I'll be waiting for production overflow

I'd love to continue to give you good feedback on the game. However I will not be playing until you get resource overflow into the next queued item working. I don't know why it bugs me so much, but it does. Worse, every time it's been brought up in the dev stream Paul seemed surprised by it. I know the devs have bigger fish to fry, but this is a pretty big fish for me. Cheers!

32,482 views 39 replies
Reply #1 Top

Duplicate cause the site is borked.

Reply #2 Top

Carry-1 My Wayward Sum

... me, I just micro-manage it by pixel click-hell :p

Reply #3 Top

I would like it working as well. 

Reply #4 Top

agreed, its extremly annoying

Reply #5 Top

I asked this during the stream but the stream via Twitch was really borked. 

 

Did they get around to answering if this is working as intended or they are going to fix it?

Reply #6 Top

I've asked this in the stream forums several times.  It is absolutely frustrating.  I am with you.  I am not going to bother giving feedback if it's ignored.  I will not test until this is fixed either.

 

Reply #7 Top

I came on here to post a thread on this topic glad to see someone has already.  Was going to ask about it in the stream tonight as well I have previously also but the stream was a total car crash into a dumpster fire so I watched it on YouTube.

 

Worse, every time it's been brought up in the dev stream Paul seemed surprised by it.

 

I remember that, and the despair Paul's response made me feel.  This issue is seriously affecting my enjoyment of the game to the point where I don't want to play it, new features or not because of it.  I know the games in Beta (Alpha arguably) and certain considerations should perhaps be made but I think this should have been fixed by now.  Unless I'm miss-remembering we were told it would be.

 

If I understood correctly from the stream there's going to be a patch for this Beta is this one of the things that will be patched Stardock?  Would be nice to get some official feedback on this.


Reply #8 Top

Here's another person who'd really like to see production and research overflow properly implemented soon.  It's cool to make a planed with several hundred production post-bonuses, but it hurts when that planet can still only produce Tiny fighters at a rate of 1/turn.

Reply #9 Top

theres another thing if i can produce 1 titan or whatever the largest class ship is in one turn how come i couldent produce 10 tiny class ships with the same shipyard?

from my understanding even if production overflow is in it stops just shy of building a second ship

Reply #10 Top

If I remember correctly, in one of the last streams (probably on January 16th) Paul specifically said that even with production overflow you will be able to produce only one thing per turn. The same goes for research - only one tech a turn.

 

Reply #11 Top

Quoting Empress_Fujiko, reply 10

If I remember correctly, in one of the last streams (probably on January 16th) Paul specifically said that even with production overflow you will be able to produce only one thing per turn. The same goes for research - only one tech a turn.

 

Yeah I believe he's said it a number of times, while I don't necessarily think it's the right decision* at this point I'd just happily have production/research overflow for 1 building/ship in the game like it was in Gal Civ 2 and just about every other strategy game going.

 

*I personally think you should be able to make more than 1 ship per shipyard per turn, currently there is zero point in focusing production from multiple planets to 1 ship yard because you'd lose a ton of production from the lack of overflow but even if there was overflow in a lot of scenarios you'd have way more production than you need to make 2 ships per turn e.g. 5 planets to 1 shipyard so would still be losing production.  They've created a mechanic that harms your empire if you use it.

 

But yeah I could live with production overflow for just 1 ship/building, it's what I expected would be the case when I bought the game.

Reply #12 Top

Research overflow does work just not the way you think.  Its most noticeable early game but you can get techs that take longer to research after you researched another tech even if your research has gone up.  That is because this week's research was more than enough to finish the current tech and the remaining research for this week is applied to the next tech.

 

I'm fine with 1 tech per turn but buildings or ships should not have that restriction.  My games tend to lock up at about the time when I can start terraforming my planets to use every tile but if I unlock a bunch of tiles and want to change things so I have more or better adjacency if its a factory world it should be able to produce more than 1 basic factory a turn.  The same goes with shipyards if I can produce large or larger ships in a turn I should be able to produce more smaller ships per turn.  Even if the devs say it only has one slip to build in, if its beg enough to produce a titan than it can be subdivided into smaller slips to produce smaller ships even if temporarily and not even government agencies are that inefficient.

Reply #13 Top

I really think that this is 2 sides of the same coin....  given enough resources getting only 1 thing back from it is a bit crazy.   Having a large 6 plus planet and not being able to get multiple technologies a turn is like playing Sim City online. It forces you to pay a certain way. ...

Reply #14 Top

Maybe ships are just to cheap currently. Producing a Titan in one turn sounds a bit much.

