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 Post subject: Production Queue and summaries - split by sector pool
PostPosted: Fri Jul 02, 2010 5:01 am 
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Space Floater

Joined: Wed Jun 30, 2010 5:17 am
Posts: 29
In the game's actually processing, systems get their resources from a pool of systems connected by solid lines.

But in the game's display, it lumps all this together, being a little bit confusing when trying to tell if a particular system or group of systems is starving.

If on the production screen there were a list of tabs showing the various pools and the production items drawing from that pool. That control could also change the display of the resources on the screen to refer to only that pool of systems.

This control would let you select Empire (everything) and if there's more than one pool it would allow you to select each pool individually. So /Empire\/Core\/Beid\/Fettor\, etc. It would be most human-readable to merely name them the name of the largest (production or population) system.

Sorting in this manner might also help the AI development as it could treat each pool of resources like its own faction, except for research and ship movement.

-Crissa


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 Post subject: Re: Production Queue and summaries - split by sector pool
PostPosted: Fri Jul 02, 2010 5:42 am 
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Programming, Design, and De Facto Lead
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Joined: Wed Oct 08, 2003 1:33 am
Posts: 7887
Location: Vancouver, BC
A similar task is listed on the Programming Work page.


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 Post subject: Re: Production Queue and summaries - split by sector pool
PostPosted: Fri Jul 02, 2010 5:54 pm 
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Space Floater

Joined: Wed Jun 30, 2010 5:17 am
Posts: 29
Hmm, I think mine is more specific. But point taken.

-Crissa


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