View Full Version : upgrading facilities pet peeve
Slick
March 8th, 2004, 04:18 AM
I don't think there is a way around this, but I thought I'd ask everyone how they handle this. Let's assume that you have researched "Applied Research" far enough to be able to build Research Center III's. With default construction rates for a planet without a spaceyard (2000 M, 2000 O, 2000 R), I like to build Research Center II's until the planet is full and then upgrade to level III's because II's can be built in 1 turn, but III's take 2 turns to build. Let's leave other variables out of this discussion for now like Central Computer Complexes and System Computer Complexes and using spaceyards everywhere. I use the same scheme with mineral miners, intel centers, etc.
Here's the part that bugs me. http://forum.shrapnelgames.com/images/icons/icon8.gif Once I get level III of any of the facilities, upgrading facilities has to be done on a per-planet basis. I can no longer use the Construction Queues screen to "upgrade facilities" because it will switch all my level II facilities in various construction queues to level III's. What I really want to do is only upgrade those planets which are already full. I actually dread getting my first level III facility of any kind because of this, and that level III facilities aren't that much better than level II's.
So here's the question: how do you guys handle this? http://forum.shrapnelgames.com/images/icons/confused.gif
Slick.
Fyron
March 8th, 2004, 04:44 AM
I personally try to avoid cheesey exploits like building obselete facilities to upgrade them. http://forum.shrapnelgames.com/images/icons/tongue.gif
Slick
March 8th, 2004, 04:55 AM
Thanks for that bit of insight.
Slick.
Baron Munchausen
March 8th, 2004, 05:04 AM
I asked MM for the option to upgrade specific facilities instead of 'all of nothing' numerous times. We can choose to scrap specific facilities globally, after all... Like so many other interesting ideas, it never got a response.
spoon
March 8th, 2004, 05:17 AM
Originally posted by Slick:
So here's the question: how do you guys handle this? http://forum.shrapnelgames.com/images/icons/confused.gif
Slick. <font size="2" face="sans-serif, arial, verdana">Usually with a beer or two to ease the pain.
Slick
March 8th, 2004, 05:27 AM
Originally posted by spoon:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Slick:
So here's the question: how do you guys handle this? http://forum.shrapnelgames.com/images/icons/confused.gif
Slick. <font size="2" face="sans-serif, arial, verdana">Usually with a beer or two to ease the pain. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That pretty much answers my question. Unfortunately. http://forum.shrapnelgames.com/images/icons/icon9.gif
Slick.
Cheeze
March 8th, 2004, 06:03 AM
Can you do a multi-add for upgrades? I realize it's not convenient, but it's an option, and perhaps a step above doing each planet one at a time.
Fyron
March 8th, 2004, 07:00 AM
Originally posted by Slick:
Thanks for that bit of insight.<font size="2" face="sans-serif, arial, verdana">Hey, you asked how we handled it... that is how I handle it. http://forum.shrapnelgames.com/images/icons/tongue.gif
Originally posted by Cheeze:
Can you do a multi-add for upgrades? I realize it's not convenient, but it's an option, and perhaps a step above doing each planet one at a time. <font size="2" face="sans-serif, arial, verdana">I do not believe so, no. You also can not add facilities with the multi-add feature.
[ March 08, 2004, 05:02: Message edited by: Imperator Fyron ]
PvK
March 8th, 2004, 07:20 AM
I thought the patch notes said something about adding a new feature with upgrades.
As for how I do things, I almost never intentionally hit the dang "upgrade all" button - I hate that thing. It's a pain to hit by accident, and then have to go around cancelling stupid upgrades. Of course, it's a lot more annoying in mods where upgrading is not a trivial decision - in which case that global upgrade button is a curse.
PvK
Fyron
March 8th, 2004, 07:28 AM
I believe that was in reference to the bug where you could build one facility, add an upgrade to the higher level, then move that upgrade to the back continually as you build more facilities. You can then upgrade all of them for the cost of just one facility.
PvK
March 8th, 2004, 01:09 PM
Ah, I think you're right, thanks. That was a bad one all right.
PvK
Siegebreaker
March 8th, 2004, 04:13 PM
Is it possible to upgrade a level 1 facility to level 2 after you have researched level 3?
Because everytime I go to a planet to upgrade a level 1 the only upgrade option I see its the level 3.
