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Build order Interface Issue/suggestion
Posted: Thu Oct 31, 2013 4:51 pm
by Balois
I have on numerous occasions while looking at my build order for a city meant to buy a tech or unit and instead removed it from the list. No big deal except when I put it back on the list it resets the build time. For example, I was trying to buy a tank and it had only 3 turns remaining. I clicked on the wrong side of the build bar and the much needed tank was removed. Added it back and it went up to 15 turns. Arrgg.
How about a confirm dialog box or some other method to eliminate this type of error.
Re: Build order Interface Issue/suggestion
Posted: Fri Nov 01, 2013 3:02 pm
by Fimconte
Balois wrote:I have on numerous occasions while looking at my build order for a city meant to buy a tech or unit and instead removed it from the list. No big deal except when I put it back on the list it resets the build time. For example, I was trying to buy a tank and it had only 3 turns remaining. I clicked on the wrong side of the build bar and the much needed tank was removed. Added it back and it went up to 15 turns. Arrgg.
How about a confirm dialog box or some other method to eliminate this type of error.
You don't lose the production progress.
I often build colonizers until they have 1 turn remaining and then switch production until I have pop-growth.
Re: Build order Interface Issue/suggestion
Posted: Fri Nov 01, 2013 4:10 pm
by Balois
Ok, I went back and took a close look at why I was seeing an increase in build time. What was happening is that I was building a tank which was almost complete and when I replaced it, I used with a newer version that had different weapons and improved armor. A good reason to use "new" when you change the characteristics of a weapon. Thanks.
Re: Build order Interface Issue/suggestion
Posted: Fri Nov 01, 2013 6:09 pm
by Fimconte
Balois wrote:Ok, I went back and took a close look at why I was seeing an increase in build time. What was happening is that I was building a tank which was almost complete and when I replaced it, I used with a newer version that had different weapons and improved armor. A good reason to use "new" when you change the characteristics of a weapon. Thanks.
Yes, it would be nice if half-built units would stay in "memory", even if you change the blueprint (ie the half-built would still be selectable and have the old weapons/armour).
Maybe add a option to scrap them if they start cluttering the list.
Re: Build order Interface Issue/suggestion
Posted: Fri Nov 01, 2013 7:38 pm
by jdmillard
Good idea. It should be added back to the production possibilities list like a brand new item, remembering how much was done. And you are right, it would need a "scrap" option to de-clutter the list if necessary.
It could come in handy for more than just accidental deletions. You could also decide to mothball a colonizer if you decide that you don't want the city to lose population yet, then return and finish it a few turns later.