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Unread 17 Jun 2007, 16:49   #75
Heartless
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Re: R 22 Construction/Production

Quote:
Originally Posted by Appocomaster
in general, ok, but s/ships/value.

However, the problem is that we were trying to convert production to something more like research and construction, where everything has a number of "units" associated with it and the planet produces a particular amount of those per tick (this allowed us to, for example, remove the time delay on population changes).

This means computing some amount of units for a particular order, and the amount of units that a planet produces.
Why this artificial complication? The system I just sketched up does exactly the same, except that it does not compute units but assigns them directly. Also, why take value instead of the number of ships?

My proposal has the same effect as yours should have, but it is easier to understand for people.

Quote:
Originally Posted by Appocomaster
The main issue is really how multiple orders are handled. Only handling at most one order of each type would remove the abiguity of the finish ticks.
Alternatively, having some sort of pause option to pause less necessary orders might help.
Handling multiple orders ain't a problem with my proposal - you simply go and see how much "production space" is left in the given factories. If there's not enough space left for the desired order => tough luck, either cancel your current production or live with it.
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