It appears that the level 3 overrides the level 2 or something, so the only thing I can do its to not research level 3.
Fyron
March 8th, 2004, 06:45 PM
The upgrade is fully intended to upgrade older, obselete facilities built before you got the latest tech level to the latest level of facility, so no, you can not do that. Too bad obselete facilities can not be made unbuildable. :-\
PvK
March 9th, 2004, 01:21 AM
Too bad the latest facilities can not be made unupgradable-to. http://forum.shrapnelgames.com/images/icons/icon12.gif
PvK
Fyron
March 9th, 2004, 01:27 AM
Yes, for mods like Proportions that would be good. We just need more options! http://forum.shrapnelgames.com/images/icons/icon7.gif
geoschmo
March 9th, 2004, 01:32 AM
Originally posted by PvK:
Too bad the latest facilities can not be made unupgradable-to. http://forum.shrapnelgames.com/images/icons/icon12.gif
PvK <font size="2" face="sans-serif, arial, verdana">That is simple is it not? Same facility name, different family number = no upgrade, correct?
Maerlyn
March 9th, 2004, 03:42 AM
well, this is the way I handle it:
if you choose Hardly industrial every SY will build 2500, enough for lvl 3. (but I usually dont choose HI)
instead I try to get to min lvl 2 and applied research lvl 2 pretty fast, focusing on these facilities to be build (instead of the lvl 1)
before I research lvl 3 of them I try to research the upgraded SY (prefered both levels at once, so I only need one upgrade per planet, but that might be too expensive sometimes.) this means I research lvl 3 res and mins pretty late, obviously.
If I somehow get lvl 3 earlier (through tech trade -> minerals, or through ruins) I do the following.
I usually play with an construction rate of 120% so I only need 100 mio pop on every planet to build them in one turn. if I am able to distribute this population in time I build the SY first, and then build the lvl 3 facilities. if I am not able to get the necessary pop amount to that planet I dont build a SY, but build lvl 2 facilities instead. I build my SY in the end and then upgrade the facilities. usually I start building lvl 2 fasc. and 5 turns before my transport arrives I start building a SY. (however, on small planets its usually smarter to build lvl 2 facilities.)
in anyway, forget the upgrade all button as soon as you research lvl 3.
Captain Kwok
March 9th, 2004, 03:47 AM
It's not such a big deal, so it takes two turns instead of one if you don't have enough population/construction bonuses. Eventually the planet will become full and sit around and do nothing anyways. http://forum.shrapnelgames.com/images/icons/tongue.gif
Slick
March 9th, 2004, 04:28 AM
Originally posted by Captain Kwok:
It's not such a big deal, so it takes two turns instead of one if you don't have enough population/construction bonuses. Eventually the planet will become full and sit around and do nothing anyways. http://forum.shrapnelgames.com/images/icons/tongue.gif <font size="2" face="sans-serif, arial, verdana">It's much more than just another turn.
If you take advanced storage techniques, a huge world has 30 slots. Filling it up in 30 turns instead of 60 turns is a big improvement. Replace the Last slot with the appropriate planetary booster facility and while that's being built, queue up the upgrade for the remaining slots. Then finally use emergency build when there is a total of 1.5 years left and you have maximized your output. Sure, it costs a little more, but if you are talking minerals, it pays for itself. If you are talking orgs or rads, with a resource converter, it also pays for itself. For research or intel, I also like doing this because it's all about bringing in points sooner.
To each his own, and Fyron need not reply again saying this is cheesy. I'm sure that there are no other point maximizers out there besides me anyway, so this discussion is just for academic purposes. http://forum.shrapnelgames.com/images/icons/tongue.gif Nor has anyone posted an article about max/minning race characteristics, because that's also covered in cheese whiz. http://forum.shrapnelgames.com/images/icons/tongue.gif
Slick.
Captain Kwok
March 9th, 2004, 04:32 AM
I'm sure you could transport enough population in the stock game to alleviate about 20-25 of those additional turns. http://forum.shrapnelgames.com/images/icons/tongue.gif
Captain Kwok
March 9th, 2004, 04:34 AM
...and if you are cheesey enough to do the upgrade trick...then you're probably cheesey enough to take enough construction bonuses at the start too... http://forum.shrapnelgames.com/images/icons/tongue.gif
And Fyron is in no way cheesey at all - because retrofit series building is nothing like the upgrade shortcut is it??? http://forum.shrapnelgames.com/images/icons/tongue.gif
Slick
March 9th, 2004, 04:39 AM
There are far too many tongues in this thread.
