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  #41  
Old March 9th, 2004, 09:57 PM
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Default Re: upgrading facilities pet peeve

The Capitol Building in Washington D.C. was originally built without the giant dome you see today. The building was built in a rush and congress was using it for years before the Level III Dome Upgrade was completed.

Shall we go on?
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  #42  
Old March 9th, 2004, 11:36 PM
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Default Re: upgrading facilities pet peeve

Quote:
Originally posted by Slick:
It is not an exploit. <- period.

Slick.
I think it is more a problem with the construction queues not wrapping from turn to turn. I would happly build 4 LV3s in five turns If it were possible (Well I would calculate which made more sense first ) As it is now, it is a lot like desiging a ship to be finished in an exact number of turns.
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  #43  
Old March 10th, 2004, 01:56 AM
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Default Re: upgrading facilities pet peeve

Removing that silly restriction of having to waste production capacity if it is not used completely for the current item would really be a big improvement. It would eliminate ALL needs for silly workarounds, and most of the micromanagement still needed for this game. Imagine not having to create ships that use exactly a multiply of your production capacity, not having to calculate if switching emergency build on/off might be useful, etc.
I really hope this silly feature will be gotten rid of in SE V.
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  #44  
Old March 10th, 2004, 02:33 AM
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Default Re: upgrading facilities pet peeve

Anything that helps you beat me is a cheesy tactic.

Anything that helps me beat you is a perfectly fair tactic.

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  #45  
Old March 10th, 2004, 02:45 AM

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Default Re: upgrading facilities pet peeve

Advance Storage Techniques gives 30 slots?

Whoa, I'm getting that one next time.

Does that means that the Homeworld starts with a few empty slots or will those extra slots be filled?
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  #46  
Old March 10th, 2004, 05:16 AM
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Default Re: upgrading facilities pet peeve

Agreed. Allowing the construction queue to spill over would make things more "realistic" and solve a lot of the "peeves" out there, but we probably won't see any more patches.

Anyway, it looks like the community has spoken on this subject.

Slick.
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  #47  
Old March 10th, 2004, 07:29 AM
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Default Re: upgrading facilities pet peeve

Agreed
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  #48  
Old March 10th, 2004, 04:02 PM
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Default 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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  #49  
Old March 10th, 2004, 04:35 PM
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Default 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.
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.

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  #50  
Old March 11th, 2004, 02:12 AM
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Default Re: upgrading facilities pet peeve

On a similar note one of my pet peeves is when you upgrade a ship design and then the new design is illegal. Such as what happens when the new upgraded component takes up more space than the original (ie shields).
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