
Hey All!
I must say the big building blocks are done! Personally i love shipyard auto idler- just love it!!!
Alright moving on!
There are cases in mid to late game where you build a new starbase. Once you build it there are many many modules.
QQ If a starbase auto upgrades- Why is it so- that i have to see ALL modules? Just show me the core modules- the auto system will do the rest. Similar as in shipyards where ships stack in categories- same needs to be done here- Core modules AND then you can add a subsystem lower- upgrade 1, 2, 3 etc.
This leads to problems as shown in the above screenshot! You order a constructor for each module that leads to overflow. Of COURSE you can only select the core module and it'll still be okey-ish BUT in some cases when you unlock a new tech that greatly increases construction points on constructor and build a new starbase somewhere else AND if there is a new module available to this starbase- it will order the new constructor which has- lets say- 3 con. points.
Now here is the problem! The old constructor has only 1 con. point. Speed about 7. The new constructor has speed of 20. What happens is the new constructor takes over the old one and races to the starbase. It arrives there first before anyone else and as it has 3 con. points it spends them! 2 points extra- BUT those 2 points are already coming via slow constructors. When they get here- THEY JUST PARK in your starbase as they have nothing to do.
Furthermore!!! If a new module becomes unlocked- the Starbase NOT ALWAYS uses the parked constructors. It will just order a new constructor. This leads to the above picture.
We have a predicament here:
We have Many OLD constructors that ARE NOT spent and to the right side at bottom we see modules that are on the way. However next to the starbase there are waiting 2 new constructors that can not get in as the Parking Area is full!!! Kinda funny!
So this is a big problem time to time! And it is!
My suggestion:
* Starbase takes priority in parked Area. It uses all available construction points from its parking area first! Only then it orders new constructors.
* Hide Secondary core modules. It makes a jitter and mess. Show only core modules. Make secondary modules collapsible.
* Starbase logic needs to update EACH TURN whether it needs the new constructor or not, if a quicker one has arrived before its que.
* Ideally the unused constructors which are left over should go to other starbases that are closer to them. AKA- change direction when their primary objective has been filled by someone else. And only when there are no more jobs- it should PROMT the player- "What to do!"
The system currently in place is- when Starbase has fulfilled all jobs- the WHOLE line of constructors Promt player - "WHAT to do?" From start to finish. On a big map it can easily be 7+ constructors!
* Also I have to manually set latest constructor in shipyard after new technology. It uses the previous design. Its easy to do from any starbase but yeah- Hoping this gets automated.