Slick.
Kamog
March 9th, 2004, 05:09 AM
Wow, that's a neat trick to build facilities faster. Well, I'll resort to whatever cheesy tactics I can use, when I'm in a desperate situation. http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
March 9th, 2004, 05:26 AM
Originally posted by Slick:
Nor has anyone posted an article about max/minning race characteristics, because that's also covered in cheese whiz. http://forum.shrapnelgames.com/images/icons/tongue.gif
Slick. <font size="2" face="sans-serif, arial, verdana">That was actually made so that people would stop losing horribly just because they did not take the appropriate combat bonuses at the start of the game. More of a way to level the playing field than anything. It is just knowledge that most people pick up on after their first several sound thrashings resulting in having a poorly designed empire against those with well designed empires. Hardly any cheesier than a Newbie FAQ with Strategy Articles. http://forum.shrapnelgames.com/images/icons/tongue.gif In fact, it is just like the Strategy Articles, except far more specific, as the way you spend racial points has a HUGE effect on the outcome of the game. Some degree of min/maxing is necessary to remain competitive in PBW games and not be instantly steam-rolled over.
Maximizing racial point usage is a far cry from exploiting the upgrade mechanics in this manner.
Kwok, retroseries building is more of an outgrowth of being used to the SE3 construction, where you build ships by repairing them in the first place. http://forum.shrapnelgames.com/images/icons/tongue.gif I rarely ever retroseries build, and even then, it is only when I have a huge surplus of resources laying around that are going to waste. What else should I do with them, give them to my enemies? http://forum.shrapnelgames.com/images/icons/tongue.gif
Just one more thing to banish from future PBW games...
[ March 09, 2004, 03:28: Message edited by: Imperator Fyron ]
Slick
March 9th, 2004, 05:53 AM
All tactics are cheese. In fact, everything is cheese. Even the moon. Just ask Narf. http://forum.shrapnelgames.com/images/icons/tongue.gif (couldn't resist)
Slick.
Slick
March 9th, 2004, 03:53 PM
Originally posted by SB:
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? <font size="2" face="sans-serif, arial, verdana">Filled, baby, yeah! don't leave home without it.
Slick.
Siegebreaker
March 9th, 2004, 04:55 PM
Originally posted by Slick:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by SB:
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? <font size="2" face="sans-serif, arial, verdana">Filled, baby, yeah! don't leave home without it.
Slick. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Bleh.
I still have to erase Cultural Centers to build those facilities that gives the production and research bonuses.
I can't destroy a CC, that's a crime against humanity!
Imagine all those millions of tiny little virtual people under my whim and command now left homeless because I need more resources.... http://forum.shrapnelgames.com/images/icons/icon10.gif
[ March 09, 2004, 15:10: Message edited by: SB ]
geoschmo
March 9th, 2004, 05:27 PM
Originally posted by SB:
Bleh.
I still have to erase Cultural Centers to build those facilities that gives the production and research bonuses.
I can't destroy a CC, that's a crime against humanity!
Imagine all those millions of tiny little virtual people under my whim and command now left homeless because I need more resources.... http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="sans-serif, arial, verdana">True, it's difficult to remove a cultural center. http://forum.shrapnelgames.com/images/icons/icon7.gif However, compared to a non advanced storage player you are better off with 12 cultural centers and bonus facs then you are 12 cc's and no bonus facs.
tesco samoa
March 9th, 2004, 05:58 PM
so from following this thread it goes like this.
build 1 level one mineral miner
que in the upgrade.
Add the rest of the mineral miners
and move the upgrade to the end.
Then the upgrade upgrades all the minerals miners
for the price of one .
Is this what i am reading here ?
Tesco works too much in aix now... so command promts are taking over his sleep
Parasite
March 9th, 2004, 06:44 PM
Originally posted by Slick:
So here's the question: how do you guys handle this? http://forum.shrapnelgames.com/images/icons/confused.gif
Slick. <font size="2" face="sans-serif, arial, verdana">I too hate this bug. It prevents me from researching Lv3 of things and still get max output per timeunit.
