eviator

I'll be waiting for production overflow

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!

32,484 views 39 replies
Reply #26 Top

Quoting peregrine23, reply 25

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.

 

I get that impression as well, in the recent stream it wasn't possible to see if production overflow is now working in their version since they spent the vast majority of the time in the battle viewer, although Paul talks as if it is working until I see it with my own eyes I'll remain skeptical.


It's been years since I played Gal Civ 2 but I'm sure I remember building cheap factories just because more advanced ones were so expensive to make so I don't have a problem with Stardock's current Gal Civ 3 method on this if they plan on using a similar building cost model to Gal Civ 2's.

Reply #27 Top

Paul said in the last two streams that they were going to allow the direct purchase of factories as an upgrade. However the cost will likely be extreme. Overflow via production seems to be working. I had finished a 'age of ascension' tech on a turn where only a bit (sliver) was working and after it was done I picked an early age tech of diplomacy. I got that tech the very next turn.

 

As far as production, you will never be able to crank out more than one ship per turn per yard. The answer of course is to set up multiple yards for one planet which we cannot currently do.

Reply #28 Top

I guess I fall in the very small minority as I think there is way to much production available as is.

 

I get to the point so quick where I am 1 turning ships the game loses a lot in my mind. So I guess production overflow never bothered me. But I find it incredibly dull being able to 1 turn a large or bigger ship to begin with.

Reply #29 Top

Quoting XeronX, reply 28

I guess I fall in the very small minority as I think there is way to much production available as is.

 

I get to the point so quick where I am 1 turning ships the game loses a lot in my mind. So I guess production overflow never bothered me. But I find it incredibly dull being able to 1 turn a large or bigger ship to begin with.

The problem isn't the amount of manufacturing, it's the inefficiency of not having overflow. Currently, if you want to avoid being very inefficient, you need to make sure each of your planets is producing close to the exact cost of the building or ship or both that you are building. This creates a lot of micro and makes long manufacturing queues difficult to manage. If we had production overflow, you'd only really need to check in once you're overflow got to the point where you'd have enough to build 2 buildings in a turn.

Reply #30 Top

Quoting peregrine23, reply 25

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.

This is a good point, and one I'm going to highlight since it is at the bottom of the page.

To put it into my own words, Paul is quite right that AT THE BEGINNING OF PLANET DEVELOPMENT it is faster to "move up" the building tree in incremental steps.  However, especially in the case of manufacturing based planets (and or planets with lots of population), once planets get up to speed, time is no longer being saved if one has to move up step-by-step.

Once five or six tiles have been fully upgraded, I can see how it can be a "waste" to go through them all one-by-one.

Perhaps having a player option to toggle between Build by Upgrade and Build at Max Improvement could be made?  Perhaps on a planet by planet basis.

Might be difficult to code in so close to release.  But something like this might mitigate a lot of the grousing here while still letting new planets get up to speed quickly.

+1 Loading…
Reply #31 Top

I'd like to get your information regarding this eviator. Can you provide examples in a support ticket so we may send this to the developers? Video and Screenshots with descriptions would be very helpful.

You can use Jing, it's free screenshot/video software: http://www.techsmith.com/jing.html 

https://esupport.stardock.com/index.php?/default_import/Tickets/Submit 

Reply #32 Top

Well, my 2c is that you should have an option of building any level of a building that you have researched.    But the cost of building the higher level building should include the cost of the previous buildings.

To reference GC2, in that game (unless I have a huge blind spot) you can only build the highest level of building.   When founding a new colony, that can be a problem, especially on extreme worlds where you have a production penalty.  You want to kick start production (if you don't you may have no production at all), but you don't want to spend for the advanced building.  

Give me more options, please.

 

Reply #33 Top

Quoting Bamdorf, reply 32

To reference GC2, in that game (unless I have a huge blind spot) you can only build the highest level of building.

No just a small one, there is a button in GC2 to show obsolete buildings so you can always build the cheap ones, but it isn't obvious and I think a lot of players don't know it's there.

Reply #34 Top

There have been a lot of suggestions and complaints that go beyond my original complaint about turn-by-turn production overflow. I'll be working on feedback tonight and will address my specific concerns that have been identified by devs as a bug. In addition to a text and screenshots description, I will supply a youtube video, hopefully that is sufficient.

If bluequasar1 is correct (I haven't played the game since my original post so I don't know if it's been patched), maybe this bug has already been at least partially fixed.

Reply #35 Top

As promised, here is my video: http://www.youtube.com/watch?v=4qWXDATugT4. I also submitted a ticket.

Unless it's really needed, I don't feel like making a whole post with screenshots etc. because that's much more time-consuming.

I was not able to duplicate the research overflow indicated by bluequasar

Reply #36 Top

Currently (Beta 4 Patch 2), all production queues (social, shipyard, tech) are still fully lossy, same as they've been since Alpha 0.31.

What bluequasar1 describes is a separate (lack-of-)UI for Ideology research grants only.  When you get a lump sum of free research points from Ideology, the game engine does enter a nice (but completely UI-less) for-loop until you use up all of these rps.  You can, indeed, gain 1-2(+?) tech levels from this in the middle of your turn.  This looping applies only to Ideology grants, never to your normal tech rp production each turn.

  • [unknown] Will the Shafer button let you end turn while you still have unspent rps from an Ideology grant?
  • [unknown] If so, do you lose those rps, or do they just quietly carry over?

Since the current tech/Ideology UI is a kludge and does not inform the player, you may have to manually drill into Ideology, exit, Technology, exit, repeatedly to force the game engine to kick the research progress bar.  Just keep doing that until you no longer get the tech newsbot and your research bar visually updates to partially-full.  Then you can infer that it's done.

There's a large backlog of UI enhancements that are (deep) in the queue, e.g. WASD, edge dragging, hotkeys, isolines in the production wheel (plz), tech grant looping, improvement attributes in hovertips (one-per-X, restriction-by-class), etc.  Since this new UI has some entanglement with carry-1 queues (esp. for tech), probably they'll arrive together.

Reply #37 Top

eviator - Looks like we were able to send that report to the developers. Thanks!

Reply #38 Top

Thanks Gear and the rest, looking forward to it!

Reply #39 Top

  Please allow at least 1 turn's production and research to be rolled over.