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"Fill Queue" tricks
This may be common knowledge, but I thought I'd share 2 neat tricks I use with the "Fill Queue" option.
1) It always frustrated me that you couldn't add ships to a planet's build queue until after it had a spaceyard. I wanted to say: build spaceyard, build ship, build other ship, etc. Well you can. Here's how: go to a planet that does have a spaceyard and add your ship to the build queue and add it to the named queues. Then on your next planet where you want to build a spaceyard then ships in one fell swoop, add the spaceyard to the queue, then add the ships via the fill queue option. Works like a champ. 2) It always frustrated me that you can't add the exact number of units to be created to a queue. You have "one turn's worth" and 1, 5, etc. Well it isn't perfect, but if you find a planet that has its construction rate just so that you can make 2 of a given unit by building "one turn's worth", then save that queue. You can then use that named queue anywhere to build 2 of that unit, even if the "one turn's worth" on that particular planet is different from 2. If you work at it, you can build up lots of different numbers of unit queues other than the 1, 5, 10, etc. Slick. |
Re: "Fill Queue" tricks
#1 is a bug, i guess
#2 is nice, though why would you need a specific number? the more the merrier isnt it? |
Re: "Fill Queue" tricks
I wouldn't call #1 a bug. If you try to use it without a spaceyard, you will get an error when it gets to the top of the queue.
Slick. |
Re: "Fill Queue" tricks
#1 is a bug because you are not ever supposed to have a ship in the build queue of a planet without a SY.
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Re: "Fill Queue" tricks
Quote:
I expect you could do the same thing by ordering a ship at a planet with a spaceyard, and then scrapping the spaceyard (though there would be no reason to), no? Seems like a fairly clever work-around to an interface limitation, to me. PvK |
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