A solution I use is only a very partial one. I set up the Fill Queue button with the facilities at lv2. I use Groups of 7. Then even when you upgrade all things, you can go to each queue, clear it, and add back the LV2 items. This saves you from setting and resetting the Latest button. Once the Fill Queue items are made it will save with your empire. For new games you can adjust that empire for whatever needs to be set and still keep the Fills.
Doing this is still a pain, but with the Clear Queue and Fill Queue buttons it can be a little better. It still allows you to build an Atmosphere plant Lv1 then right before it is finished, use the Upgrade all to change it to an AtmPlant III in mid construction.
(Edited to remove most of quote)
[ March 09, 2004, 21:28: Message edited by: Parasite ]
Fyron
March 9th, 2004, 07:16 PM
Originally posted by tesco samoa:
so from following this thread it goes like this.
build 1 level one mineral miner
que in the upgrade.
Add the rest of the mineral miners
and move the upgrade to the end.
Then the upgrade upgrades all the minerals miners
for the price of one .
Is this what i am reading here ?
Tesco works too much in aix now... so command promts are taking over his sleep <font size="2" face="sans-serif, arial, verdana">No, not at all. That was a bug that was patched. The exploit Slick is talking about is building obselete Mineral Miner IIs, then upgrading them to Mineral Miner III when the planet is full to save on build time.
DavidG
March 9th, 2004, 07:42 PM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by tesco samoa:
so from following this thread it goes like this.
build 1 level one mineral miner
que in the upgrade.
Add the rest of the mineral miners
and move the upgrade to the end.
Then the upgrade upgrades all the minerals miners
for the price of one .
Is this what i am reading here ?
Tesco works too much in aix now... so command promts are taking over his sleep <font size="2" face="sans-serif, arial, verdana">No, not at all. That was a bug that was patched. The exploit Slick is talking about is building obselete Mineral Miner IIs, then upgrading them to Mineral Miner III when the planet is full to save on build time. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">This is what you're calling an exploit???? http://forum.shrapnelgames.com/images/icons/confused.gif I though the exploit was what tesco said. Building 2 Mineral Miner facility II's instead in one III is hardly an exploit. It is a design flaw in the data IMO since two lvl II's are clearly better than one lvl III so it's hardly an 'upgrade'
by this logic filling up that Last 30kt of space on my ship with a lvl 1 shield is an exploit. (since my new level 2 shields take 4okt of space) as is putting any old cheap components on a ship.
[ March 09, 2004, 17:44: Message edited by: DavidG ]
Slick
March 9th, 2004, 07:50 PM
It is not an exploit. <- period.
Slick.
Fyron
March 9th, 2004, 07:54 PM
It is an exploit. <- Period.
We can all do that. http://forum.shrapnelgames.com/images/icons/tongue.gif It is exploiting the upgrade mechanics to do something that makes no sense at all. Why would people build obselete research/mining/etc. facilities, then set about upgrading them to the latest technologies? They would just start building them with the latest equipment right off the bat... this is the sense it which it is an exploit. It makes 0 logical sense, and is only done to get an unwarranted advantage by using a loop hole in the game mechanics.
[ March 09, 2004, 17:56: Message edited by: Imperator Fyron ]
Slick
March 9th, 2004, 09:21 PM
Well, we'll use a real life example of 0 sense. When providing domestic aid to 3rd world countries, the US often sets up low tech water pumping stations, sewers and crude medical facilities in tents. I guess they should be building car manufactoring plants, internet cafes and medical centers staffed by UCLA. I'll inform them that they are exploiting a loophole. http://forum.shrapnelgames.com/images/icons/tongue.gif
Slick.
DavidG
March 9th, 2004, 09:22 PM
Originally posted by Imperator Fyron:
It is an exploit. <- Period.
We can all do that. http://forum.shrapnelgames.com/images/icons/tongue.gif It is exploiting the upgrade mechanics to do something that makes no sense at all. Why would people build obselete research/mining/etc. facilities, then set about upgrading them to the latest technologies? They would just start building them with the latest equipment right off the bat... this is the sense it which it is an exploit. It makes 0 logical sense, and is only done to get an unwarranted advantage by using a loop hole in the game mechanics. <font size="2" face="sans-serif, arial, verdana">uh because old tech is cheap?? It's not an exploit period. High tech cost money so you build the cheap old one and then upgrade when you can afford it.
Foolish people on Earth buy cars whith inferior cheap technology (ie the car radio) and then 'upgrade' them later with new high tech kick *** stereos.
there are probably tons more real world examples were this kind of thing happens.
