Could use some help understanding starbase shipyard sponsors in 1.7 please

 

Ok, just call be slow.  With multiple sponsors does it draw from the yard that can deliver a constructor the fastest?  Is it taking into account both build and travel time, irrespective of distance?

SayI have a base with 3 yard sponsors and I order 5 constructors designed@ 5 speed cost 100 (all #’s just for example)

 

Yard     Dist   Mfg/turn

1            5            25

2           10          100

3           10          50

What yards get queued up in what order?

30,624 views 16 replies
Reply #1 Top

According to the stream it orders from the closest sponsor.  No idea if it factors build times into availability as well.

Reply #2 Top

You should watch the latest Dev stream.

From stream Paul mentioned- the auto system will choose the best shipyard for a given starbase that can deliver the constructor in the most less time possible.

So- regarding your question- it takes in account distance and build speed. Though this is done only when a constructor is requested- the system can not change if you build in that constructors build time another syipyard which is more closer and has better production, from my experience.

Reply #3 Top

Quoting zingo77, reply 2

From stream Paul mentioned- the auto system will choose the best shipyard for a given starbase that can deliver the constructor in the most less time possible.

 

So it would seem you should add all ship yards as sponsors to all bases (except ones you may reserve for military building) so the "best" will always be selected

Reply #4 Top

What I would hope it would do but, don't think it does would be the following...  I order 6 constructors with 25 build points required to build

Sponsor 1   2 turns away (travel time)  25 mfg points per turn

Sponsor 2   4 turns away (travel time)  12.5 mfg points per turn

Sponsor 3   6 turns away (travel time)  12.5 mfg points per turn

In this case I would like it to pull

5 from Sponsor 1  Will take 7 Turns to get 5 constructors

1 from Sponsor 2  Will take 6 Turns to get 1 constructor

0 from Sponsor 3  Will take 8 Turn just to get 1 and is slower than other two.

 

Example 2...

Order 14 constructors with 40 build points required to build.

Sponsor 1  2 turns away (travel time)  10 build points per turn

Sponsor 2  4 turns away (travel time)  40 build points per turn

Sponsor 3  5 turns away (travel time)  20 build points per turn

Sponsor 4  6 turns away (travel time)  40 build points per turn

I feel it should pull constructors as follows...

2 from Sponsor 1, Will take 10 Turns to get 2 constructors.

6 from Sponsor 2, Will take 10 Turns to get 6 constructors.

2 from Sponsor 3, Will take 9 Turns to get 2 constructors.

4 from Sponsor 4, Will take 10 Turns to get 4 constructors.

 

To me this would be the ideal system if everything was working perfectly.  :D

Reply #5 Top

Another question regarding shipyards and starbases...

 

is it possible to set a shipyard without any work on a sort of "automatic wait" for when it might need to be called by a starbase instead of shutting it down?

Reply #6 Top

Thanks zingo and seilore.  If i leave everything in AUTO it looks like it works like seilore's example.   Sure hope they add a global constructor select button.  Rather than take yard sponsors off of auto to exclude my dedicated mill yards, i just sut them down when i do my mass base scrolling and constructor summoning.  The still occasionally taps  my mill yards when a base auto requests another constructor but it typically keeps it to a minimum.

 

ALSO, So far (current game) i have left all bases on the Basic Constructor, BUT sometime a "standard" constructor is built instead.  Happens at all yards and is not related to certain bases.  Has anyone else seen this ?

Reply #7 Top

Quoting a0152570, reply 3


Quoting zingo77,

From stream Paul mentioned- the auto system will choose the best shipyard for a given starbase that can deliver the constructor in the most less time possible.



 

So it would seem you should add all ship yards as sponsors to all bases (except ones you may reserve for military building) so the "best" will always be selected

 

This is how its currently implemented.  

Reply #8 Top

Quoting Deewxc, reply 5

Another question regarding shipyards and starbases...

 

is it possible to set a shipyard without any work on a sort of "automatic wait" for when it might need to be called by a starbase instead of shutting it down?


No, but a lot of folks have been requesting this and it will be addressed at some point.

Reply #9 Top

Quoting a0152570, reply 6

 

ALSO, So far (current game) i have left all bases on the Basic Constructor, BUT sometime a "standard" constructor is built instead.  Happens at all yards and is not related to certain bases.  Has anyone else seen this ?

I have not seen this but I'll keep an eye out for it.

 

Reply #10 Top

Hi all.

I appreciate that once implemented  properly the automatic starbase upgrades will be splendid but it really does need improving.

At the moment I'm spending some time every move scanning the shipyard list for the appallingly out of date "basic constructors" and replacing them with something sensible. This does alert me to the fact that the sponsored starbases need upgrading but by the time I've sorted it out it's taking much longer than the original version it's supposed to improve on.

Cheers,

Jon

 

 

Reply #11 Top

Quoting lycan371, reply 10

I appreciate that once implemented properly the automatic starbase upgrades will be splendid but it really does need improving.

Agreed

Quoting lycan371, reply 10

every move scanning the shipyard list for the appallingly out of date "basic constructors"

One thing you can do  is edit the Basic constructor so it auto upgrades, give it a filler component for drives and modules.  With transportation specialization and some research into capacity improvements, you end up with a PDG starbase upgrader. 

Reply #12 Top

My comments on the new constructor request system:

So far it is working much better than I expected.  As someone who has enjoyed manually managing constructors, I didn't think I would like it, but I am doing pretty good so far.  

I like that I can move the requested constructors in the shipyard build list.  It is a bit of fiddly micromanagement, but it definitely makes the system more compatible with my general build priorities.  Good choice.

