Author Topic: Golems and Engineers  (Read 2344 times)

Offline Castruccio

  • Sr. Member
  • ****
  • Posts: 323
Golems and Engineers
« on: February 02, 2011, 12:30:09 am »
I can't figure out how to get engineers to stop auto-repairing Golems.  I see the option in the CTRLS menu, but no matter what number I set it to they always seem to auto repair.  Can someone help me figure out how to use this option properly?


Offline c4sc4

  • Sr. Member
  • ****
  • Posts: 253
Re: Golems and Engineers
« Reply #1 on: February 02, 2011, 12:38:37 am »
You could put the golems into low power mode and set the option to stop engineers from auto assisting things in low power mode. I believe at 400 they shouldn't be assisting golems though. I have noticed some strange behavior where they would auto repair them but if I remember correctly, If I selected them and put them into FRD mode then they would go off to something else.

Offline BobTheJanitor

  • Master Member Mark II
  • *****
  • Posts: 1,689
Re: Golems and Engineers
« Reply #2 on: February 02, 2011, 01:06:14 am »
At the default setting of 400 they shouldn't be assisting broken golems automatically. If they still are, you might have a bug that needs to go up on mantis.

Offline Tridus

  • Master Member
  • *****
  • Posts: 1,305
  • I'm going to do what I do best: lecture her!
Re: Golems and Engineers
« Reply #3 on: February 02, 2011, 05:27:45 am »
I couldn't get them to *start* auto-repairing Golems! How did you do that?

Offline Invelios

  • Jr. Member Mark III
  • **
  • Posts: 88
Re: Golems and Engineers
« Reply #4 on: February 02, 2011, 08:47:29 am »
IIRC, there is actually a Golem that is cheaper than 400 of a resource per second. I remember with the default of 400 there was one broken Golem they still auto-repaired, but didn't repair any of the other broken golems I got.

Offline Castruccio

  • Sr. Member
  • ****
  • Posts: 323
Re: Golems and Engineers
« Reply #5 on: February 02, 2011, 08:53:25 am »
It seems as though my engineers in FRD just started to auto repair the Golems on my planets at some random point.  They weren't auto repairing for the first 5 hours of the game, but now they are and with no prompting from me (even though the value in the CTRLS menu is set at 400). 


Offline Colonel J

  • Newbie Mark III
  • *
  • Posts: 36
Re: Golems and Engineers
« Reply #6 on: February 02, 2011, 01:03:23 pm »
I had the same issue with a Hive Golem a couple of days ago. My engineers are always on auto-FRD. Once the Golem was full at 500 wasps some of the engineers would repair it, move a short way away and then flick straight back to give it another repair. They get stuck dancing in a loop moving back and forth like that. They'll ignore other build tasks unless I can select them and point them at something else to do but as soon as it's finished they go back to polishing the golem.  I wasn't too bothered as I had engineers to spare so I just left them to it, they seemed happy enough...
« Last Edit: February 02, 2011, 01:08:50 pm by Colonel J »

Offline Castruccio

  • Sr. Member
  • ****
  • Posts: 323
Re: Golems and Engineers
« Reply #7 on: February 02, 2011, 04:59:46 pm »
The problem is that if they start randomly auto-repairing golems then you can look up and your entire economy is drained.

Offline Colonel J

  • Newbie Mark III
  • *
  • Posts: 36
Re: Golems and Engineers
« Reply #8 on: February 02, 2011, 06:26:32 pm »
Ah yes I see your problem, the Hive Golem that my engineers activated didn't have a colossal energy requirement. The FRD engineers switched the Golem on automatically (not having used Golems before I was surprised at that actually) and then spent the next half hour continuously trying to 'repair' it when at 100%. I moved the Golem soon after and it wasn't on a planet that had much activity needing engineers so I didn't pay much attention. There is definitely a bug here, but I didn't keep a save file.

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Golems and Engineers
« Reply #9 on: February 02, 2011, 07:08:07 pm »
There's no bug, it's that golems take passive damage every second (it's the Attrition ability).  So, as soon as they take this damage, the engineers flit over to repair that marginal amount of damage, then run off, then run back, etc..  If you don't want this to happen, put the golem in Low Power mode, it won't take attrition damage when in low power.