What makes 0 sense is for the game to tell me my inexpensive Faclity II's are obsolete.
geoschmo
March 9th, 2004, 09:38 PM
What gives you the right to say what makes sense in the future? Does it make sense that a factory could be built in one months time that will produce 1/18th of a worlds economic production? It's a game man. Get a grip. http://forum.shrapnelgames.com/images/icons/icon7.gif
If such a factory were possible, it would likely would entail some sort of prefabricated modular building techniques. So thinking an empire would build the fastest building it can to get some production going and then upgrade later is perfectly reasonable.
DO you have a clue how governments operate? Why do our highways fall apart after five years when we have the technology to build roads that Last decades? Because we cut corners and use obsolete technology to get the job done faster and cheaper. After it's in we can fix it/upgrade it.
Have you ever bought/built a pc? WOuld you sit around with no computer waiting to get enough money together to buy only the latest most expensive components? Or would you go to a computer show and buy stuff that's a little older and a lot cheaper? SO you can get a computer up and running faster? Cause you can always upgrade to better components on the next payday, right? http://forum.shrapnelgames.com/images/icons/icon10.gif
geoschmo
March 9th, 2004, 09:45 PM
Another example in the car vein is a tactic often used by car manufacturers to meet production quotas. They will leave parts off sometimes to get them out the factory doors with the plan that the dealership mechanics can finish the installation before selling it. In effect the car is a lower technology vehicle that's being upgraded later on.
Slick
March 9th, 2004, 09:53 PM
Originally posted by geoschmo:
Another example in the car vein is a tactic often used by car manufacturers to meet production quotas. They will leave parts off sometimes to get them out the factory doors with the plan that the dealership mechanics can finish the installation before selling it. In effect the car is a lower technology vehicle that's being upgraded later on. <font size="2" face="sans-serif, arial, verdana">I will write them up for using the retrofit exploit.
*grabs a crayon...*
Slick.
geoschmo
March 9th, 2004, 09:54 PM
More specific example closer to a facility:
Houses are often built with unfinished basements.
Office buildings are almost always built with parts of the building unfinished, sometimes entire floors, until paying tennants are found and the interior design is customized to their specifications. Waiting to build the building until you had 100% occupancy lined up and waiting would be ridiculous.
geoschmo
March 9th, 2004, 09:57 PM
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. http://forum.shrapnelgames.com/images/icons/icon10.gif
Shall we go on? http://forum.shrapnelgames.com/images/icons/icon12.gif
Parasite
March 9th, 2004, 11:36 PM
Originally posted by Slick:
It is not an exploit. <- period.
Slick. <font size="2" face="sans-serif, arial, verdana">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 http://forum.shrapnelgames.com/images/icons/icon12.gif ) As it is now, it is a lot like desiging a ship to be finished in an exact number of turns.
Roanon
March 10th, 2004, 01:56 AM
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.
geoschmo
March 10th, 2004, 02:33 AM
Anything that helps you beat me is a cheesy tactic.
Anything that helps me beat you is a perfectly fair tactic.
http://forum.shrapnelgames.com/images/icons/icon10.gif
Siegebreaker
March 10th, 2004, 02:45 AM
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?
Slick
March 10th, 2004, 05:16 AM
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.
Wardad
March 10th, 2004, 07:29 AM
Agreed
Slynky
March 10th, 2004, 04:02 PM
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.
Slick
March 10th, 2004, 04:35 PM
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. <font size="2" face="sans-serif, arial, verdana">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.
Slick.
DavidG
March 11th, 2004, 02:12 AM
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).
Roanon
March 11th, 2004, 01:50 PM
Originally posted by Slick:
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.<font size="2" face="sans-serif, arial, verdana">At least #1 is simple. Construction queues (F7), select Rate. Click on Rate, then Construction to sort: non-building colonies are listed first, starting with highest production rate (i.e. usually those on emergency) on top.
Having the same #2 problem (haven't we all? http://forum.shrapnelgames.com/images/icons/icon12.gif ) I usually design a few units named like "* upgrade *" or "* build ship now *" etc. Inserting them into the queue at the appropriate places alerts me to take action whenever I see an item starting with "*" in the queue. And they are listed first if you select sort by Construction, so it is easy to check it.
