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Messages - Catma

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46
AI War / Re: Riot Control ship queue bug (?) and question
« on: January 30, 2012, 03:47:01 PM »
I understand. The survival issue is the nail in the coffin, really. Thanks again!

47
AI War / Re: Riot Control ship queue bug (?) and question
« on: January 30, 2012, 03:36:24 PM »
Thank you for the clarifications.

Quote
I may be able to put the list of modules in the tooltip (only if there's only one ship being represented, not when mousing over the planetary summary and there's more than one)

Of course. It would be a huge mess any other way.

Regarding the build queues, I can see how it would be desirable sometimes to allow pre-building of replacement ships. On the other hand, why can't I queue a large number of replacement ships to be pre-built in a single dock? That would definitely be ridiculous and counter-intuitive behavior, and allowing it for a single ship is only a difference of degree.

It strikes me as odd, is all. I suppose I'll just have to pay more attention to my SS constructors.

48
AI War / Riot Control ship queue bug (?) and question
« on: January 30, 2012, 01:38:50 PM »
So I had 4 SS constructors going, and set two of them to build 2 custom riot control ships, and the other two to build 2 of a different riot template. At one point, I had 3 Riot Control ships in service, and at least 3 more were queued and building, taking up resources, etc. I can find or reproduce a save if this is a bug, and if that proves necessary. This is my first time using multiple constructors in the same system, so it may be normal behavior that I hadn't noticed yet.

Secondly, is there any way to see what is mounted on the Riot Control ships (besides zooming all the way in and hovering over the hardpoints)? This info should be in the tooltip somewhere, IMO, as well as a template name if one applies.

49
AI War / Re: Noob question - engineers not repairing.
« on: January 29, 2012, 02:46:03 PM »
Absolutely use it! Raw or modified, credit or no credit, as long as it increases intuitiveness and awesomeness! Now to find two more good suggestions  :D

50
AI War / Re: Noob question - engineers not repairing.
« on: January 27, 2012, 06:26:04 PM »
Yep, that got it. Good design decision.

I saw the "do not assist large projects", but didn't connect it to the value box below it. I honestly didn't know what to make of it - there was no checkbox, the spacing was off, there's no mouse-over popup (on the text, though there is on the value box)... I thought maybe it was an error in the menu.

Maybe it could be renamed "maximum repair/assist value:" or something like that. Or maybe it could have an on-by-default checkbox, prompting closer investigation. In any case the text option and value box should be more visibly related in the menu. It's weird to have a list of checkbox options in a row and then the one value box.

Thanks for the quick reply!

51
AI War / Noob question - engineers not repairing.
« on: January 27, 2012, 06:12:45 PM »
I found one other post that seemed to address this issue. My problem doesn't seem to be any of these things.

"As for the engineers not repairing - had the ship you wanted them to repair been damaged within the last 3 seconds?"

nope.

"Do you have sufficient resources to enact repairs? Does the unit state 'Can't be repaired' in its tooltip? Some simply can't, such as fortresses."

nope, I can repair if I manually click on the unit.

"If you want them to repair a specific ship, I recommend ordering them to repair that ship explicitly. If placed in attack-move mode, they may teleport away to focus on repairing another ship first."

That's fine, but they aren't repairing any ships, or helping in construction, or doing anything.

I'm pretty sure I'm issuing the order correctly. I've tried with and without auto-FRD, hold V and right-click within repair range, hold X and right-click within repair range. I don't know what's going on.

I've attached a save. Thanks in advance!

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