Thread: UI Glitches
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Old February 25th, 2003, 12:17 AM
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Default 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...
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