|
|
|
|
June 14th, 2002, 10:52 PM
|
Private
|
|
Join Date: Mar 2002
Location: St. Paul, MN
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Setting waypoints from Multi-Add
Is there any way to set shipyard waypoints for a large group of planets without going to the build queue of EACH AND EVERY ONE?
__________________
rand029
|
June 14th, 2002, 11:08 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Setting waypoints from Multi-Add
Good idea! I'll forward it to MM.
|
June 15th, 2002, 02:10 AM
|
|
Captain
|
|
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Setting waypoints from Multi-Add
As long as we are doing stuff with Multi-Add...
I would like to see Multi-Add work exactly the same as a planetary build queue but have the results be applied to all the build queues. Since I build a lot of units, I would like for it to let me build as many of a particular unit as can be built in one turn. Right now, you can only select a set number. It is very annoying. In my mind, multi-add is a start. But right now, it is essentially broken. (I guess I should be glad it's there but it is just so primitive...)
|
June 15th, 2002, 05:05 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Setting waypoints from Multi-Add
"Since I build a lot of units, I would like for it to let me build as many of a particular unit as can be built in one turn. Right now, you can only select a set number. "
You're selecting multiple yards. They may have different speeds..I'm guessing that's why it wasn't included. The number built wouldn't be consistant.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
June 15th, 2002, 05:29 AM
|
|
Captain
|
|
Join Date: Mar 2002
Location: Santa Cruz, CA
Posts: 947
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Setting waypoints from Multi-Add
Sounds to me like that's Raynor's point. If the multi-add had a "One Turn's Worth" option, the game engine should be able to figure out how many that is for each planet chosen.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
|
June 16th, 2002, 01:13 AM
|
|
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Setting waypoints from Multi-Add
As a workaround, you could pick one yard with the lowest rate, build one turns' worth there, then multi-add the closest number to the others.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|