Slick
March 11th, 2004, 04:24 PM
Originally posted by Roanon:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Slick:
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.<font size="2" face="sans-serif, arial, verdana">At least #1 is simple. Construction queues (F7), select Rate. Click on Rate, then Construction to sort: non-building colonies are listed first, starting with highest production rate (i.e. usually those on emergency) on top.
Having the same #2 problem (haven't we all? http://forum.shrapnelgames.com/images/icons/icon12.gif ) I usually design a few units named like "* upgrade *" or "* build ship now *" etc. Inserting them into the queue at the appropriate places alerts me to take action whenever I see an item starting with "*" in the queue. And they are listed first if you select sort by Construction, so it is easy to check it. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Agreed on #1, but I'd still like a log entry so that I don't have to explicitly look for that each turn. Although I almost always do that sort every turn anyway.
#2... You know, I don't know why such a simple trick like this is incapable of being formulated by my feeble mind. This is a great idea! Thanks. I wonder what the absolute cheapest, smallest unit is... probably an empty small mine... Thanks again!
As for the "build ship now", I assume that you use this because you can't add a ship to the build queue until after a spaceyard is built. Check this out from the FAQ:
4.4.15 Q: How do I set up a planet’s construction queue to build a spaceyard and then build ships without having to edit the queue after the spaceyard is built?
A: Normally you can’t add ships to a planet’s construction queue until after the planet has a spaceyard facility. However there is a neat interface workaround. First, go to another planet that has a spaceyard and add your ship to its construction queue. Then save the construction queue using the process in section 4.4.13 above. Now, when you colonize a new planet, you can set up the build queue to build a spaceyard using the normal method and add ships to the queue using the saved queue.
Slick.
Roanon
March 11th, 2004, 04:48 PM
Ahh, I should read the FAQ more often. Thanks for the hint, this really solves another small problem.
I wonder how people not reading this forum manage to get along http://forum.shrapnelgames.com/images/icons/tongue.gif
Maerlyn
March 11th, 2004, 05:03 PM
i knew that one slick, but roanons ideas are very nice and useful, thanx a lot http://forum.shrapnelgames.com/images/icons/icon10.gif
another thing I use to min/max my empire: I click on the production thing, and then on usage. this way I can check which planets of mine are using very few minerals (lets say something less than 1500 per turn) I check them and try to change my designs, buildings ques or what so ever in a way to maximize this. not useful at everytime, but a nice way to ensure that your empire is constructing at its maximum lvl.
rdouglass
March 12th, 2004, 02:29 AM
Originally posted by Roanon:
...Having the same #2 problem (haven't we all? http://forum.shrapnelgames.com/images/icons/icon12.gif ) I usually design a few units named like "* upgrade *" or "* build ship now *" etc. Inserting them into the queue at the appropriate places alerts me to take action whenever I see an item starting with "*" in the queue. And they are listed first if you select sort by Construction, so it is easy to check it. <font size="2" face="sans-serif, arial, verdana">Nice tip! That's one I'll be sure to use. Thanks...
Slick
April 5th, 2004, 01:08 AM
I just wanted to say thanks again to Roanon for the trick he mentioned below about placing dummy units in the build queue starting with * for reminders. I have been using this ever since he mentioned it and it works like a champ! WOOT!
Slick.
Fyron
April 5th, 2004, 05:43 AM
Did you just say "woot"? *shakes head*
Kamog
April 5th, 2004, 08:39 AM
Wow, those are excellent ideas. Thanks for sharing. http://forum.shrapnelgames.com/images/icons/icon7.gif
narf poit chez BOOM
April 5th, 2004, 09:43 PM
Originally posted by Imperator Fyron:
Did you just say "woot"? *shakes head* <font size="2" face="sans-serif, arial, verdana">He must have been drinking 'woot beer'. */me looks very bland*
Ruatha
April 5th, 2004, 09:45 PM
What is "root beer"?
I hear it sometimes in american TV shows but I don't know what it is, some kind of carbonated drink, like fanta or such? What does it taste like?
Fyron
April 5th, 2004, 09:51 PM
It is a soda (carbonated sugar water). Different brands of root beer taste different. Maybe Fanta is like root beer, not the other way around, as root beer has been around for a while. Surely there must be some American import store where you can get root beer.... http://forum.shrapnelgames.com/images/icons/icon12.gif I would recommend Mug brand root beer over all others, with A&W a bit behind it. Stuff like Barqs is just garbage and you should not bother drinking it.
