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Posted by: Iestwyn
« on: November 23, 2020, 10:53:54 AM »

"mental checklists" are how i pretend to myself that im keeping track of things, when i don't really care enough to keep track of things.  feel like i might not be the only one.

one of the benefits of a physical checklist (aside from it *working*, i mean) is that after every catastrophic failure, you get tangible improvement in improving your checklist. 

You mention physical checklists: do you keep one? What's on it?
Posted by: TheTalkingMeowth
« on: November 23, 2020, 10:41:09 AM »

"mental checklists" are how i pretend to myself that im keeping track of things, when i don't really care enough to keep track of things.  feel like i might not be the only one.

one of the benefits of a physical checklist (aside from it *working*, i mean) is that after every catastrophic failure, you get tangible improvement in improving your checklist.

I am in this picture and I don't like it.
Posted by: misanthropope
« on: November 23, 2020, 09:07:15 AM »

"mental checklists" are how i pretend to myself that im keeping track of things, when i don't really care enough to keep track of things.  feel like i might not be the only one.

one of the benefits of a physical checklist (aside from it *working*, i mean) is that after every catastrophic failure, you get tangible improvement in improving your checklist. 
Posted by: TheTalkingMeowth
« on: November 22, 2020, 08:57:51 PM »

SP is stockpile; i.e. how much of that mineral you currently have. That's the Stockpile column.

You can see the change in mineral stockpile in the last increment in the Recent SP column.

SP+Production is stockpile + 1 year of on-planet mining at current production.

No way to track fuel and maintenance changes, sorry.
Posted by: Iestwyn
« on: November 22, 2020, 07:52:12 PM »


Why has no one mentioned this before??? Thanks so much!
No great solution for minerals, maintenance, people, or fuel.

Aurora Dashboard (http://aurora2.pentarch.org/index.php?topic=11123.0) works wonders for all of these.
Posted by: Marslettuce
« on: November 22, 2020, 07:33:10 PM »

No great solution for minerals, maintenance, people, or fuel.

Aurora Dashboard (http://aurora2.pentarch.org/index.php?topic=11123.0) works wonders for all of these.
Posted by: StarshipCactus
« on: November 22, 2020, 06:57:02 PM »

I just carefully go through everything when I start playing, I don't forget anything once I have done that. I also keep notes so if I intend to start a project, I can remember what I need for it.
Posted by: Iestwyn
« on: November 22, 2020, 01:02:12 PM »

Right, that I remember. But there isn't a way to track changes in minerals, fuel, and maintenance, at least on the colony level? I can calculate or at least eyeball net changes in minerals from the relevant screen (though I have no idea what the "SP" column means), but it'd still help to have a dedicated column. And I have no idea how to track changes in fuel and maintenance.
Posted by: TheTalkingMeowth
« on: November 22, 2020, 12:30:33 PM »

No great solution for minerals, maintenance, people, or fuel.

But wealth is actually tracked in the upper left corner of the tactical window. It's the number in the header bar! And the value in parentheses is the change during the previous increment.
Posted by: Iestwyn
« on: November 22, 2020, 11:47:35 AM »

Huh... that's interesting. Helps a lot!

I think the only thing that leaves is for me to get used to resource management. I lose track of important resources (wealth, workers, minerals, maintenance, fuel) and end up having to deal with the consequences.
Posted by: nuclearslurpee
« on: November 22, 2020, 11:42:22 AM »

Oh, excellent! That helps a lot. I assume you can't prototype with techs you haven't researched yet? Like designing INTE when you could only actually build NTE?

Actually when prototyping you can make designs that use the next technology in the line. However, such prototypes cannot be researched until you actually research their prerequisite tech.

Actually there is a bug where "Future Prototypes" cannot be researched (these are prototypes made with the next tech in the line). You can still design the future prototype to design the ship, and then when the techs are available create an identical component to be researched once you have the requisite techs, which is a little bit more micromanagement but doable.
Posted by: Droll
« on: November 22, 2020, 11:37:11 AM »

For construction and research, I use the queue!

If a research task or construction order are going to finish in the next year or so, I pretty much always have the next job queued up ready to go. For clear "programs" like developing the components for a new ship class or updating my ground units, I'll queue them all up at once and just wait. I do the same for constructing ground unit hierarchies; I'll order all the formations that go into the hierarchy at once.

That takes care of research and all forms of construction. For shipbuilding, I find that I don't really need to have a plan. When the slipways empty, it's time to decide what is going to happen next. Shipyard size and retooling takes more planning; I don't have a great way of handling that aside from trying to standardize my ship sizes.

I also make very heavy use of the prototype component feature. I build ships out of prototypes, then hit the research proto button on all the components that make it into the final design. Then I go queue up the parts! This way I don't forget what I wanted to do with the new tech, and I can start increasing my shipyard size if I need to since I know how big the new ships will be.

Thank you so much for giving me things I can use. You're the best!

I don't know how I'd forgotten about queueing. That'll help a lot.

I haven't been able to find anything on how the prototyping feature works. Would you mind explaining it?

When you design stuff lookout for the prototype button. Prototype components cannot be built, however they can be included in designs without being researched by a scientist. They are supposed to help you actually design a ship without wasting your time to research sub-par garbage.

