
As in the other thread, please, all sides, keep it friendly. And please keep it to this thread. Thank you! *Moderator mode /off* I personally own AMD chips for 2 generations now and they are good CPUs for their price. They are, however, quite hot. This can be a problem in summer time or warm rooms. And yes, my Last AMD did smoke away just like TH-Page described when my fan died. However, all the new motherBoards do have a safeguard for this and will shut down the chip before any harm can be done. If the motherboard fails to have this safeguard it will not be certified by AMD. This was the direct result of the TH tests. So, in the end, both of you are right. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: UI Glitches
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Raynor, I have no idea where the video is on TH. |
Re: UI Glitches
Perhaps you could rename this thread [OT] AMD v Intel...
...and then stand well back. Remember kids, never return to a lit troll-thread http://forum.shrapnelgames.com/images/icons/icon10.gif I have an AMD (Last time I had an Intel, next time I upgrade I'll probably go for Intel again) and the fan has recently started making weird noises. Should I be worried http://forum.shrapnelgames.com/images/icons/shock.gif ? Then again, I have been running with the case open for some unknown reason, possibly our house's erratic heating system that likes to toast my room and freeze all the others. |
Re: UI Glitches
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Re: UI Glitches
That Tomshardware video is funny... both AMDs reached nearly 300 degrees Celsius, or more!
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Re: UI Glitches
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Re: UI Glitches
(Edited slightly from my post in the related thread...)
To get back on topic - was there a log message about the extra facilities not being built? I know you get one when building more units than can be stored at a location. I've also noticed that, in that case, the build order is also NOT deleted. I sometimes appreciate that, because sometimes I want all the units built anyway, and either launch enough cargo to store the units I want or move a transport to that location. Of course, sometimes I just forget to check how many weapon platforms I can fit on a small planet; but even then, I may not want the build order deleted because I might be building a newer Version of an old WP, and just forgot to jettison the old one. Another reason to add multiple lines to a queue with "repeat build" on is for long-term strategy. I know I want to build, say, 10 turns worth of fighters, then switch over to repeat-building satellites. With the current implementation, I can select "repeat build", put one order for "one turn's worth" of fighters and one order for "one turn's worth" of satellites, and then keep track of when to delete the fighter order from the queue (possibly by watching the orbiting carrier to figure out when it's cargo bay is filled). That way, I save on having to enter the same order 10 times, followed by that satellite order. Along those same lines, it might be useful to exploit this little feature; for a pure research compound colony, put "Research Center" as the first item in queue and "Central Computer Complex" as the second item. Turn on repeat build; once the planet is full, "Research Center" will be deleted and the CCC will be started. Since that takes multiple turns to build, you should be able to monitor the situation until it's one turn away from completion, then delete a Research Center just in time to make room for the CCC. Voila, you've now had the benefit of an extra Research Center for 5 turns or so, while waiting for the CCC to finish. Takes a little micromanagement, but in a seriously competitive game, every edge helps... |
Re: UI Glitches
I'm pretty sure there weren't any log Messages. For the game to be consistent with how it handles units, I think there should be a log entry.
You've raised a pretty interesting point to me. This isn't directed at you, DirectorTsaarx, but instead at some of the other comments. They accused me of wanting the game to think for me because I thought the default behavior of 'Clear Queue' also turns off 'Repeat Build'. I wonder if I would be stretching too far to accuse the game of thinking for everyone who repeats build facilities and lets the game delete that build order when the planet is full? I mean, what if I wanted to repeat build facilities even if the planet were full. I might resent that the game is second guessing me. For example, what if I had four planets with just one facility slot open. If I were running low on Rads, then might select all four planets and instruct each planet to repeat build the Refining facility. After one turn, all four planets would be full, and the game would delete the build order. But what if I planned to delete one facility per turn? (E.G. Delete one facility a turn to make room for the Repeat Build facility without that order being deleted in the same way that I would want the game to leave the Repeat Build unit order on so that I could decide (or not) to clear the cargo space to make room for another fighter. Just food for thought. http://forum.shrapnelgames.com/images/icons/icon7.gif (Yes, I might acknowledge that the facility situation is much more rare than the unit situation. But I hope you'll grant that the interpretation is, at least, remotely reasonable.) DirectorTsaarx: I'm not sure I understood the benefit of adding the fighter and then satellite order. Are these three approaches equivalent? A. Your approach 1. Insert fighter build order 2. Turn on Repeat Build 3. Insert satellite build order 4. At a later time, delete the fighter build order B. Second approach 1. Insert fighter build order 2. Turn on repeat build 3. At a later time, delete the fighter build order 4. Insert satellite build order C. Third approach (doesn't require you to come back at a later time and builds 100 fighters in Groups of ten without user interaction) 1. Insert fighter build order ... 10. Insert 10th fighter build orderr 11. Insert satellite build order Does that sound reasonable? It seems like the first two require you to monitor the situation every turn and then come back later. With the first approach you have already inserted the satellite order and only need to delete the fighter order when you come back. With the second approach, you have to do both the deletion and the insert when you come back. They both seem very similar to me. The third approach allows you to focus your attention elsewhere and know deterministically what will be built without user interaction. I'm not saying one way is better than the other. I'm just asking if the three are equivalent different ways to accomplish the same thing. Your thoughts on the Research Center / Central Computer Compled are pretty cool. It's definitely something to try. |
Re: UI Glitches
I'd love it if the clear queue would clear the repeat order too. I'd also like to be able to multi-click and clear multiple queues at once. And I really wish you could mulit-click and do "one turns worth" of units art seval locations. And I'd like to be able to multi-click and add facilities.
(Sorry if any of these have already been covered. I am coming in late to the discussion. http://forum.shrapnelgames.com/images/icons/icon7.gif ) |
Re: UI Glitches
raynor:
Those are all nice points, and some of them would be useful optional features, but they detract from your original complaint that Clear Queue should also remove Repeat Build orders. This should not be implemented, for reasons I have already stated. Quote:
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