Re: automated Tasks
OK, a few things: Unless you're playing in simultanous mode, orders will be executed immediately. You have to spend all of your movement points before queueing orders. You can check the status of a ship or fleet's orders by clicking on the "eyeball" icon.
One limitation of order queueing is that you can't launch units you haven't picked up yet. You can't order a ship
Go to planet & pick up sats
go to warp point & launch sats
repeat
because the "launch sats" won't be available until you have som sats to launch. Instead, you have to go to th planet and pick up the sats manually, then give the orders
go to warp point & launch sats
go to planet & pick up sats
repeat
Same orders, different order, if you see what I mean=-) Of course there's a problem here if your planet and warp point are only a few squares apart - as soon as you give the "go to warp point&launch sats", the ship will do so, leaving you with no sats and you're back to square one. You find yourself sending the ships around in pointless circles to use up their movement points... it's very annoying.
I'd like to see MM add the following to the game:
-a "program mode" where orders aren't executed until you come out of proram mode.
-Ability to remove one order from the queue without clearing all orders
-a "wait x turns" command
-Ability to queue join fleet / break fleet commands
-"nearest" (as in "resupply at nearest", "repair at nearest") calculated at time of order being executed, not at the time it's given.
-Logical boolean operators and a few variables to play with, allowing things like
go to planet, wait at planet UNTIL >30 troops available THEN load troops and go to...
patrol locations x,y,z UNTIL supplies=20%, THEN resupply at nearest, repeat
wait at warp point UNTIL enemy ship in system THEN intercept
Combine the above with some of the ministers (the resupply minister for example) and you could manage your ships and fleets so much more easily.
Once, many years ago, I saw a game with such a system. You had this flowchart builder, and you just drag-dropped the commands and operators into place. SEIV really needs something like that.
[ 30 November 2001: Message edited by: dogscoff ]
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