Ruatha
April 5th, 2004, 10:13 PM
Nope, no American import store that I know of.
120 K pop in my city so it's Swedens 5:th largest city, no small town, no indeed!! http://forum.shrapnelgames.com/images/icons/icon12.gif
So, different tastes, but is there some common thing for all root beers?
Do they taste like beer? Are they made with fruit flavour? or what?
[ April 05, 2004, 21:14: Message edited by: Ruatha ]
narf poit chez BOOM
April 5th, 2004, 10:27 PM
Originally posted by Ruatha:
Nope, no American import store that I know of.
120 K pop in my city so it's Swedens 5:th largest city, no small town, no indeed!! http://forum.shrapnelgames.com/images/icons/icon12.gif
So, different tastes, but is there some common thing for all root beers?
Do they taste like beer? Are they made with fruit flavour? or what? <font size="2" face="sans-serif, arial, verdana">I've never been able to figure out what RB flavor is modeled after except possibly an actual root. So, no help there. But it does taste good.
Grandpa Kim
April 6th, 2004, 05:15 AM
And now for something completely different: Back to Slick's original question.
By the time you have lvl 3 in facilities, you probably have lvl 2 or 3 in shipyards. Build your shipyard first!
Now, before you scream, "But that will cost me 5 *^%(#% turns!", let me point out the advantages. They are very simple: You can now build ships! You can build more units at one time! And do it right now! Your fleet gets decimated? You now have resources flowing out of your ears and 20 extra shipyards to use 'em up. Not to mention rebuilding your fleet in jig time.
But if nothing happens, you can merrily build your level 3 facilities in one turn. During the five turns of the shipyard build, your tech has improved too, so you will be building better ships if the disaster hits.
(Damn, I could sell ice to Eskimos! http://forum.shrapnelgames.com/images/icons/icon10.gif )
Fyron
April 6th, 2004, 05:34 AM
Do they taste like beer? Are they made with fruit flavour? or what?
<font size="2" face="sans-serif, arial, verdana">Nope, it has nothing to do with alcohol. Nope, not fruity. It is very hard to describe. Root beer tastes like... root beer. Nothing else tastes like it. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ April 06, 2004, 04:35: Message edited by: Imperator Fyron ]
capnq
April 6th, 2004, 09:57 PM
Birch beer tastes like root beer. Root beer has tan foam, birch beer has reddish foam. Birch beer is a lot harder to find than root beer; I can't even think of any birch beer brand names.
When I was a kid, we sometimes got a keg of birch beer for family picnics.
narf poit chez BOOM
April 7th, 2004, 08:21 AM
Ice to Eskimos? There was a story in the paper, years ago, about a guy trying to sell sand to the Arabs, for water filteration. Apparently, their sand was the wrong shape.
Baron Munchausen
April 7th, 2004, 08:42 PM
I think the distinctive flavor ingredient in the 'original' root beer was Sarsaparilla root. It's true that now 'root beer' can taste like all sorts of things. If you bought one of every brand of 'root beer' on sale in the United States today and tasted them all you'd never be able to figure out what they are supposed to have in common. http://forum.shrapnelgames.com/images/icons/icon10.gif
Cheeze
April 8th, 2004, 02:58 PM
Mug and A&W brands of root beer is good enough, but nothing equals Barq's...particularly for root beer floats with Breyer's vanilla ice cream. Yummy!!! (At least that's for wider distributed root beer...there are some smaller brands)
I always thought birch and root beer were similar flavors. Birch beer comes from the birch tree (gee, that figures). I used to love breaking off a green twig when hiking and leaving it in my mouth to taste it. I think root beer is that flavor plus some others.
Oh, and then there's ginger beer. I get that whenever I can, and I've been lucky to find places that sell it here in the States!! http://forum.shrapnelgames.com/images/icons/icon10.gif
Spoo
April 8th, 2004, 06:26 PM
Oh, and then there's ginger beer. <font size="2" face="sans-serif, arial, verdana">How is it different from ginger ale?
Slynky
April 8th, 2004, 06:59 PM
Speaking of drinks not available in other countries, I miss (I don't know how to spell it, so here is the phonetic pronumciation) "shpayt-see", a German drink that is similar to mixing Coke-a-Cola and Orange (but much better).
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