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May 25th, 2001, 11:35 AM
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Build queue
One thing I really liked about MOO2 was the ability to queue up projects and have multiple queue entries complete on the same turn. I would really like to see this changed since I could then build two mineral miners per turn instead of the high yard rate being wasted.
Anybody else want to lobby for this change ?
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May 25th, 2001, 11:57 AM
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First Lieutenant
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Join Date: Mar 2001
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Re: Build queue
quote: Originally posted by LCC:
One thing I really liked about MOO2 was the ability to queue up projects and have multiple queue entries complete on the same turn...
Really? My memory might be lacking about that, but I think in MOO2 you can complete one thing per turn also.
But anyway, I vote a big YES. The production rate of a planet should be distributed to more than one project. But I guess the next problem with this idea is: How to handle the queue with it. You need to specify the projects in the queue which shall be completed in parallel, and the others which would be served later on.
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May 25th, 2001, 12:55 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: Build queue
Maybe there could be a way to do like research and intel projects, distribute resources evenly on all projects in the queue. This would mean smaller queues though.
Could excess points be carried over/applied to the next project in line?
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May 25th, 2001, 03:53 PM
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Re: Build queue
quote: Originally posted by PsychoTechFreak:
Really? My memory might be lacking about that, but I think in MOO2 you can complete one thing per turn also.
You are right, I was too tired to think straight early this morning, and it has been about three years since I played MOO2. Now I recall the trick I used. I would build a Doomstar almost to completion, then shift all pop to science. Whenever I learned a new facility tech or added a new design, I would queue it up after the DS. Then I would put a new DS after that and delete the old DS. The points carried over to an almost built new DS after the facility was built. So there was never any lag time. I want that ability here with some huge project like a stellar manipulation ship to store the excess yard rate, and some way to keep it from completing.
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May 25th, 2001, 05:55 PM
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General
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Join Date: Feb 2001
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Re: Build queue
Your Doomstar ploy sounds like an exploit to me. I don't think one should be able to freely transfer resources from a partially completed project to a new one.
A better alternative would be to be able to put individual queue items on hold, keeping the resources already spent with that project, but allowing other items to be added to the queue before the one on hold.
[edited typo]
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft
[This message has been edited by capnq (edited 29 May 2001).]
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 29th, 2001, 03:40 PM
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Major
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Re: Build queue
quote: Originally posted by capnq:
Your Doomstar ploy sounds like an exploit to me. I don't think one should be able to freely transfer resources from a partially completed project to to a new one.
A better alternative would be to be able to put individual queue items on hold, keeping the resources already spent with that project, but allowing other items to be added to the queue before the one on hold.
Yeah! Good thinking, that. Could be implemented by allowing you to "mothball" a partially completed ship/facility (thus incurring cost to mothball/unmothball - it shouldn't be completely free to stop work & restart later). Pausing build on mines/fighters/sats would be more complicated; the game would have to track how many units had been completed, based on materials spent, and then let that many units appear. The rest of the units would be finished when the queue got back around to them... Weapon platforms may have to be tracked the same way, depending on whether you can complete more than one in a single turn.
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