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March 10th, 2004, 04:02 PM
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General
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Join Date: Jan 2003
Location: Atlanta, GA
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Re: upgrading facilities pet peeve
As long as we can "branch out a bit", and though it's a small thing, it would be nice if, when a planet on repeat build fills all the facility slots that it would turn off the "repeat" switch. I get irritated at going to a place and telling it to build a spy sat, or a group of fighters (or something similar) and noticing later that it is repeating that build.
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ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third. (Ambrose Bierce)
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March 10th, 2004, 04:35 PM
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Brigadier General
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Join Date: Apr 2002
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Re: upgrading facilities pet peeve
Quote:
Originally posted by Slynky:
As long as we can "branch out a bit", and though it's a small thing, it would be nice if, when a planet on repeat build fills all the facility slots that it would turn off the "repeat" switch. I get irritated at going to a place and telling it to build a spy sat, or a group of fighters (or something similar) and noticing later that it is repeating that build.
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I'd like 2 more things that generate log entries along this idea:
1) let me know when a planet is on emergency build but not building anything
2) let me know when a construction queue finishes so that I can do my "per planet" upgrade thing that I mentioned in the first post in this thread.
Slick.
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Slick.
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March 11th, 2004, 01:50 PM
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Second Lieutenant
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Join Date: Mar 2003
Location: Germany
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Re: upgrading facilities pet peeve
Quote:
Originally posted by Slick:
1) let me know when a planet is on emergency build but not building anything
2) let me know when a construction queue finishes so that I can do my "per planet" upgrade thing that I mentioned in the first post in this thread.
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At least #1 is simple. Construction queues (F7), select Rate. Click on Rate, then Construction to sort: non-building colonies are listed first, starting with highest production rate (i.e. usually those on emergency) on top.
Having the same #2 problem (haven't we all? ) I usually design a few units named like "* upgrade *" or "* build ship now *" etc. Inserting them into the queue at the appropriate places alerts me to take action whenever I see an item starting with "*" in the queue. And they are listed first if you select sort by Construction, so it is easy to check it.
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March 12th, 2004, 02:29 AM
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Major
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Re: upgrading facilities pet peeve
Quote:
Originally posted by Roanon:
...Having the same #2 problem (haven't we all? ) I usually design a few units named like "* upgrade *" or "* build ship now *" etc. Inserting them into the queue at the appropriate places alerts me to take action whenever I see an item starting with "*" in the queue. And they are listed first if you select sort by Construction, so it is easy to check it.
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Nice tip! That's one I'll be sure to use. Thanks...
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March 11th, 2004, 04:24 PM
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Brigadier General
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Join Date: Apr 2002
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Re: upgrading facilities pet peeve
Quote:
Originally posted by Roanon:
quote: Originally posted by Slick:
1) let me know when a planet is on emergency build but not building anything
2) let me know when a construction queue finishes so that I can do my "per planet" upgrade thing that I mentioned in the first post in this thread.
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At least #1 is simple. Construction queues (F7), select Rate. Click on Rate, then Construction to sort: non-building colonies are listed first, starting with highest production rate (i.e. usually those on emergency) on top.
Having the same #2 problem (haven't we all? ) I usually design a few units named like "* upgrade *" or "* build ship now *" etc. Inserting them into the queue at the appropriate places alerts me to take action whenever I see an item starting with "*" in the queue. And they are listed first if you select sort by Construction, so it is easy to check it. Agreed on #1, but I'd still like a log entry so that I don't have to explicitly look for that each turn. Although I almost always do that sort every turn anyway.
#2... You know, I don't know why such a simple trick like this is incapable of being formulated by my feeble mind. This is a great idea! Thanks. I wonder what the absolute cheapest, smallest unit is... probably an empty small mine... Thanks again!
As for the "build ship now", I assume that you use this because you can't add a ship to the build queue until after a spaceyard is built. Check this out from the FAQ:
4.4.15 Q: How do I set up a planet’s construction queue to build a spaceyard and then build ships without having to edit the queue after the spaceyard is built?
A: Normally you can’t add ships to a planet’s construction queue until after the planet has a spaceyard facility. However there is a neat interface workaround. First, go to another planet that has a spaceyard and add your ship to its construction queue. Then save the construction queue using the process in section 4.4.13 above. Now, when you colonize a new planet, you can set up the build queue to build a spaceyard using the normal method and add ships to the queue using the saved queue.
Slick.
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Slick.
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March 11th, 2004, 04:48 PM
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Second Lieutenant
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Join Date: Mar 2003
Location: Germany
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Re: upgrading facilities pet peeve
Ahh, I should read the FAQ more often. Thanks for the hint, this really solves another small problem.
I wonder how people not reading this forum manage to get along 
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March 11th, 2004, 05:03 PM
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Corporal
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Join Date: Oct 2003
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Re: upgrading facilities pet peeve
i knew that one slick, but roanons ideas are very nice and useful, thanx a lot
another thing I use to min/max my empire: I click on the production thing, and then on usage. this way I can check which planets of mine are using very few minerals (lets say something less than 1500 per turn) I check them and try to change my designs, buildings ques or what so ever in a way to maximize this. not useful at everytime, but a nice way to ensure that your empire is constructing at its maximum lvl.
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