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-   -   Build queue (http://forum.shrapnelgames.com/showthread.php?t=3179)

May 25th, 2001 11:35 AM

Build queue
 
One thing I really liked about MOO2 was the ability to queue up projects and have multiple queue entries complete on the same turn. I would really like to see this changed since I could then build two mineral miners per turn instead of the high yard rate being wasted.

Anybody else want to lobby for this change ?

PsychoTechFreak May 25th, 2001 11:57 AM

Re: Build queue
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
One thing I really liked about MOO2 was the ability to queue up projects and have multiple queue entries complete on the same turn... <HR></BLOCKQUOTE>

Really? My memory might be lacking about that, but I think in MOO2 you can complete one thing per turn also.

But anyway, I vote a big YES. The production rate of a planet should be distributed to more than one project. But I guess the next problem with this idea is: How to handle the queue with it. You need to specify the projects in the queue which shall be completed in parallel, and the others which would be served later on.


Nitram Draw May 25th, 2001 12:55 PM

Re: Build queue
 
Maybe there could be a way to do like research and intel projects, distribute resources evenly on all projects in the queue. This would mean smaller queues though.
Could excess points be carried over/applied to the next project in line?

May 25th, 2001 03:53 PM

Re: Build queue
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by PsychoTechFreak:
Really? My memory might be lacking about that, but I think in MOO2 you can complete one thing per turn also.
<HR></BLOCKQUOTE>

You are right, I was too tired to think straight early this morning, and it has been about three years since I played MOO2. Now I recall the trick I used. I would build a Doomstar almost to completion, then shift all pop to science. Whenever I learned a new facility tech or added a new design, I would queue it up after the DS. Then I would put a new DS after that and delete the old DS. The points carried over to an almost built new DS after the facility was built. So there was never any lag time. I want that ability here with some huge project like a stellar manipulation ship to store the excess yard rate, and some way to keep it from completing.


capnq May 25th, 2001 05:55 PM

Re: Build queue
 
Your Doomstar ploy sounds like an exploit to me. I don't think one should be able to freely transfer resources from a partially completed project to a new one.

A better alternative would be to be able to put individual queue items on hold, keeping the resources already spent with that project, but allowing other items to be added to the queue before the one on hold.

[edited typo]

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft

[This message has been edited by capnq (edited 29 May 2001).]

DirectorTsaarx May 29th, 2001 03:40 PM

Re: Build queue
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by capnq:
Your Doomstar ploy sounds like an exploit to me. I don't think one should be able to freely transfer resources from a partially completed project to to a new one.

A better alternative would be to be able to put individual queue items on hold, keeping the resources already spent with that project, but allowing other items to be added to the queue before the one on hold.
<HR></BLOCKQUOTE>

Yeah! Good thinking, that. Could be implemented by allowing you to "mothball" a partially completed ship/facility (thus incurring cost to mothball/unmothball - it shouldn't be completely free to stop work & restart later). Pausing build on mines/fighters/sats would be more complicated; the game would have to track how many units had been completed, based on materials spent, and then let that many units appear. The rest of the units would be finished when the queue got back around to them... Weapon platforms may have to be tracked the same way, depending on whether you can complete more than one in a single turn.

capnq May 29th, 2001 03:52 PM

Re: Build queue
 
I thought of another way to implement this: rework the individual build queues to the same format as the Research and Intelligence projects windows. Then you could put the entire queue on hold, insert new projects ahead of partially completed ones, and divide resources among multiple projects. Only downside to this approach would be the current 12 project limit that Research and Intelligence has.

------------------
Cap'n Q


The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft

Hydraa May 29th, 2001 04:38 PM

Re: Build queue
 
This feature was actually recently taking out of SEIV.
In earlier Version you could replace the top item in the queue or edit a new design that had not completed building yet to allow you to start building a higher tech ship that you did not have the tech for just yet.

Now you cannot change a design that is in any queue and if you replace the first item you lose all production towards it.

Nitram Draw May 29th, 2001 04:47 PM

Re: Build queue
 
I like the spreading out of the construction like research and intel.

dogscoff May 29th, 2001 05:04 PM

Re: Build queue
 
Well what about the system usd in SEIII? That was great.

You were able to move partially completed projects up and down the construction queues, and even from one queue to another if you had &gt;1 shipyard in the sector.

OK, ship construction is different now (ie partially built ships are "invisible") but with some work I don't see why the old system couldn't be updated, modified and applied.



------------------
"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "

May 29th, 2001 06:35 PM

Re: Build queue
 
Anything would be better than wasting yard time. That stinks.... Another thing I would like is the ability to retrofit a base yard without losing the points accumulated on the current project. Important early on, but not a problem later when the design is mature. It would be nice but I can do without it...

klausD May 30th, 2001 10:23 AM

Re: Build queue
 
I also liked the building system of SE3 much more. Sniff.
Maybe MM did not know the old motto: dont fix an unbroken system.
bye
Klaus

rdouglass May 30th, 2001 02:01 PM

Re: Build queue
 
The part I miss most about the SE3 build system is being able to shuffle partially completed items up and down (vertically) in the queue as dogscoff suggested. Not necessarily horizontally across Ship Yards, but up and down the individual SY queue.

I would like the ability for example, to temporarily halt construction on my Starbase (without losing the points accumulated) to emergency build a few weapons platforms. To me that's the feature I miss. Yes, moving ships horizontally across SY queues was cool also, but the vertical moves are ones I miss most.

[This message has been edited by rdouglass (edited 30 May 2001).]


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