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plant speed/construction yard balance

 
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plant speed/construction yard balance - 1/25/2012 2:49:41 AM   
feelotraveller


Posts: 1038
Joined: 9/12/2011
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I have mentioned this in a thread in the War Room but to bring it to your attention:

Currently each one plant of each type can support upwards of 30 construction yards, often 40 or more, (excepting the presence of Bakuras shipyards) without any reduction in build speed. (The exact calculation concerns components produced, components installed and the balance of components in ship designs.) The default computer designs have one of each type of plant per 3 yards. Is it possible that a decimal point got dropped in the code somewhere? Otherwise it seems pointless to ever have more than one of a given type of plant.

Intentional or unintentional?

By the way, thanks for all your hard work, this game just keeps getting better and better.
Post #: 1
RE: plant speed/construction yard balance - 2/22/2013 12:26:02 AM   
feelotraveller


Posts: 1038
Joined: 9/12/2011
Status: offline
Okay, I'm bumping this because we are discussing it again and nothing has changed.

(in reply to feelotraveller)
Post #: 2
RE: plant speed/construction yard balance - 2/22/2013 2:56:48 AM   
jpwrunyan


Posts: 445
Joined: 12/3/2011
From: Uranus
Status: offline
Double-terrorist-fist-bump, bro.

Some information would be nice. And I promise I will post the information on the wiki. Come on, some answers would be proactive and prevent future repetetive questions.

What's the deal with the plant speeds and construction yard speeds?

(in reply to feelotraveller)
Post #: 3
RE: plant speed/construction yard balance - 2/22/2013 4:59:43 AM   
Kayoz


Posts: 1417
Joined: 12/20/2010
From: Timbuktu
Status: offline
Minor issue that should be added to the list. But it's hardly critical compared to the other issues.

_____________________________

“That which can be asserted without evidence, can be dismissed without evidence.” ― Christopher Hitchens

(in reply to jpwrunyan)
Post #: 4
RE: plant speed/construction yard balance - 2/22/2013 11:42:24 PM   
jpwrunyan


Posts: 445
Joined: 12/3/2011
From: Uranus
Status: offline
I call it low-hanging fruit. Those are the best.

(in reply to Kayoz)
Post #: 5
RE: plant speed/construction yard balance - 8/24/2013 12:45:03 AM   
rxnnxs

 

Posts: 14
Joined: 6/1/2013
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I push this thread again after seeing how there is no answer to this question. Although there are more questions to answer. Like this: Do all those fixes apply to the original Distant Worlds game? Or do only the Shadow Owners get the newest patches?
In any case, before DW2 or a MOD-Thing comes out, you guys shall do make this game complete. Lets say, you read, understand and do what the Wishlist Thread offers to you.
You developers and coders, there is a nice video around some days now talking about the future.. I would love to see this game gets polished before you want even more adding there (and dont expect money for that).

(in reply to jpwrunyan)
Post #: 6
RE: plant speed/construction yard balance - 8/24/2013 2:35:06 AM   
Icemania


Posts: 1534
Joined: 6/5/2013
From: Australia
Status: offline
Also agree this is a quick win.


(in reply to rxnnxs)
Post #: 7
RE: plant speed/construction yard balance - 5/12/2014 1:07:03 AM   
FireLion1983

 

Posts: 149
Joined: 4/18/2014
Status: offline
Wow, will be building with only one plant now! :)

(in reply to Icemania)
Post #: 8
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