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Quickbuild in the order of host events

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Anonymous
April 21, 2005 12:20:50 PM

Archived from groups: alt.games.vgaplanets4 (More info?)

I'm currently playing as CoM and the quickbuild seems to "hick up"
every now and then. As it goes nowadays I keep lot of my colonists on
ships, sometimes I can't/wont use BDM to automatically beam down money
at the end of turn. This leads to the problem.

When I beam down money from ships to base and quickbuild a ship there
on the same turn it quite often doesnt get build. Is there something
that explains this? Some buildings (gov.cent, ord plant) taking actions
between beaming down money and the quickbuild? I've been taking care
that the money (and other resources) on the base are sufficient and
this has happened a few times now.

Any help appreciated.

Skies
April 21, 2005 1:02:46 PM

Archived from groups: alt.games.vgaplanets4 (More info?)

As far as I remember quickbuild happens before any orders of ships are
executed, eg. the transfer of money to the base.
In any case all base jobs, which do cost resources, like supplies,
money etc., are done after movement, but before ship Command Codes
(which beam down or up anything), and this includes gov center
transfer, ord production, farm income and the like. You will get the
revenue of the contra selling and the taxes before quickbuild, but that
is about all.
I do not remember about fighter,part and mech construction, if it was
before or after or if it did depend on the actual order you did give
the orders.
Otherwise look up the pending orders, the ships which are build are
displayed therein as some other things, like pod launching, are, too.
And except for the contra buying and selling they are executed, if
possible (the impossible ones are just skipped and not evaluated again
that turn), in the order given by the pending orders.

Skies wrote:
> I'm currently playing as CoM and the quickbuild seems to "hick up"
> every now and then. As it goes nowadays I keep lot of my colonists
on
> ships, sometimes I can't/wont use BDM to automatically beam down
money
> at the end of turn. This leads to the problem.
>
> When I beam down money from ships to base and quickbuild a ship there
> on the same turn it quite often doesnt get build. Is there something
> that explains this? Some buildings (gov.cent, ord plant) taking
actions
> between beaming down money and the quickbuild? I've been taking care
> that the money (and other resources) on the base are sufficient and
> this has happened a few times now.
>
> Any help appreciated.
>
> Skies
Anonymous
April 21, 2005 2:39:55 PM

Archived from groups: alt.games.vgaplanets4 (More info?)

You can transfer down cash and use it to quickbuild if the ship is over
the base at start of turn.

Factories, Govt centers, Ord plants, etc. get to use the cash first.
Especially keep an eye on the factories & GC which take the cash they
will be using from the 'projected income' column, not the cash total.

This is most likely your problem.
Related resources
Can't find your answer ? Ask !
April 21, 2005 4:24:32 PM

Archived from groups: alt.games.vgaplanets4 (More info?)

Is the Com getting to bother you in FEoLC 4?
Or why are you putting up wrong info?
Or do you just not know that somethings you have written in that post
are wrong?

david_ba...@hotmail.com wrote:
> You can transfer down cash and use it to quickbuild if the ship is
over
> the base at start of turn.
>
> Factories, Govt centers, Ord plants, etc. get to use the cash first.
> Especially keep an eye on the factories & GC which take the cash they
> will be using from the 'projected income' column, not the cash total.

How can it be that the gov center and factories, etc., steal the cash
needed,
when they are only able to do so after movement while the ships are
constructed before?

(Only buildings that are build before movement, when the supplies and
money is available,might be able to use the money before ship
construction.)

> This is most likely your problem.
Anonymous
April 22, 2005 7:17:43 AM

Archived from groups: alt.games.vgaplanets4 (More info?)

Thanks. I did some simming, not extensive enough yet, but very
interesting results. I had around 22 000 mc's on the base and another
22 000 I beamed down from a Sagittarius. With that I was able to
build, according to client: 6 ships (~ 6000mc each) and 150 fighters
(5250mc). Next turn 5 ships and 150 fighters showed up. There wasn't
really anything on the base to use up the credits.

