|
|
|
|
|
July 15th, 2002, 12:11 AM
|
|
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Feature request: Build queue change for SE5
Well, if it coudl be done in SE4/Gold, I'd love it BUT ... let's not push our luck, hmm?
The concept is this: change the Buidl Queue UI to match that or the Research Project and Intelligence Project UI's.
This would make it easier to divide build capacity evenly between two or more projects, as well as making all three "queue" type UI's the same.
So ... would you like to see this sort of change, or no? Once the poll is closed, I can email MM with the results ... consider thsi sort of a petition, with signatures and COUNTEr-seignatures all at once.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|
July 15th, 2002, 04:12 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
why are you keeping the results secert ??
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
July 15th, 2002, 04:31 AM
|
|
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
Quote:
Originally posted by tesco samoa:
why are you keeping the results secert ??
|
Only until the results are in. Consdier it a sort of secret ballot; everyone will be able to view the results once it closes.
Also, this's the first poll I've put up here, so ... I was kinda playin' around with the options ...
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|
July 15th, 2002, 05:43 AM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
I'd rather see just the reverse myself. If we could 'link up' multiple shipyards to work on a single project life would be much easier in the late game when you want to build starbases on warp points.
|
July 15th, 2002, 07:09 AM
|
|
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
Quote:
Originally posted by Baron Munchausen:
I'd rather see just the reverse myself. If we could 'link up' multiple shipyards to work on a single project life would be much easier in the late game when you want to build starbases on warp points.
|
Well IMO that would be a seperate issue. I -do- think it woudl be nice for, at least with space-based yards (ship or base alike) ... the *fleet* should have the queue, not each individual ship (if you want that,split 'em off into other fleets and/or solo).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|
July 15th, 2002, 02:27 PM
|
|
First Lieutenant
|
|
Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
__________________
This is the 21st century, right? Then where the hell is my flying car?
|
July 15th, 2002, 02:51 PM
|
|
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Feature request: Build queue change for SE5
[quote]Originally posted by Nodachi:
Quote:
Seriously, I think the whole reason we can't combine the output of multiple shipyards (unmodded game) is because the game designer's concept of shipbuilding didn't consider modular components that could be built at multiple yards. But, since I'm not a mindreader, this is just a guess.
|
I would doubt this was any lack of understanding of shipbuilding techniques. It is quite obvious he intentionally is putting absolute limits on the space yard rate. This was a concious game play decision. Note the restriction against multiple space yards on a planet, the restriction against multiple space yards on a ship, and the steep penalties agasint using the emergency build option.
The manufacture of prefabricated modular components is not addressed, for the same reason that the transfer of resources from planet to planet is not addressed. It's considerd to be an invisible part of the game. It's assumed to be their, but for game play reasons it's ignored.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|
July 15th, 2002, 03:24 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
Yeah, I think it was a game play decision. But even so there are situations where it's a problem. Maybe a 'special tech' option to link shipyards in the same sector would be effective since only certain races would have it. This would be much more worth 1000 racial points than the current 'Hardy Industrialists' ability, which is a crock.
|
July 15th, 2002, 06:39 PM
|
|
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
What would be nice is, if the final outpur of combined spaceyards was equal to the SLOWEST space yard's rate, time sthe square root of the number of spaceyards present.
Law of diminishing returns and all. To double, triple, or quadruple output, you would need 4, 9, even 16 SYS's -- the maintenance fees on which would eventually get prohibitive, indeed!
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|
July 15th, 2002, 09:41 PM
|
|
Sergeant
|
|
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Feature request: Build queue change for SE5
I personally liked the way spaceyards worked in SEIII. (I hope I remember this correctly) you could buy as many ships as you wanted in one location in a turn, but they had to be repaired by your spaceyards. They would start out as empty hulls with 100% damage, repairing them could take a lot of time. When your spaceyard was attacked you could try and defend it with your half-finished ships, in the SEIV system you'll have to wait until your ship is completed before you can use it..
|
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
|
|
|
|
|