Author Topic: Change Log for v7.00 Discussion  (Read 30781 times)

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Offline Barkhorn

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Re: Change Log for v6.50 Discussion
« Reply #120 on: August 17, 2015, 12:35:16 PM »
You can already set minimum levels at your colonies so your own freighters don't collect everything.
The problem with that is that when you hit those minimum levels, the orders fail and you have to re-queue them.
 

Offline TheDeadlyShoe

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Re: Change Log for v6.50 Discussion
« Reply #121 on: August 17, 2015, 01:25:01 PM »
try using "when X amount available" orders, those should never fail.

between using reserve levels settings as a minimum and X amount available commands as a maximum you should be able to achieve your goals.

 

Offline Barkhorn

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Re: Change Log for v6.50 Discussion
« Reply #122 on: August 20, 2015, 04:48:02 PM »
If I have a reserve of 100 for some mineral, I get that freighters won't pick it up if there's under 100; but what about factories or shipyards?

If I have 100 duranium, and a reserve of 100 on it, can I build a ship that costs 100 duranium?
 

Offline TheDeadlyShoe

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Re: Change Log for v6.50 Discussion
« Reply #123 on: August 20, 2015, 05:04:11 PM »
Yes. There's no lump-sum mineral payments in Aurora, only the construction tick net value.
 

Offline Barkhorn

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Re: Change Log for v6.50 Discussion
« Reply #124 on: August 20, 2015, 05:06:03 PM »
So the reserve won't stop production?
 

Offline TheDeadlyShoe

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Re: Change Log for v6.50 Discussion
« Reply #125 on: August 20, 2015, 05:13:38 PM »
I'm 95% sure that the reserve is only for purposes of what your freighters will and will not pick up.
 

Offline Bryan Swartz

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Re: Change Log for v6.50 Discussion
« Reply #126 on: August 20, 2015, 05:28:22 PM »
I'll up that to 100%.  DeadlyShoe is correct, you have to watch production yourself but freighters will not raid anything up to the reserve level. 
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #127 on: August 20, 2015, 05:40:15 PM »
The reserve level stops freighters and mass drivers from looting the reserve, the reserve itself will be used for production and upkeep.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
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Offline Barkhorn

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Re: Change Log for v6.50 Discussion
« Reply #128 on: August 20, 2015, 06:37:32 PM »
Thanks guys, this makes things so much easier.  Up till now, I've been doing math; figuring out how fast my freighters gathered minerals and changing their speed to make sure I didn't take too much.
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #129 on: August 21, 2015, 07:49:05 AM »
Thanks guys, this makes things so much easier.  Up till now, I've been doing math; figuring out how fast my freighters gathered minerals and changing their speed to make sure I didn't take too much.
This is basically what I do with my tankers to ensure I don't end up totally stripping all the fuel and getting a tanker arrive and cancel it's orders due to no fuel being available.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline GodEmperor

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Re: Change Log for v6.50 Discussion
« Reply #130 on: August 21, 2015, 08:47:55 AM »
Oh sweet jesus i just read the 6.50 changelog ..... and now i have to clean my underwear :)

1000000 times YES for all those changes !! ( especially those that will reduce those damned slowdowns ).
."I am Colonel-Commissar Ibram Gaunt. I am known as a fair man, unless I am pushed.
You have just pushed me."
 

Offline Ostia

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Re: Change Log for v6.50 Discussion
« Reply #131 on: August 24, 2015, 05:13:28 AM »
What just came to my mind:

Steve, are there changes to the Sector Command mechanic? With the new JP system they are going to take a hit too.
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #132 on: August 24, 2015, 11:59:58 AM »
What just came to my mind:

Steve, are there changes to the Sector Command mechanic? With the new JP system they are going to take a hit too.

No, I am planning to leave those as there are. At the moment you don't need many sector commands so they should now function as originally intended.
 

Offline joeclark77

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Re: Change Log for v6.50 Discussion
« Reply #133 on: August 28, 2015, 02:22:08 PM »
Since you've got the long-distance pathfinding code already written, Steve, would you consider giving players access to it?  Somehow give us an order like "Go to distant colony" with a pop-up menu to select which colony (or "go to distant star" likewise).
 

Offline TheDeadlyShoe

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Re: Change Log for v6.50 Discussion
« Reply #134 on: August 28, 2015, 02:56:40 PM »
you can already, i believe it's called 'show all populations' in the orders checkbox?  it's a little fussy though, usually you have to remove the final order and readd it. Still less clicking.