So, either some of the money from sagittarius was used in the
quickbuilding or tax income from the colonists came in before
quickbuild. But does any of that make sense?

I'll probably sim some more today after work.

Skies


I also confimed one can use all the beamed down money to purchase
fighers (all show up next turn). But that really wasn't an issue.


It also seems that the CoM population on sagittarius (other ships not
tested) don't pay correct amount of taxes if the ships capacity is full
(10 mill colonists). Unrelated issue as well.
Anonymous
April 22, 2005 3:37:48 PM

Archived from groups: alt.games.vgaplanets4 (More info?)

Final outcome of the sims.

Money beamed down from the ships can not be used to build ships the
same turn. Both Quickbuild and normal build.

However, host-program does use the tax income, generated at the very
beginning of the host run, in ship building! Tax income is before
quickbuild and normal build, i guess. And it sort of makes sense too.

So say you have 50 000mc on base, you beam down another 50 000mc to
build a ship worth 100 000mcs. It will not happen. UNLESS the base has
tax income of +50 000/mc/turn in which case, you will never notice the
difference.

I guess this calls for naming that a bug. BDM is a way to circle this
around, but should there be a case when you don't want to use the CC
(for example to check the income on your ship) you just might end up
few ships short.

No biggie, but mystery solved.

Skies
Anonymous
April 23, 2005 3:26:28 AM

Archived from groups: alt.games.vgaplanets4 (More info?)

Skies schrieb:
> Final outcome of the sims.
>
> Money beamed down from the ships can not be used to build ships the
> same turn. Both Quickbuild and normal build.
>
> However, host-program does use the tax income, generated at the very
> beginning of the host run, in ship building! Tax income is before
> quickbuild and normal build, i guess. And it sort of makes sense too.
>
> So say you have 50 000mc on base, you beam down another 50 000mc to
> build a ship worth 100 000mcs. It will not happen. UNLESS the base has
> tax income of +50 000/mc/turn in which case, you will never notice the
> difference.
>
> I guess this calls for naming that a bug. BDM is a way to circle this
> around, but should there be a case when you don't want to use the CC
> (for example to check the income on your ship) you just might end up
> few ships short.
>
> No biggie, but mystery solved.
>
> Skies

By using BDC instead of BDM you get the amount of cash beamed down in
the log of the ship and so know the income of the ship.

Bye-Bye JoSch.
April 23, 2005 8:18:01 AM

Archived from groups: alt.games.vgaplanets4 (More info?)

So the outcome is as I said in my first post.

And then you have obviously forgotten to test whether quickbuild base
structures
steal money intended for the quickbuild ships, as it is possible to
have base structures also build at the beginning of a turn (in fact
they will about always if the supplies and money is available at the
beginning of the turn).

Skies wrote:
> Final outcome of the sims.
>
> Money beamed down from the ships can not be used to build ships the
> same turn. Both Quickbuild and normal build.
>
> However, host-program does use the tax income, generated at the very
> beginning of the host run, in ship building! Tax income is before
> quickbuild and normal build, i guess. And it sort of makes sense too.
>
> So say you have 50 000mc on base, you beam down another 50 000mc to
> build a ship worth 100 000mcs. It will not happen. UNLESS the base
has
> tax income of +50 000/mc/turn in which case, you will never notice
the
> difference.
>
> I guess this calls for naming that a bug. BDM is a way to circle
this
> around, but should there be a case when you don't want to use the CC
> (for example to check the income on your ship) you just might end
up
> few ships short.
>
> No biggie, but mystery solved.
>
> Skies
Anonymous
April 23, 2005 9:54:30 AM

Archived from groups: alt.games.vgaplanets4 (More info?)

Other structures aren't relevant for my game, so I left them out on
purpose. It was actually like you said at first post, but one has to
take the longer paths to gather experience. =)



Thanks for help,

Skies
!