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Old February 25th, 2003, 07:50 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: UI Glitches

Quote:
Originally posted by raynor:
I'm pretty sure there weren't any log Messages. For the game to be consistent with how it handles units, I think there should be a log entry.
Well, then that's a bug. It ought to at least give a log message when it doesn't build the facility you wanted. In fact, I can think of another way this problem could occur; say you have a small world colonized, and the colonists breathe the right atmosphere. The colony has built the first 8 of 10 facilities, is just about to finish number 9 and then you drop some extra colonists that breathe the wrong atmosphere. Now the colony is changed to a domed colony, with max. number of facilities changed to 2. Obviously, that 9th facility won't be built (max number of facilities exceeded), and there should be some kind of log message about the failure...
Quote:
Originally posted by raynor:

DirectorTsaarx: I'm not sure I understood the benefit of adding the fighter and then satellite order. Are these three approaches equivalent?

A. Your approach
1. Insert fighter build order
2. Turn on Repeat Build
3. Insert satellite build order
4. At a later time, delete the fighter build order

B. Second approach
1. Insert fighter build order
2. Turn on repeat build
3. At a later time, delete the fighter build order
4. Insert satellite build order

C. Third approach (doesn't require you to come back at a later time and builds 100 fighters in Groups of ten without user interaction)
1. Insert fighter build order
...
10. Insert 10th fighter build orderr
11. Insert satellite build order

Does that sound reasonable? It seems like the first two require you to monitor the situation every turn and then come back later. With the first approach you have already inserted the satellite order and only need to delete the fighter order when you come back. With the second approach, you have to do both the deletion and the insert when you come back. They both seem very similar to me. The third approach allows you to focus your attention elsewhere and know deterministically what will be built without user interaction. I'm not saying one way is better than the other. I'm just asking if the three are equivalent different ways to accomplish the same thing.
You're exactly right. It's a question of personal preference which one works best for you. The first approach is good for when you know you'll be away from the game for a couple days, and don't want to forget about building satellites when you're finished building fighters. The second uses pretty much the same amount of mouse clicks, and works fine when you're playing multiple turns straight through. The Last approach requires more mousing, but less attention in later turns (as long as you notice when the planet starts building satellites to turn on repeat orders; but you could just as well insert multiple satellite orders). So, like everything else, each approach has its own pros and cons.
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