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Old November 30th, 2001, 12:47 PM
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Default Re: automated Tasks

OK, a few things: Unless you're playing in simultanous mode, orders will be executed immediately. You have to spend all of your movement points before queueing orders. You can check the status of a ship or fleet's orders by clicking on the "eyeball" icon.

One limitation of order queueing is that you can't launch units you haven't picked up yet. You can't order a ship

Go to planet & pick up sats
go to warp point & launch sats
repeat

because the "launch sats" won't be available until you have som sats to launch. Instead, you have to go to th planet and pick up the sats manually, then give the orders

go to warp point & launch sats
go to planet & pick up sats
repeat

Same orders, different order, if you see what I mean=-) Of course there's a problem here if your planet and warp point are only a few squares apart - as soon as you give the "go to warp point&launch sats", the ship will do so, leaving you with no sats and you're back to square one. You find yourself sending the ships around in pointless circles to use up their movement points... it's very annoying.

I'd like to see MM add the following to the game:
-a "program mode" where orders aren't executed until you come out of proram mode.
-Ability to remove one order from the queue without clearing all orders
-a "wait x turns" command
-Ability to queue join fleet / break fleet commands
-"nearest" (as in "resupply at nearest", "repair at nearest") calculated at time of order being executed, not at the time it's given.
-Logical boolean operators and a few variables to play with, allowing things like
go to planet, wait at planet UNTIL >30 troops available THEN load troops and go to...
patrol locations x,y,z UNTIL supplies=20%, THEN resupply at nearest, repeat
wait at warp point UNTIL enemy ship in system THEN intercept

Combine the above with some of the ministers (the resupply minister for example) and you could manage your ships and fleets so much more easily.

Once, many years ago, I saw a game with such a system. You had this flowchart builder, and you just drag-dropped the commands and operators into place. SEIV really needs something like that.

[ 30 November 2001: Message edited by: dogscoff ]

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Old November 30th, 2001, 12:52 PM

dumbluck dumbluck is offline
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Default Re: automated Tasks

[quote]Originally posted by y.a.newbe:
the button: only shows up after commands are given (that's why I missed it)[quote]



I gave the repeat thing a try and discovered some strange behavior:
My ships are set to cancel orders if an enemy is
present in a system. There is no enemy in my system (and it's too early for the cloaking tech). Only some Ally ships are present. But the orders get cancelled.


That's misleading. When it says "when an enemy is present", it really means "when an ALIEN is present"

On another test I tried to set up an automated transport route into a neighbor system. I failed. While assigning orders, the movement takes place immediately. As soon as the movement points are spent no further orders were accepted. Is this a fact or something I did wrong?

hmmm. It's been a while since I've done tactical, but I thought that you could still chain together orders for a ship that had no movement left. Any tactical-savvy people out there have an answer for him on this one?

Are documents available on "HOWTO automate tasks" ?

Your best source for "how to" info is, well, this forum! There has been some discussion on a newbie FAQ and the like, but I don't know what came of it. For now, your best way to get an answer to a question is to ask it here.

edit=typos

[ 30 November 2001: Message edited by: dumbluck ]

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Old November 30th, 2001, 12:59 PM
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Default Re: automated Tasks

quote:

That's misleading. When it says "when an enemy is present", it really means "when an ALIEN is present"


Not quite. There are 2 different options. One is "clear orders upon any alien ship in system" and the other is "clear orders upon any enemy ships in system". Or you could swith both options off and then your orders will never be cancelled automatically.

So there are actually 3 options. I'll come in
again:

*whoosh*

No-one expects the Spanish Inquisition. Amongst our options are such diverse elements as...


Now that would be a cool shipset - Monty Python

[ 30 November 2001: Message edited by: dogscoff ]

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Old December 1st, 2001, 02:10 AM

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Default Re: automated Tasks

A Monty Python shipset - that would be blinking marvellous although I would hate to have to create the AI on that!

Imagine the new tech you could have, a giant foot that comes down and squashes planets, what the hell would the comfy chair do? - scary thought

Not sure the Spanish Inquisition would be the same though, especially if they came in and said 'Our chief weapons are surprise, fear, an undying loyalty to the Pope and a meson bLaster beam, Cardinal Fang? bring on the comfy chair
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Old December 1st, 2001, 02:20 AM

y.a.newbe y.a.newbe is offline
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Default Re: automated Tasks

ThanksThanksThanks!!!
dogscoff your post explains _a_lot_!
So basically there is only a very limited way in doing things automated. VERY limited. I read some Posts with strategies, hints,... and got the impression a somewhat sophisticated automation is possible. But it isn't. So I'm glad it wasn't me being 100% stupid.

quote:
Originally posted by dogscoff:
I'd like to see MM add the following to the game:
-a "program mode" where orders aren't executed until you come out of proram mode.
...


YES!!! Please!

re cancel orders:
I can't check it where I am now, but I think it only differentiates between enemy/ally ...
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Old November 30th, 2001, 03:28 PM
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Default Re: automated Tasks

quote:
sophisticated automation is possible. But it isn't


Well, it is very limited, but once you get used to it you can put a littl effort in and get worthwhile results.

quote:

I can't check it where I am now, but I think it only differentiates between enemy/ally ...


It's on the options menu which is accessed through the button which gets you load/save/quit tc. Does that make sense? I've just been down the pub so probably not...
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Old November 30th, 2001, 08:01 PM

y.a.newbe y.a.newbe is offline
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Default Re: automated Tasks

quote:
Originally posted by dogscoff:

Not quite. There are 2 different options. One is "clear orders upon any alien ship in system" and the other is "clear orders upon any enemy ships in system".


Not quite.
Here is the original text:
*) Ships should clear their orders upon entering a system containing an enemy presence
*) Ships should clear their orders upon entering a system containing any other empire

What i want: My ships shall not stop if the y see allied ships. But any other ships shall make them stop.
So I have the first enabled ("an enemy presence") and the second disabled ("any other empire") - but my ships stop if they see my ally. Perhaps the real question is: What is "an enemy"?
If I have a trade treaty with empire XYZ, are they my enemies? If I have a military alliance with empire XYZ, are they my enemies? ...
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