With the new production added to constructor's group, I thought of few more (it did start at 2, honest) things which would make life much easier for controlling all this goodness
Ha, no worries. Thanks for the suggestions!
1) hotkeys alt-0 to alt-9 (or some other combination) to select only constructors in a control group
Hmm, I don't want to use Alt because that would get confusing on the galaxy map, I think. Or, that would only work in the main view and not in the galaxy view, one or the other. I'm kind of running out of hotkeys, but X never does anything that isn't paired with a mouse click or something. So, we could do maybe X+0-9 to do this sort of selection. Added to my list.
2) if multiple constructors of the same type are selected, permit queue ops on all of them at the same time, with perhaps a button to clear/reset queues if different to begin with, perhaps requiring it to be pressed to start multi-constructor ops. That way I could tell the group, stop making fighers, make bombers now! without having to go through 4 or 6 space docks. I can see this one being pain to implement, but maybe not
Yeah, I remember seeing this in I think AoEIII. I don't really remember how they did it precisely, though. I can see the appeal of this, but I think that the queue management itself would have to be blind -- in other words you have the controls for all of them, and can issue commands (including the loop and pause buttons). That way you could just Ctrl+Right-click fighters (which removes all fighters), and then click bombers a few times to add bombers into all of the queues. I think that's the best I can do for now, but hopefully that would work for what you are looking for.
3) For crystal/metal harvesters, permit a right clicking or (shift click or toggle) on the harvester icon to build a harvester at the next available spot. I'd rather right click 7 times, then have to hunt for 7 metal spots. Ya, I know I can hit M, but I'm lazy. Oh, and grey out the button when all harvester spots are occupied. (Blatantly stolen from Sins of a Solar Empire )
Already have the auto-build thing thanks to player requests (was new in 1.005, I think). Just Ctrl+click the button and it will build all of them at the current planet. So just one click per resource type, not even 7! It notes this hotkey in a little tip on the hovertext for the harvesters, but you might have missed that if that was added after you were already familiar with the game.
Good idea about the harvester spots being overused and then making the button gray (in my case, I tend to do red to indicate that something can't be built). I'll definitely do that.
4) Overzoom - extend the zoom out so that the entire planet space is on screen, perhaps with black bars on left/right.
This is something that I can't really do at present. The way that I am drawing the bounding box of blackness just isn't compatible with doing this sort of thing, and I can't think of any way around it given the technical limitations of that style of DirectX drawing...
5) "Self-preservation" Targeting - this one is more difficult to do I think. It would be nice if ships that are given a "safe" target to attack (say forcefield or warpgate or train station or ... ) and are happily going at it, when attacked by another ship in range of their guns, would temporarily switch their fire to remove the threat. Dragging in some of their squadronmates would be a bonus. Right now, they blissfully ignore such interlopers, and given enough time without the human realizing what is happening, their numbers can dwindle significantly.
Ah, that's just making the game play itself for you.
This is an offensive-only sort of issue, and I'm not really inclined to automate this; I don't know of any other games that automate that. If they are getting shot up, that means that either 1) you need to have set up some protector type ships in advance (something further back so that it is not shooting at the safe target, but that is in range of shooting at whatever might shoot your ships), or 2) you need to be watching them more carefully and draw them off the forcefield yourself (just right click anywhere, and they'll retarget the local hostiles most likely).
I'm all for automating certain things about the economy and defenses, because those need to be left unattended, but when it comes to offense I think that tactical maneuvering is an important part of this genre and not something that I want to automate out of relevancy. Let me know what you think, though.