Published on September 26, 2008 By The Watcher In Twilight of the Arnor

Ok i guess i will get the ball rolling

 

1 bug and 1 annoyance so far >

 

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(image removed as issue rectified)

 

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Thanks for the update

 


Comments (Page 2)
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on Sep 27, 2008

 

missing something obvious.. having created a Govenor build list how do I tell colonies to follow it?

on Sep 27, 2008

missing something obvious.. having created a Govenor build list how do I tell colonies to follow it?

Go to the planet in question, select details, select govenor. A drop down list will appear.

Request; can we have the "Govenor build list" selectable from the colony screen please.

on Sep 27, 2008

Ref #1 - Blank text now showing. Preformed custom civs might need to be redone to avoid this error.

on Sep 27, 2008

treborblue

missing something obvious.. having created a Govenor build list how do I tell colonies to follow it?


Go to the planet in question, select details, select govenor. A drop down list will appear.

Request; can we have the "Govenor build list" selectable from the colony screen please.

Ctrl + P on a planet also brings up this screen, or a miniature version of it.

(Which also means they wound up breaking a cheat in cheat mode.)

However, yes, it should definitely be easier to get to than that.

on Sep 27, 2008

Playing around with beta and seem to have a problem with the planet governor screen. I create a governor and then select an improvement from the "available improvements" section but can't seem to move it into the build queue. I press on the arrows next to the available improvements section and nothing happens. Also, when you click on that little "i" in the cirlce that is located at the bottom right of every available improvement, is something supposed to pop up cause when I click on that I get nothing.

on Sep 27, 2008

 When I go from an already in progress game back to the main menu the ship designer button is greyed out and unavailable.

 In the "let's take 2.0 for a spin" post boogie mentioned the inclusion of the arnorian ship style. Is that not included in the beta? If it's supposed to be then I don't see the options to use them anywhere. If they're not meant to be included in the beta then ignore what I just said

 

on Sep 27, 2008

Are mods supported in the Beta as I cant seem to get it working?

on Sep 27, 2008

I press on the arrows next to the available improvements section and nothing happens.

I hadn't tried to use the arrows, but doubleclicking the improvements sent them over just fine for me. You might give that a shot.

on Sep 27, 2008

 Yes dethadder that works, forgive me I'm a moron

on Sep 27, 2008

Only other problem I have seen is in the new shipyard on main screen (THANK YOU FOR THIS FEATURE! ) is all components are unlocked except for miniaturization. IF there could be a slider to set miniaturization that would be great.

on Sep 27, 2008

I downloaded and installed 1.99 without problem. The program even offered to install the usual shortcut. But when I try to play it shows I'm still running 1.96.

 

Any idea what the problem is?

 

thanks

on Sep 27, 2008

My comprehensive list of bugs and issues with the Planetary Governor. I'm looking at this from the perspective that the goal of it is to significantly reduce micromanagement of most colonies and ways that it fails to do that should be considered "issues". I will do my best to not devolve this into a wishlist, but some things need to be changed for it to reach that stated goal.

1.) BUG. Changing the order of items in the build list does not save when the screen is closed.

2.) Usability Issue. Items go in "backwards" to the way you'd think they'd go. The list goes "first in, last out" order when it should be in "first in, first out" order.

3.) Usability Issue. Accessing the Planetary Governor chooser is tedious. It should be available from the main planet screen and preferably available from the control panel at the bottom when you click on a colony so you don't even have to go into the details for it. This fits in with the goal of reducing tedium which is the broader goal that reducing micromanagement fits under.

4.) Functionality Issue. There is no way to set up a "Repeat Build" for an item, either a specified number or infinite build. Typically a specialized planet will be something like "Factory, Farm, Morale Building, Economy Build x infinity". In order do this I have to add like 30 Economy Buildings to make sure it always fills up the planet. The ideal situation would to be able to specify a specific number, but even adding an infinite loop on the last item would go a long way towards fixing this.

