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  #81  
Old January 25th, 2007, 05:57 PM
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Default Re: What is the problem with SE5?

There are no "required places" though. Anything but armor can be placed in any slot.

The best solution for a slot layout is to keep what we have now, though maybe add a double click to auto add to a random slot... There are far more important, actually effectual things Aaron should be spending his time on than a drag and drop that at best equals what we have now.
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  #82  
Old January 25th, 2007, 06:00 PM
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Default Re: What is the problem with SE5?

lol, I've been playing starfury a wee bit too much now I think (btw, let's hold an online poll to get Aaron to port that to the console! )

As i said, people have made up their minds on this issue and so be it. Whatever.
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  #83  
Old January 25th, 2007, 06:13 PM
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Default Re: What is the problem with SE5?

It should be easy enough for Aaron to add the functionality where double-clicking a component puts in the appropriate slot automatically - the AI scripts already contain functions that do that sort thing.
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  #84  
Old January 25th, 2007, 07:21 PM
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Default Re: What is the problem with SE5?

I suggested that a looooong while ago and he said it can't be done. No explanation. Go figure.
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  #85  
Old January 25th, 2007, 08:06 PM
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Default Re: What is the problem with SE5?

The UI part could almost certainly be done...
I imagine the problem would be in that the AI script dosen't deal with single components, but rather creates an entire design on its own.

Which is why the "place it as close as possible to where other existing designs have placed theirs"
IE, if all your designs to date have the engines in the bottom middle, then autoplace the engines in the bottom middle.
If you've got lots of ships with supply tanks symmetrical on the left and right sides, then doubleclicked supply tanks should go to the left or right (whichever has unused slots).
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  #86  
Old January 25th, 2007, 08:16 PM
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Default Re: What is the problem with SE5?

The AI places each component individual in a slot when making the design. It is told if the component is placed on armor/inner/outer slots and if it should be spread from the bottom or not. Using the same logic, I don't see why Aaron couldn't duplicate it in game unless it can't read the component to see if it's a innie or an outie - which it is implicitly told in the design script.
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  #87  
Old January 26th, 2007, 05:57 AM
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Default Re: What is the problem with SE5?

I also don't see why it should not work, yet he declined to implement it. But maybe if enough people peg him with a stick...
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  #88  
Old January 26th, 2007, 07:20 AM
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Default Re: What is the problem with SE5?

CK:
Well, that puts me out of ideas for why it wouldn't work.
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