A ship design that has any prototype designs cannot be built or tooled for. In order to do that you have to (i forget where the button for this is) designate the prototypes to be researched, turning them into "research prototypes" and creating relevant research projects. Once these are researched the relevant component will be treated as a normal component and the ship design will be ready for tooling and construction in a shipyard.

Oh, excellent! That helps a lot. I assume you can't prototype with techs you haven't researched yet? Like designing INTE when you could only actually build NTE?

Actually when prototyping you can make designs that use the next technology in the line. However, such prototypes cannot be researched until you actually research their prerequisite tech.
Posted by: Iestwyn
« on: November 22, 2020, 11:35:10 AM »

For construction and research, I use the queue!

If a research task or construction order are going to finish in the next year or so, I pretty much always have the next job queued up ready to go. For clear "programs" like developing the components for a new ship class or updating my ground units, I'll queue them all up at once and just wait. I do the same for constructing ground unit hierarchies; I'll order all the formations that go into the hierarchy at once.

That takes care of research and all forms of construction. For shipbuilding, I find that I don't really need to have a plan. When the slipways empty, it's time to decide what is going to happen next. Shipyard size and retooling takes more planning; I don't have a great way of handling that aside from trying to standardize my ship sizes.

I also make very heavy use of the prototype component feature. I build ships out of prototypes, then hit the research proto button on all the components that make it into the final design. Then I go queue up the parts! This way I don't forget what I wanted to do with the new tech, and I can start increasing my shipyard size if I need to since I know how big the new ships will be.

Thank you so much for giving me things I can use. You're the best!

I don't know how I'd forgotten about queueing. That'll help a lot.

I haven't been able to find anything on how the prototyping feature works. Would you mind explaining it?

When you design stuff lookout for the prototype button. Prototype components cannot be built, however they can be included in designs without being researched by a scientist. They are supposed to help you actually design a ship without wasting your time to research sub-par garbage.

A ship design that has any prototype designs cannot be built or tooled for. In order to do that you have to (i forget where the button for this is) designate the prototypes to be researched, turning them into "research prototypes" and creating relevant research projects. Once these are researched the relevant component will be treated as a normal component and the ship design will be ready for tooling and construction in a shipyard.

Oh, excellent! That helps a lot. I assume you can't prototype with techs you haven't researched yet? Like designing INTE when you could only actually build NTE?
Posted by: Droll
« on: November 22, 2020, 11:24:37 AM »

For construction and research, I use the queue!

If a research task or construction order are going to finish in the next year or so, I pretty much always have the next job queued up ready to go. For clear "programs" like developing the components for a new ship class or updating my ground units, I'll queue them all up at once and just wait. I do the same for constructing ground unit hierarchies; I'll order all the formations that go into the hierarchy at once.

That takes care of research and all forms of construction. For shipbuilding, I find that I don't really need to have a plan. When the slipways empty, it's time to decide what is going to happen next. Shipyard size and retooling takes more planning; I don't have a great way of handling that aside from trying to standardize my ship sizes.

I also make very heavy use of the prototype component feature. I build ships out of prototypes, then hit the research proto button on all the components that make it into the final design. Then I go queue up the parts! This way I don't forget what I wanted to do with the new tech, and I can start increasing my shipyard size if I need to since I know how big the new ships will be.

Thank you so much for giving me things I can use. You're the best!

I don't know how I'd forgotten about queueing. That'll help a lot.

I haven't been able to find anything on how the prototyping feature works. Would you mind explaining it?

When you design stuff lookout for the prototype button. Prototype components cannot be built, however they can be included in designs without being researched by a scientist. They are supposed to help you actually design a ship without wasting your time to research sub-par garbage.

A ship design that has any prototype designs cannot be built or tooled for. In order to do that you have to (i forget where the button for this is) designate the prototypes to be researched, turning them into "research prototypes" and creating relevant research projects. Once these are researched the relevant component will be treated as a normal component and the ship design will be ready for tooling and construction in a shipyard.
Posted by: Iestwyn
« on: November 22, 2020, 11:19:50 AM »

For construction and research, I use the queue!

If a research task or construction order are going to finish in the next year or so, I pretty much always have the next job queued up ready to go. For clear "programs" like developing the components for a new ship class or updating my ground units, I'll queue them all up at once and just wait. I do the same for constructing ground unit hierarchies; I'll order all the formations that go into the hierarchy at once.

That takes care of research and all forms of construction. For shipbuilding, I find that I don't really need to have a plan. When the slipways empty, it's time to decide what is going to happen next. Shipyard size and retooling takes more planning; I don't have a great way of handling that aside from trying to standardize my ship sizes.

I also make very heavy use of the prototype component feature. I build ships out of prototypes, then hit the research proto button on all the components that make it into the final design. Then I go queue up the parts! This way I don't forget what I wanted to do with the new tech, and I can start increasing my shipyard size if I need to since I know how big the new ships will be.

Thank you so much for giving me things I can use. You're the best!

I don't know how I'd forgotten about queueing. That'll help a lot.

I haven't been able to find anything on how the prototyping feature works. Would you mind explaining it?