5.) Functionality Issue. This is the big one. Right now the Governor basically populates all the tiles at the time it is set and then does nothing. If new tiles become available to build upon (special event, terraforming technologies, various special race techs that add tiles, etc) the governor does nothing to handle these. The MAIN micromanagement to deal with panets is dealing with newly available tiles! It's easy to fill all the tiles of a planet up upon colonization of a new planet with 20 seconds of spam clicking, and that's all the governor currently saves you from. The real micromanagement is going back through every colony every time you unlock something that increases PQ. The governor needs to continue doing it's work until you stop it or the game ends. Right now it doesn't govern anything.

6.) Functionality Issue. No way to save build lists between games and have to update build lists to reflect new tech. It's kind of annoying to have to build multiple bulky lists every time I start a new game. I realize there's issues with different races and whatnot but this is seriously a pain. One solution is to simply make it so your build list is only compatible with the tech tree you made it for originally. Another issue with this is having items in your build list that you don't currently have the tech for. Obviously it's easy enough to skip over these, but what if you want them built once they are available? The easiest solution is, assuming you implement "infinite build" items as mentioned in point #3, allow the governor to overbuild the infinite build item at its leisure with limited build items that become available.

Example of "ideal" functionality:

Altarian Tech Tree

Economy World

* Factory

* Farm

* Drathian Temple

* Biosphere Modulator

* Economy Building (repeat build X infinity)

 

So say I set up one of these within the first 5 turns of the game. Most of that stuff won't be available. It'll build a factory and then fill the world up with economy buildings. Say I get Xeno Farming relatively soon, it'll then automatically overwrite one of the economy buildings (specifically one with a bonus first) with a farm. Later on in the game when the Biosphere Modulator becomes available it'll overwrite one of the economy buildings with that, and then proceed to fill out the 3 new slots with more economy buildings. Same is true whenever Soil Enrichment, Habitat Improvement, or Terraforming are unlocked, as well as when (specifically in the case of Altarians) Paradise Worlds adds 1-2 PQ to my planets.

In conclusion, what's there is a great platform to build what's needed, but it currently doesn't achieve what I think the goals are. The goal is to be able to set up a planet so that you don't have to touch it unless you want to add custom buildings. Right now it simply saves me 10-20 seconds of clicking upon creating a new colony which is far less valuable than it could be or than it needs to be to facilitate me personally wanting to play on an Immense map. If I recall correctly, the original desire to add this to the game was that the developers found Immense maps very tedious to play due to planetary management. In its current iteration it will not fix that. The changes I have outlined above would allow the governor to go the entire game without being fiddled with.

on Sep 27, 2008

Not sure if its something to do with my graphics or not but when i go into the ship designer the loading bar at the buttom of the screen dose not go away once it has actually loaded.

on Sep 27, 2008

I found the new governor list a tad hard to use but once you get the idea of the listing it does save time so thank you! However please add a 'TICK' button to save changes you might make to the list so it holds the new layout and allow lists to save so we dont have to re-enter the list every single game.

on Sep 27, 2008

Yes dethadder that works, forgive me I'm a moron

 

Not at all... i too was baffled by the 'principles' of selection for those at first. Even if i could double-click those items, i needed to tap focus on the side-bar arrow BEFORE anything would switch sides. I guess, it's the instinctive reaction to "simpler' UI features when a process has another way to react to our input choices.

It works as is... anyway.

 

Since i'm into this 'subject' i'd like to recommend a sort pre-set saving routine added to these ingame defined governers so that i could re_use any structure choices in new games.

Once i figure a general startup pattern, it would extremely useful to simply bring up a list of pre-arrenged files and apply to the currently available sets (since, after all, these are also dependant on tech progress and activities).

 

Just imagine having to redo each of these optimal settings in EVERY further games.

 

EDIT (after reading further down this thread): Well, it certainly looks like many of us share the same wish for a re_usable group of saved governer types!

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