Reply #15 Top

Quoting Empress_Fujiko, reply 14

Maybe ships are just to cheap currently. Producing a Titan in one turn sounds a bit much.

i was mearly using this as an example but at the same time with a large focused planet i would expect that to be possible

Reply #16 Top

In all seriousness this is a difference between serial processing and parallel processing.   We are given options of multiple Ship Constructors why not give multiple technology developers... either they all work on the 1 or you divide it up....

 

Maybe if Ship constructors had less of a fee and it would be more simple to either have everyone point at one Ship Constructor or have them spread out it might make this issue easier to swallow.

Reply #17 Top

I find this conversation interesting in the extreme, because I recall a comment Brad Wardell made about it when he was building GC for OS/2. He said one thing he disliked about MOO was that it didn't have a queue and it lost all of the left over production when a project was finished. At least, that is the way I remember his comment.

Reply #18 Top

Thank you for the feedback, I made sure to make note of this.

Reply #20 Top

As far as I can see, research overflow does work quite fine, but it is not very noticeable. It's most obvious when you get the bonus research points from the benevolent ideology tree. Depending on your own research project advance, you can finish a couple of projects in one turn (finished my current project, the next I chose and had the next chosen half done with the 500 point bonus). In most other cases, it is very hard to notice because the overflow research points you get from your finished project counts already in for the number of turns needed for the next project (so you would only notice if you checked the number of turns needed for the next tech before you finish the current one). I guess in most cases, the overflow is simply not big enough to finish the next tech right away, but instead of e.g. 4 turns needed it gets you to only 2-3 turns. I haven't checked what happens if you are in late game and have ~ 5000 research points per round and research a very basic technology so... 

Reply #21 Top

Since GCIII is a turn based game, I can understand the one thing per turn basis Paul mentioned. I don't know if it would be possible, but one solution could be, if one planet could supply more than one shipyard, which keeps the one ship/shipyard/turn limit, but allows focussed production planets with tonnes of production to produce more than one thing per turn. Maybe there could be a slider/box in the shipyard sponsor menu to define, how much of the assigned planet's military production gets to that specific shipyard.

Reply #22 Top

One thing that bugs me as well, is that more advanced versions of factories cannot be built in one turn. One must build the starting factory, and then each turn do a single upgrade. Without production overflow, this is a problem, and truthfully it makes little sense to build an older version of a building if one can build the newest one in a single turn.

Reply #23 Top

Good to hear Paul talking about design philosophy in the 6th Feb Stream, not surprised to hear they can't implement more than 1 ship per planet/shipyard per turn I guess even with 64bit the game can't potentially handle thousands of ships.

 

At 11:49 Paul says we overflow 1 (in regards to ship production) Well it's not in the betas!! If they have it working in their version of the game that's great to hear though.  I think that will make a lot of people in this thread happy when we get it.

 

So with the 1 ship per planet/shipyard and overflow I have a few concerns still.  

 

1.  There's little point in making small ships since you can only make 1 ship per turn you want to get the best ship for your production why make a ship that's 100 production when you have 500 production available.  Better to always make big ships at that point.  How are they going to make small ships worth building past a certain point.

 

2.  Focusing multiple planets production to 1 shipyard still has limited use because of the 1 ship rule.  If ships were very expensive to make it might be worthwhile but would that be fun??

 

3.  Not enough potential control in empire management on the micro level there were slider locks in Gal Civ 2 for instance, i'd like them returned or something similar (not the tax slider though glad that's gone).  I'd like to be able on a planet to type in a cap amount eg 50 production max from planet x to shipyard y on any turn.

 

Blueqasar1 Reply #21 made a good suggestion, assume if they did that it might result in 1000's of ships still.

 

Macsen.

Reply #24 Top

Quoting Lavo_2, reply 22

One thing that bugs me as well, is that more advanced versions of factories cannot be built in one turn. One must build the starting factory, and then each turn do a single upgrade. 

 

This bugs me too.  

 

This production/research overflow problem sounds serious, but I've never heard of it. Can anyone give me a quick rundown?

Reply #25 Top

From watching the streams, it seems like the issues raised in this thread are major blind spots for Paul. In at least 80% of streams manufacturing overflow comes up. EVERY TIME Paul says its in the game, when every player knows it's not. Likewise, every time the upgrading issue comes up, Paul doesn't seem to understand the problem. He repeatedly asserts that it is always better to build the smaller versions first because then you get the added bonus while you are building up to the next version, but doesn't seem to understand how easy it is to build up enough manufacturing on a planet to be able to build more advanced buildings in one turn, or to buy them with credits.

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