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-   -   Construction Resources Balancing (http://forum.shrapnelgames.com/showthread.php?t=31704)

parabolize November 8th, 2006 02:45 AM

Construction Resources Balancing
 
Would you like the construction system changed so that a ship/unit/facility costing more in minerals then organics and radioactives doesn't consume all the organics and radioactives in the first few turns of construction? Instead have the consumption spread over the entire duration of construction time.
It causes two problems as is.
1: If you cancel a large build order you will waste resources. This means you either don't Q large build orders or you bit the bullet when you want to change it.
2: The uneven spread of the resources over the construction time of large build orders eats into your reserves forcing you to have large reserves or spend extra time splitting the build order into smaller ones.

Example:
I would like to start my game by adding a order of 15 colony ships and cancel them when I can build mines/mine layers but instead (so I don't waste radioactives and organics) I add 15 orders of 1 colony ship. That is about 14 more double clicks then I really want to deal with.

If you would like to see this changed please post or email Aaron.

Atrocities November 8th, 2006 04:08 AM

Re: Construction Resources Balancing
 
Wasn't this discussed in the chat with Aaron? I forgot what he said though.

parabolize November 8th, 2006 04:39 AM

Re: Construction Resources Balancing
 
19:06 <+Combat_Wombat> Parabolize asks: Could the construction system be changed so that a ship/unit/facility costing more in minerals then organics and radioactive doesn't consume all the organics and radioactive in the first few turns of construction?
19:06 <+Malfador> So... Have the queue consume them spread out over the time of the mineral consupmtion?
19:06 <+Combat_Wombat> yes
19:06 <+parabolize> right
19:07 <+Malfador> Its definitely possible...
19:07 <+parabolize> cool, likly to happen?
19:07 <+Malfador> If enough people want it, sure.

pujal November 8th, 2006 07:16 AM

Re: Construction Resources Balancing
 
Maybe as an added feature, after all the bug fixes. This will probably be put in around the same time as the finite resource fixes I want http://forum.shrapnelgames.com/image...ies/tongue.gif.

Suicide Junkie November 8th, 2006 10:12 AM

Re: Construction Resources Balancing
 
The hard part will be ensuring that any delayed rads spending on a mineral-heavy ship, dosen't delay work on a rads-heavy ship immediately after it in the queue.

If I have a 5000/1000/1000 ship, and a 1000/5000/5000 ship, for example...
Then will a 2k/2k/2k build rate planet finish them both in 3 turns?


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