Thread: UI Glitches
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Old February 25th, 2003, 01:24 AM
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Default 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.

(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.
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