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March 25th, 2003, 10:59 PM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
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Re: Colony Management
Actually, that's pretty much what I was looking for. Unfortunate hole for the interface, but the keys do the job.
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March 26th, 2003, 06:51 AM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
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Re: Colony Management
Alright. I've given it a try. And I'm completely unsatisfied with the interface in this respect. It shouldn't be that hard to get the best out of colonies. It should be easier than that. Almost everything else about the game is pretty flushed out, and I'm happy about that. But why the interface issues? I'm sure someone else has ran into it.
The problem is presented due to the fact that numerous facilities of the same type can be added to a planet. There must be a mod out there somewhere.
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March 26th, 2003, 09:26 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Colony Management
if your fighting the ai, you don't need to be that precise. just drop one on each planet with at least 10 facilities / each system and don't have multi-purpose planets. by sorting by name you can also see if you have any minerals/researh in the system.
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March 27th, 2003, 11:06 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Colony Management
i might be crazy but usually by the time i get industry techs i know exactly what are my important research/production planets.
Of course going to the colonies list and looking at Research/Intel/Other production helps too.
Dont do the math for the facs, do the math for numbers. Numbers are easier to see and use.
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March 27th, 2003, 06:44 PM
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First Lieutenant
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Join Date: Feb 2001
Location: NJ
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Re: Colony Management
I actually use the construction window for this. Select "facilities" button. When I see a planet is full, I manually find it and build the facility.
This doesn't bug me too much because I implement them when I reach the tech... and I bang most of them out in the same time period, on my larger worlds first.
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March 27th, 2003, 07:44 PM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
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Re: Colony Management
Alright. I've taken in what most people have been saying, and what I gather, is that some people think that this is perhaps a necessary evil when it comes to 4x games of grand scale. I think it could be simplified, though.
Numerous facilities of the same type on a planet, I find, creates more of a micromanagement burden than it does a "fun" strategic element.
My idea, is to change all facilities so that there's only one allowed per planet. Up the resource cost on each. At least I could rest easy on the fact that I don't have to sit on a calc app for an hour, clicking, literally hundreds of times, scrapping, building new facilities, just to squeeze out, what I'm confident, is 100% efficiency.
100% efficiency should be attainable through in game cost; not how much time you want to spend with a mind numbing click fest. It deters the player from taking on epic granduer campaigns spanning many star systems.
So, up the cost on facilities such as extractors, research centers, intelligence centers, make all facilities 1 per planet, associate a maintenance cost for each. I've never modded SE before, but I think the game is probably worth the effort.
So much solid game dynamics, yet such a glaring and rediculous hole.
EDIT: In addition to proposed changes, perhaps even have no limit to the number of facilities. To compensate for the obvious devaluement of planet size at this point, I could place more of an beneficiary emphasis on a large planet population.
[ March 27, 2003, 17:46: Message edited by: Litcube ]
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March 27th, 2003, 08:50 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Colony Management
That is a lot of unnecessary work. Just research level 3 computers and add robotoids to all planets that have 4 or more of the relevant facility types. Say that each facility makes 100. 4 of them make 400. A fith makes 100 more. A robotoid makes .3 * 400 = 133 more. There is no need to do any more math than this. It does not matter what the planet makes. A level 3 robotoid is always more productive than a 5th (or greater) basic facility.
[ March 27, 2003, 18:51: Message edited by: Imperator Fyron ]
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