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Post by elwoodps on Jul 3, 2015 6:28:09 GMT -5
On the COLONY PROJECTS screen, both the Progress (in %) and the Estimated Turns to Completion are displayed. But when you tap the ALL button, to go to the ALL PROJECTS screen, only the Progress is displayed. If it's not too much trouble, it'd be a great help to the micro-managers like me to have both Progress and ETC displayed on the ALL PROJECTS screen too.
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Post by euphorion on Jul 3, 2015 7:14:13 GMT -5
If it's not too much trouble, it'd be a great help to the micro-managers like me to have both Progress and ETC displayed on the ALL PROJECTS screen too.
I'm aware that it's a complete derailing of this thread - but can you play this game in any other way than by micromanaging? ;-) There are no "AI governours", no standing orders for ships (attack/patrol/defend/...), nothing that could take any burden off your shoulders.
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Post by elwoodps on Jul 3, 2015 8:20:39 GMT -5
I'm aware that it's a complete derailing of this thread - but can you play this game in any other way than by micromanaging? ;-) There are no "AI governours", no standing orders for ships (attack/patrol/defend/...), nothing that could take any burden off your shoulders.
Aw, I don't think you're really micromanaging, the way you burn through games. You're just normally managing every aspect of the game (which admittedly ST 4X forces you to do). True micromanagement is a disease, with symptoms like building an extra spice den before the colony has the pop to utilize the RP ('cause you can't bear the thought of losing that RP while waiting for it to build), and when it's one turn from completion start pushing it down the queue until the pop arrives ('cause you hate to squander those precious few credits in maintenance before the pop arrives). That's primarily what this wish is about. Of course, the best way to tell if you have a serious case of micromanagement is how many weeks it takes you to complete a game on a huge map...
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Post by Cory Trese on Jul 3, 2015 8:27:33 GMT -5
I admit designing a 4X game that I liked, probably at the expensive of developing a 4X game everyone liked.
I am a full on micromanager of 4X games, usually turning off as much AI and auto-whatever as I can.
That's why 4X is the way it is.
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The reason that the "Estimated Turns" is not displayed on the "All Projects" page is the computational expense of determining it. Without fully computing the Colony's economy, we won't know their full CP output.
One a very large list, this page could take a long time to build and that would not be good.
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on Jul 3, 2015 8:44:35 GMT -5
I don't mean to be a nag but this turn feature's something I've been kinda hoping for too.
@cory, that was my impression before as well, but I don't think that's the case anymore. If I can be perfectly frank, I think your (plural) game started out as something entirely unique, but had a bunch of quality of life improvements added. Again, I don't mean to speak out of line in regards to y'all's efforts but I also feel turn timers would be one of those features that makes this more than just an original 4x, it makes it an original 4x that uses industry standards (imo).
Either way, as always, just my two cents and thanks for providing a forum to express them.
ps: OMG the iPad won't let me uppercase the name...sorry. Bout to get in front of a PC...
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Post by Cory Trese on Jul 3, 2015 8:52:14 GMT -5
@calin : Just curious if we are talking about the same thing ... turn timers?
The games have def evolved after we got the feedback of players!
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on Jul 3, 2015 9:14:33 GMT -5
1. Yea, I'm sorry, I was being imassively imprecise. I think the game would be polished up with what the OP wanted, all colony window turn timers until colony project completion instead of/in addition to percentages. "Factory 1: 32 turns left" on the colony list screen, for better macro management. I don't like the percentages because I don't keep track of which plantes have what CP exactly since I'm not a computer, but have a rough idea. But that's a me problem.
My my argument for that:
This way (numerical turns left), I could say "ok the research building's gonna be done in 2 turns which means it'll free up the planet for that super building so I need to save my money the next three turns.".
Now (percentages) we have "ok, the research building on colony A is 78% done, meaning 1 or 2 more turns, so I should save my money I guess...for that thing I'd need to buy in 4 turns when colony B's gonna be free...probably." (Exaggeration added for emphasis
2. Again, sorry but no coding experience. Does the all colony screen use one large line of code to show data, meaning that it would be impossible/unwieldy to make it show each colony's turn? Feel free to ignore this one if it complicates the answer, I'm just curious.
And yea, it has. I honestly think y'all got a real abandonware grade game here, test of time and everything, mainly because y'all are so open to adapting the game to feedback but good enough to filter the suggestions tactfully.
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Post by elwoodps on Jul 3, 2015 9:40:58 GMT -5
I admit designing a 4X game that I liked, probably at the expensive of developing a 4X game everyone liked. I am a full on micromanager of 4X games, usually turning off as much AI and auto-whatever as I can. That's why 4X is the way it is. ------------ The reason that the "Estimated Turns" is not displayed on the "All Projects" page is the computational expense of determining it. Without fully computing the Colony's economy, we won't know their full CP output. One a very large list, this page could take a long time to build and that would not be good. Thanks Cory Trese, that makes sense. I'd kind of suspected there'd be a reason you hadn't done it already, which is why I'd qualified my request ("If it's not too much trouble,..."). One other possibility that may be worth considering, would be to make the ETC display an option that the player can turn on and off. That way, players could decide for themselves whether it was worth the speed penalty, based on their own play style and the speed of their device. Myself, I'd certainly turn it on in the early game and then maybe turn it off later, if the list became too slow. That type of micromanagement is most beneficial in the earliest part of the game, when money is tight to the point that saving 10 or 20 credits per turn can enable you to build a much needed structure or ship several turns sooner. Once I have the cash to build everything I want, when I want it, I give up that level of extreme queue management.
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