Offline BobTheJanitor

  • Master Member Mark II
  • *****
  • Posts: 1,689
Re: Golems and Engineers
« Reply #10 on: February 02, 2011, 07:10:06 pm »
Since it's tangentially related to engineers and I hate making new threads for simple questions, I'll tack it on here. Was it always the behavior that engineers would stay assisting on a dock even if it didn't have anything else to build? I don't recall this, but I noticed last night that I put all my engineers on my starship constructor for a minute, and came back later wondering why my fleet ships were building so slow only to discover that they'd been assisting the constructor (which hadn't had anything to build in half an hour or so, but did still have a queue ready in case any starships blew up) instead of going on to do other things. Didn't they previously switch to other tasks once whatever they were assigned to was done, or am I imagining that?

Offline Colonel J

  • Newbie Mark III
  • *
  • Posts: 36
Re: Golems and Engineers
« Reply #11 on: February 02, 2011, 07:11:06 pm »
There's no bug, it's that golems take passive damage every second (it's the Attrition ability).  So, as soon as they take this damage, the engineers flit over to repair that marginal amount of damage, then run off, then run back, etc..  If you don't want this to happen, put the golem in Low Power mode, it won't take attrition damage when in low power.

That makes sense, thanks. Good to know  :)

Offline Sunshine!

  • Sr. Member Mark III
  • ****
  • Posts: 475
Re: Golems and Engineers
« Reply #12 on: February 02, 2011, 07:26:21 pm »
Since it's tangentially related to engineers and I hate making new threads for simple questions, I'll tack it on here. Was it always the behavior that engineers would stay assisting on a dock even if it didn't have anything else to build? I don't recall this, but I noticed last night that I put all my engineers on my starship constructor for a minute, and came back later wondering why my fleet ships were building so slow only to discover that they'd been assisting the constructor (which hadn't had anything to build in half an hour or so, but did still have a queue ready in case any starships blew up) instead of going on to do other things. Didn't they previously switch to other tasks once whatever they were assigned to was done, or am I imagining that?

Yes, if you specifically assign an engineer to assist production of something, it will stay attached to that production facility until you tell it otherwise or that facility is destroyed.  This does not apply to repairing things or building structures (though engineers assisting the construction of a production facility automatically will glitch and continue assisting the factory with its ship building for some amount of time, even if auto-assist queues is off).

Offline LordSloth

  • Sr. Member Mark III
  • ****
  • Posts: 430
Re: Golems and Engineers
« Reply #13 on: February 04, 2011, 02:03:12 pm »
I can't honestly answer the question of whether that is new or not, but I do find this behavior quite handy combined with a few controls. It makes my economy a lot easier to manage while still having automated engineers.

1). Auto FRD engineers
2). Engineers do not assist queues
3). Maintain (x+z) engineers mk1 at this system, where x is the number of free engineers and z is the number of manually queued engineers.

First up, the manually assisting engineers stay under the force field, don't get shot up, helping replace those swarmers/fighters during a close battle, while only one or two go about repairing things. Secondly, engineers are cheap enough, it doesn't matter if some are idling if my economy as a whole runs a whole lot more smoothly - I can actually queue up a siege starship or five with just a pair of assisting engineers and not tank my entire economy, like would have happened with just six or ten indiscriminate engineers. Last, it is much easier to plan when resources are spent and units built at an entirely predictable rate.

In previous versions, where there were some power costs involved, it made some sense to switch them back and forth (or use FRD without any restrictions), but it is easier to manage your economy now by permanently stationing some where they are needed.

P.S. This combo of controls also helps you get out that mark three doomsday nuke without halting the rest of your operations.
« Last Edit: February 04, 2011, 02:06:38 pm by LordSloth »

Offline Shrugging Khan

  • Hero Member Mark III
  • *****
  • Posts: 1,217
  • Neinzul Y PzKpfw Tiger!
Re: Golems and Engineers
« Reply #14 on: February 08, 2011, 05:01:39 pm »
Another semi-related one: What are experimental engineers?  :o
The beatings shall continue
until morale improves!