Several others have mentioned a need for being able to set a universal default constructor.  I agree with that point.  It was my first impression of the new system.

The constructor type selection is a horizontal one-by-one list.  I have bunches and bunches of constructor designs for different range, speed, and module combinations.  Presently, to avoid clicking and clicking, I use the arbitrary ship name "a-Constructor" because the horizontal list seems to have an alphabetical sort.  It might need to be a drop down box.

I seriously need a return of the "Idle Starbase" prompt on the next action button.  In complex maps with lots of ships doing lots of things, I often lose track of a newly created starbase and it sits there patiently idle and undeveloped as long as I absentmindedly let it.  Very frustrating.  Maybe it should only show up when there is a module in the base that has not been used yet.  I could see it becoming a nuisance if it triggered every time a starbase finished auto-updating.

I don't like making a mining ring and then having to tell the base to start putting in mining structures.  It seems to me to be a default choice.  I understand there are other choices and approaches to the use of starbases, but I would prefer it assumed I was actually doing mining.  The same is true for culture bases.  I can understand that I have to choose what develops in an economic base,, but telling a mining base to actually mine feels wrong.

When I lose a starbase, I can get basic constructors that are suddenly lost as to what to do and they come up idle.  This was actually neat when it happened the first time, a nicely handled mechanic.  After that it just became a nuisance.  My problem is that I don't always know what to do with the new constructors.  They are in the middle in some space that may or may not have constructors headed for the relevant resources, relics, whatever.  Do I have a constructor sent to claim that cluster of Antimatter?  It looks familiar.  Or is it that other cluster of Antimatter?  In GC2 there was an option to show little icons that indicated some ship or another was headed to this destination.  That would let me know which of the two Antimatter clusters to send my new constructor towards.  It is a function I wish for in a lot of situations, but, for me, this new starbase-constructors system highlights that need in a serious way.  

I would wish that auto constructors had a slightly different strategy level icon.  I am not sure why, but I would like to be able to visually tell which constructors I built and which the system built.

All in all, it should help in my playing of bigger and bigger maps.les

Edit:  I have a Relic in reach of two starbases.  The first has already built all the precursor modules I can for the relic.  The secondis an economy base that also has the option available to build precursor modules.  It should know either that the Relic is already claimed by another base or that it is already developed by the other base and leave the option greyed out.  Since you are blind to the map when looking at the starbase screen, I think we need to be able to rely on the UI to keep us from redundantly ordering constructors.

Reply #13 Top

Quoting erischild, reply 12



I seriously need a return of the "Idle Starbase" prompt on the next action button.  In complex maps with lots of ships doing lots of things, I often lose track of a newly created starbase and it sits there patiently idle and undeveloped as long as I absentmindedly let it.  Very frustrating.  Maybe it should only show up when there is a module in the base that has not been used yet.  I could see it becoming a nuisance if it triggered every time a starbase finished auto-updating.

Agreed. But on the other hand if you have 50 starbases- suddenly all 50 promt you to do something. Maybe there is a 3ed option?....


When I lose a starbase, I can get basic constructors that are suddenly lost as to what to do and they come up idle.  This was actually neat when it happened the first time, a nicely handled mechanic.  After that it just became a nuisance.  My problem is that I don't always know what to do with the new constructors.  They are in the middle in some space that may or may not have constructors headed for the relevant resources, relics, whatever.  Do I have a constructor sent to claim that cluster of Antimatter?  It looks familiar.  Or is it that other cluster of Antimatter?  In GC2 there was an option to show little icons that indicated some ship or another was headed to this destination.  That would let me know which of the two Antimatter clusters to send my new constructor towards.  It is a function I wish for in a lot of situations, but, for me, this new starbase-constructors system highlights that need in a serious way. 

It is annoying. One time i had a starbase far far away and like 50 units moving to it. AI destroyed that starbase and now 50 units were asking what to do. Its pain to manage them- they should somehow recalculate to other starbases. Though this would need some serious coding as this kinda feature isnt implemented easy.

 


I would wish that auto constructors had a slightly different strategy level icon.  I am not sure why, but I would like to be able to visually tell which constructors I built and which the system built.


Yep. I wouldnt even mind if they were greyed out. I mean they are utility units so to speak- dont want to care about them- they have only 1 function and its to deliver a module/constr.point and thats that. An icon also could be cool!

Reply #14 Top

Quoting a0152570, reply 11

One thing you can do  is edit the Basic constructor so it auto upgrades, give it a filler component for drives and modules.  With transportation specialization and some research into capacity improvements, you end up with a PDG starbase upgrader. 

Edit it how, the XML files?  Care to give an example?

Reply #15 Top

Quoting ManiiNames, reply 14

Edit it how, the XML files? Care to give an example?

 <ShipBlueprint>
    <InternalName>BasicConstructorBlueprint</InternalName>
    <ShipHullType>Cargo</ShipHullType>
    <Role>Support</Role>
    <ShipGroup>Constructor</ShipGroup>
    <CanBeBuilt>false</CanBeBuilt>
    <RequiredComponentType>ConstructionModule</RequiredComponentType>
    <ComponentType>InterstellarDrive</ComponentType>
    <FillerComponentType>ConstructionModule</FillerComponentType>
    <FillerComponentType>InterstellarDrive</FillerComponentType>
    <FillerComponentType>ConstructionModule</FillerComponentType>
  </ShipBlueprint>

 

Edit shipblueprintdef.xml  replacing BasicConstructorBlueprint with the above, tweak to your liking.   This hase yo be a change to the games core file to work but put it in your mod directory to maintain the integrity of the orignal.  With the right tech selections you will typically max out with 2-3 Con units and 2 of your best drives

Reply #16 Top

Thank you.