Anti-Auto-Mation of Miners
...plus a few tiny things.
from
GalCiv2 Forums
This may be more about how the game implies my knowledge of some
features, but i figured these annoying issues have been bugging my mind
long enough and i'd wish for some kind of an explanation;
1) The space miner doesn't really automate from the toggling switch found in its menu options. Once research is complete for ex..Mining-II, IMO, it should automatically (which i understand as being just that, an automatic process!) kick out of idle mode and get busy on the nearest field upgrade task(s). This is a sort of revert toggling effect caused by the code not recognizing the conditions of both the new tech availability and the status of the ship itself, i think. Anyone would care to expand on this fact? Is this a known "bug" or what?
2) Bringing up the Spy allocation screens and scanning through targets, i realized the other day that what i actually see on the surfaces isn't the entire grid of PQ tiles in question. Just the currently built assets for me to select. There aren't any "empty" greeny boxes to inform or cue, if you like, about the potential of development. It feels like the game keeps away some important info on the surface themselves. More of a perception issue, and not really a bug... but, it certainly bothers enough. After all, the spying features imply that a sort of relatively high investigation power is at work. As it is now, i guess it fails in that direction.
3) Shouldn't there be a DIRECT option for upgrading ships from one class to the other or at least within Hull-sizes or by considering maximum values available for fitting extra components (plenty of variables, btw) as they become available? Auto-refits must be done via a shipyard job; by creating a new ship, defining its parts, renaming, saving. I'd rather have a sort of pre-configured and intuitive (deterministic, in fact) process which "governer-like" me straight at my needs. I understand the code DOES this already with _UDs and what else... but, it feels like the shipyard *Upgrade* button itself could use more capabilities - even when/if invoked from fleet managing popups.
4) Here's somethin' have been wishing for ever since i started playing GC; a visual representation of Techno-progress and a way to compare mine with say, a single opponent status. Some sort of a one-size-snapshot popup with dotted flow-charting which would put focus and clearly established path and current results. Although, i've been trying to figure out how to integrate a redux version of *GteChnos* during gameplay and indirectly provide such a thing - it takes too much memory taps and possibly wouldn't be entirely compatible with the interface. Thus, a true incode function made by developpers would be a solution.
Thanks for any comments you all may have about anything above,
- Zyxpsilon.
1) The space miner doesn't really automate from the toggling switch found in its menu options. Once research is complete for ex..Mining-II, IMO, it should automatically (which i understand as being just that, an automatic process!) kick out of idle mode and get busy on the nearest field upgrade task(s). This is a sort of revert toggling effect caused by the code not recognizing the conditions of both the new tech availability and the status of the ship itself, i think. Anyone would care to expand on this fact? Is this a known "bug" or what?
2) Bringing up the Spy allocation screens and scanning through targets, i realized the other day that what i actually see on the surfaces isn't the entire grid of PQ tiles in question. Just the currently built assets for me to select. There aren't any "empty" greeny boxes to inform or cue, if you like, about the potential of development. It feels like the game keeps away some important info on the surface themselves. More of a perception issue, and not really a bug... but, it certainly bothers enough. After all, the spying features imply that a sort of relatively high investigation power is at work. As it is now, i guess it fails in that direction.
3) Shouldn't there be a DIRECT option for upgrading ships from one class to the other or at least within Hull-sizes or by considering maximum values available for fitting extra components (plenty of variables, btw) as they become available? Auto-refits must be done via a shipyard job; by creating a new ship, defining its parts, renaming, saving. I'd rather have a sort of pre-configured and intuitive (deterministic, in fact) process which "governer-like" me straight at my needs. I understand the code DOES this already with _UDs and what else... but, it feels like the shipyard *Upgrade* button itself could use more capabilities - even when/if invoked from fleet managing popups.
4) Here's somethin' have been wishing for ever since i started playing GC; a visual representation of Techno-progress and a way to compare mine with say, a single opponent status. Some sort of a one-size-snapshot popup with dotted flow-charting which would put focus and clearly established path and current results. Although, i've been trying to figure out how to integrate a redux version of *GteChnos* during gameplay and indirectly provide such a thing - it takes too much memory taps and possibly wouldn't be entirely compatible with the interface. Thus, a true incode function made by developpers would be a solution.
Thanks for any comments you all may have about anything above,
- Zyxpsilon.