Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Construction Plants/Yard Ratio

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Construction Plants/Yard Ratio Page: [1]
Login
Message << Older Topic   Newer Topic >>
Construction Plants/Yard Ratio - 2/12/2015 7:13:58 PM   
Aedaric

 

Posts: 16
Joined: 2/3/2015
Status: offline
Was the construction plant/yard ratio ever patched? All the posts I've found have been dated fairly old and I've only been able to find the last four patches worth of patch notes which didn't include the fix.

= /

_____________________________

OS: Windows 7 Pro 64-bit SP1
CPU: Intel Core i7 4770K - 4.9GHz
RAM: 32GB Dual-Channel DDR3 - 799MHz
MB: ASUSTeK Z87-PRO
GPU: 3GB NVIDIA GTX 780 Ti (EVGA)
HDD: 698GB Samsung SSD 840
Audio: Realtek High Definition Audio
Post #: 1
RE: Construction Plants/Yard Ratio - 2/13/2015 6:00:00 PM   
CyclopsSlayer


Posts: 581
Joined: 2/11/2012
Status: offline
I default to a 10:1 plant to yard ratio and have never had any issues. Not to say their isn't a better answer, but just that this is adequate.

(in reply to Aedaric)
Post #: 2
RE: Construction Plants/Yard Ratio - 2/13/2015 7:03:55 PM   
Osito


Posts: 851
Joined: 5/9/2013
Status: offline
I'm not sure that the ratio itself was a bug. Some testing was done a long time ago (can't now remember by whom, but there was a thread about it) showing that you'll be fine with 1 plant per 30 yards (and possibly with 1 plant per more than 30 yards). It is what it is.

It was a problem that the AI designs automatically added more than one of each type of plant to the designs, but I believe this was addressed by Icemania in his AI improvement mod. I can't confirm that for sure right now, as I don't have access to DW or the mod right now.

Osito

< Message edited by Osito -- 2/13/2015 8:05:00 PM >

(in reply to Aedaric)
Post #: 3
RE: Construction Plants/Yard Ratio - 2/13/2015 7:20:07 PM   
Bingeling

 

Posts: 4704
Joined: 8/12/2010
Status: offline
I am quite sure it can be called a bug. The default designs have multiple plants, but adding multiples give no significant boost to anything.

(in reply to Osito)
Post #: 4
RE: Construction Plants/Yard Ratio - 2/13/2015 10:40:56 PM   
Osito


Posts: 851
Joined: 5/9/2013
Status: offline
More like an inconsistency than a bug. The fact that it only takes one of each type of plant to service virtually any number of yards is not necessarily a bug; it may be working as intended. However, it is inconsistent that the documentation says that there should be a few plants at a base, and that the vanilla designs add more than one plant, when they're not needed.

From a practical point of view, this problem is fixed by Icemania's AI mod.

Osito

< Message edited by Osito -- 2/14/2015 9:48:24 AM >

(in reply to Bingeling)
Post #: 5
RE: Construction Plants/Yard Ratio - 2/16/2015 5:57:05 AM   
NephilimNexus

 

Posts: 194
Joined: 9/2/2014
Status: offline
I've run 16+ construction yards on a single set of fabricators (one of each) with no loss of speed, and frankly I can't imagine ever needing to run more than 16 construction yards at once.

(in reply to Osito)
Post #: 6
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds Series >> Construction Plants/Yard Ratio Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.125